@pgarbe/cdk-ecr-sync 0.5.27 → 0.5.28

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Files changed (152) hide show
  1. package/.jsii +4 -4
  2. package/.projenrc.ts +5 -0
  3. package/CHANGELOG.md +1 -1
  4. package/lib/ecr-sync.d.ts +1 -0
  5. package/lib/ecr-sync.d.ts.map +1 -0
  6. package/lib/ecr-sync.js +1 -1
  7. package/lib/image.d.ts +1 -0
  8. package/lib/image.d.ts.map +1 -0
  9. package/lib/index.d.ts +1 -0
  10. package/lib/index.d.ts.map +1 -0
  11. package/lib/lambda/docker-adapter.d.ts +1 -0
  12. package/lib/lambda/docker-adapter.d.ts.map +1 -0
  13. package/lib/lambda/ecr-adapter.d.ts +1 -0
  14. package/lib/lambda/ecr-adapter.d.ts.map +1 -0
  15. package/lib/lambda/get-image-tags-handler.d.ts +1 -0
  16. package/lib/lambda/get-image-tags-handler.d.ts.map +1 -0
  17. package/node_modules/aws-sdk/CHANGELOG.md +101 -1
  18. package/node_modules/aws-sdk/README.md +1 -1
  19. package/node_modules/aws-sdk/apis/backup-2018-11-15.min.json +30 -0
  20. package/node_modules/aws-sdk/apis/backup-2018-11-15.paginators.json +22 -11
  21. package/node_modules/aws-sdk/apis/braket-2019-09-01.min.json +30 -27
  22. package/node_modules/aws-sdk/apis/chime-sdk-media-pipelines-2021-07-15.examples.json +5 -0
  23. package/node_modules/aws-sdk/apis/chime-sdk-media-pipelines-2021-07-15.min.json +330 -0
  24. package/node_modules/aws-sdk/apis/chime-sdk-media-pipelines-2021-07-15.paginators.json +9 -0
  25. package/node_modules/aws-sdk/apis/cloudcontrol-2021-09-30.paginators.json +4 -2
  26. package/node_modules/aws-sdk/apis/cloudcontrol-2021-09-30.waiters2.json +23 -27
  27. package/node_modules/aws-sdk/apis/cloudfront-2020-05-31.min.json +42 -28
  28. package/node_modules/aws-sdk/apis/cloudtrail-2013-11-01.min.json +19 -2
  29. package/node_modules/aws-sdk/apis/codeguru-reviewer-2019-09-19.min.json +15 -8
  30. package/node_modules/aws-sdk/apis/connect-2017-08-08.min.json +162 -9
  31. package/node_modules/aws-sdk/apis/connect-2017-08-08.paginators.json +9 -0
  32. package/node_modules/aws-sdk/apis/datasync-2018-11-09.min.json +20 -19
  33. package/node_modules/aws-sdk/apis/discovery-2015-11-01.min.json +67 -32
  34. package/node_modules/aws-sdk/apis/ec2-2016-11-15.min.json +971 -853
  35. package/node_modules/aws-sdk/apis/ec2-2016-11-15.waiters2.json +18 -0
  36. package/node_modules/aws-sdk/apis/elasticmapreduce-2009-03-31.min.json +47 -35
  37. package/node_modules/aws-sdk/apis/evidently-2021-02-01.min.json +1 -0
  38. package/node_modules/aws-sdk/apis/glue-2017-03-31.min.json +1858 -495
  39. package/node_modules/aws-sdk/apis/grafana-2020-08-18.min.json +92 -15
  40. package/node_modules/aws-sdk/apis/iot-2015-05-28.min.json +74 -68
  41. package/node_modules/aws-sdk/apis/iotsecuretunneling-2018-10-05.min.json +28 -0
  42. package/node_modules/aws-sdk/apis/iotwireless-2020-11-22.min.json +401 -80
  43. package/node_modules/aws-sdk/apis/iotwireless-2020-11-22.paginators.json +5 -0
  44. package/node_modules/aws-sdk/apis/ivschat-2020-07-14.examples.json +5 -0
  45. package/node_modules/aws-sdk/apis/ivschat-2020-07-14.min.json +443 -0
  46. package/node_modules/aws-sdk/apis/ivschat-2020-07-14.paginators.json +9 -0
  47. package/node_modules/aws-sdk/apis/kendra-2019-02-03.min.json +153 -84
  48. package/node_modules/aws-sdk/apis/kendra-2019-02-03.paginators.json +20 -0
  49. package/node_modules/aws-sdk/apis/kinesis-video-archived-media-2017-09-30.min.json +64 -0
  50. package/node_modules/aws-sdk/apis/kinesis-video-archived-media-2017-09-30.paginators.json +6 -0
  51. package/node_modules/aws-sdk/apis/kinesisvideo-2017-09-30.min.json +145 -8
  52. package/node_modules/aws-sdk/apis/lightsail-2016-11-28.min.json +59 -18
  53. package/node_modules/aws-sdk/apis/location-2020-11-19.min.json +17 -12
  54. package/node_modules/aws-sdk/apis/location-2020-11-19.paginators.json +1 -0
  55. package/node_modules/aws-sdk/apis/lookoutequipment-2020-12-15.min.json +274 -12
  56. package/node_modules/aws-sdk/apis/lookoutequipment-2020-12-15.paginators.json +5 -0
  57. package/node_modules/aws-sdk/apis/mediaconvert-2017-08-29.min.json +136 -120
  58. package/node_modules/aws-sdk/apis/metadata.json +7 -0
  59. package/node_modules/aws-sdk/apis/mq-2017-11-27.min.json +22 -7
  60. package/node_modules/aws-sdk/apis/network-firewall-2020-11-12.min.json +139 -53
  61. package/node_modules/aws-sdk/apis/outposts-2019-12-03.min.json +56 -0
  62. package/node_modules/aws-sdk/apis/outposts-2019-12-03.paginators.json +10 -0
  63. package/node_modules/aws-sdk/apis/rds-2014-10-31.min.json +20 -7
  64. package/node_modules/aws-sdk/apis/rds-data-2018-08-01.min.json +4 -1
  65. package/node_modules/aws-sdk/apis/redshift-2012-12-01.min.json +2 -1
  66. package/node_modules/aws-sdk/apis/rekognition-2016-06-27.min.json +247 -111
  67. package/node_modules/aws-sdk/apis/resiliencehub-2020-04-30.min.json +125 -74
  68. package/node_modules/aws-sdk/apis/s3-2006-03-01.examples.json +124 -124
  69. package/node_modules/aws-sdk/apis/sagemaker-2017-07-24.min.json +722 -689
  70. package/node_modules/aws-sdk/apis/secretsmanager-2017-10-17.examples.json +3 -3
  71. package/node_modules/aws-sdk/apis/securityhub-2018-10-26.min.json +20 -18
  72. package/node_modules/aws-sdk/apis/ssm-2014-11-06.min.json +160 -139
  73. package/node_modules/aws-sdk/apis/ssm-contacts-2021-05-03.examples.json +1 -1
  74. package/node_modules/aws-sdk/apis/ssm-incidents-2018-05-10.min.json +48 -37
  75. package/node_modules/aws-sdk/apis/synthetics-2017-10-11.min.json +8 -3
  76. package/node_modules/aws-sdk/apis/wafv2-2019-07-29.min.json +196 -130
  77. package/node_modules/aws-sdk/apis/workspaces-web-2020-07-08.min.json +107 -36
  78. package/node_modules/aws-sdk/clients/all.d.ts +2 -0
  79. package/node_modules/aws-sdk/clients/all.js +3 -1
  80. package/node_modules/aws-sdk/clients/amplify.d.ts +5 -5
  81. package/node_modules/aws-sdk/clients/auditmanager.d.ts +4 -4
  82. package/node_modules/aws-sdk/clients/backup.d.ts +25 -1
  83. package/node_modules/aws-sdk/clients/braket.d.ts +7 -2
  84. package/node_modules/aws-sdk/clients/chimesdkmediapipelines.d.ts +348 -0
  85. package/node_modules/aws-sdk/clients/chimesdkmediapipelines.js +18 -0
  86. package/node_modules/aws-sdk/clients/cloudcontrol.d.ts +3 -3
  87. package/node_modules/aws-sdk/clients/cloudfront.d.ts +15 -0
  88. package/node_modules/aws-sdk/clients/cloudtrail.d.ts +17 -17
  89. package/node_modules/aws-sdk/clients/codegurureviewer.d.ts +18 -5
  90. package/node_modules/aws-sdk/clients/computeoptimizer.d.ts +3 -3
  91. package/node_modules/aws-sdk/clients/connect.d.ts +200 -9
  92. package/node_modules/aws-sdk/clients/datasync.d.ts +7 -2
  93. package/node_modules/aws-sdk/clients/discovery.d.ts +63 -26
  94. package/node_modules/aws-sdk/clients/ec2.d.ts +202 -42
  95. package/node_modules/aws-sdk/clients/eks.d.ts +13 -13
  96. package/node_modules/aws-sdk/clients/emr.d.ts +24 -0
  97. package/node_modules/aws-sdk/clients/eventbridge.js +1 -0
  98. package/node_modules/aws-sdk/clients/evidently.d.ts +8 -4
  99. package/node_modules/aws-sdk/clients/gamelift.d.ts +67 -67
  100. package/node_modules/aws-sdk/clients/glue.d.ts +2082 -217
  101. package/node_modules/aws-sdk/clients/grafana.d.ts +72 -1
  102. package/node_modules/aws-sdk/clients/guardduty.d.ts +6 -3
  103. package/node_modules/aws-sdk/clients/iot.d.ts +12 -9
  104. package/node_modules/aws-sdk/clients/iotsecuretunneling.d.ts +52 -18
  105. package/node_modules/aws-sdk/clients/iotwireless.d.ts +356 -25
  106. package/node_modules/aws-sdk/clients/ivschat.d.ts +523 -0
  107. package/node_modules/aws-sdk/clients/ivschat.js +18 -0
  108. package/node_modules/aws-sdk/clients/kendra.d.ts +99 -14
  109. package/node_modules/aws-sdk/clients/kinesisvideo.d.ts +177 -10
  110. package/node_modules/aws-sdk/clients/kinesisvideoarchivedmedia.d.ts +94 -0
  111. package/node_modules/aws-sdk/clients/kms.d.ts +22 -22
  112. package/node_modules/aws-sdk/clients/lambda.d.ts +4 -4
  113. package/node_modules/aws-sdk/clients/lightsail.d.ts +122 -47
  114. package/node_modules/aws-sdk/clients/location.d.ts +20 -16
  115. package/node_modules/aws-sdk/clients/lookoutequipment.d.ts +295 -9
  116. package/node_modules/aws-sdk/clients/mediaconvert.d.ts +23 -2
  117. package/node_modules/aws-sdk/clients/mediapackage.d.ts +4 -4
  118. package/node_modules/aws-sdk/clients/mq.d.ts +16 -1
  119. package/node_modules/aws-sdk/clients/networkfirewall.d.ts +151 -21
  120. package/node_modules/aws-sdk/clients/organizations.d.ts +5 -5
  121. package/node_modules/aws-sdk/clients/outposts.d.ts +79 -22
  122. package/node_modules/aws-sdk/clients/pricing.d.ts +3 -3
  123. package/node_modules/aws-sdk/clients/rds.d.ts +37 -1
  124. package/node_modules/aws-sdk/clients/rdsdataservice.d.ts +22 -7
  125. package/node_modules/aws-sdk/clients/redshift.d.ts +16 -12
  126. package/node_modules/aws-sdk/clients/rekognition.d.ts +209 -53
  127. package/node_modules/aws-sdk/clients/resiliencehub.d.ts +138 -58
  128. package/node_modules/aws-sdk/clients/s3.d.ts +8 -8
  129. package/node_modules/aws-sdk/clients/sagemaker.d.ts +224 -174
  130. package/node_modules/aws-sdk/clients/secretsmanager.d.ts +8 -8
  131. package/node_modules/aws-sdk/clients/securityhub.d.ts +15 -6
  132. package/node_modules/aws-sdk/clients/servicecatalog.d.ts +4 -4
  133. package/node_modules/aws-sdk/clients/ssm.d.ts +29 -1
  134. package/node_modules/aws-sdk/clients/ssmcontacts.d.ts +2 -2
  135. package/node_modules/aws-sdk/clients/ssmincidents.d.ts +19 -6
  136. package/node_modules/aws-sdk/clients/sts.d.ts +2 -2
  137. package/node_modules/aws-sdk/clients/synthetics.d.ts +7 -3
  138. package/node_modules/aws-sdk/clients/transfer.d.ts +2 -2
  139. package/node_modules/aws-sdk/clients/wafv2.d.ts +104 -27
  140. package/node_modules/aws-sdk/clients/workspacesweb.d.ts +38 -4
  141. package/node_modules/aws-sdk/dist/aws-sdk-core-react-native.js +2 -2
  142. package/node_modules/aws-sdk/dist/aws-sdk-react-native.js +897 -792
  143. package/node_modules/aws-sdk/dist/aws-sdk.js +2020 -1277
  144. package/node_modules/aws-sdk/dist/aws-sdk.min.js +84 -83
  145. package/node_modules/aws-sdk/lib/config_service_placeholders.d.ts +4 -0
  146. package/node_modules/aws-sdk/lib/core.js +1 -1
  147. package/node_modules/aws-sdk/lib/services/eventbridge.js +19 -0
  148. package/node_modules/aws-sdk/lib/services/s3util.js +6 -1
  149. package/node_modules/aws-sdk/package.json +1 -1
  150. package/package.json +14 -11
  151. package/releasetag.txt +1 -1
  152. package/version.txt +1 -1
@@ -12,11 +12,11 @@ declare class GameLift extends Service {
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  constructor(options?: GameLift.Types.ClientConfiguration)
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  config: Config & GameLift.Types.ClientConfiguration;
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  /**
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- * Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed. Learn more Add FlexMatch to a game client FlexMatch events (reference) Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
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+ * Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match or failed to respond, the ticket status is set to CANCELLED, and processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is returned to SEARCHING to find a new match. A new matchmaking request for these players can be submitted as needed. Learn more Add FlexMatch to a game client FlexMatch events (reference) Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
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  */
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  acceptMatch(params: GameLift.Types.AcceptMatchInput, callback?: (err: AWSError, data: GameLift.Types.AcceptMatchOutput) => void): Request<GameLift.Types.AcceptMatchOutput, AWSError>;
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  /**
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- * Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed. Learn more Add FlexMatch to a game client FlexMatch events (reference) Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
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+ * Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match or failed to respond, the ticket status is set to CANCELLED, and processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is returned to SEARCHING to find a new match. A new matchmaking request for these players can be submitted as needed. Learn more Add FlexMatch to a game client FlexMatch events (reference) Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
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  */
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  acceptMatch(callback?: (err: AWSError, data: GameLift.Types.AcceptMatchOutput) => void): Request<GameLift.Types.AcceptMatchOutput, AWSError>;
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  /**
@@ -28,19 +28,19 @@ declare class GameLift extends Service {
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  */
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  claimGameServer(callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift 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
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  */
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  createAlias(params: GameLift.Types.CreateAliasInput, callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift 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
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  */
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  createAlias(callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
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  /**
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- * 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
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+ * Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift. 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 GameLift 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
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  */
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  createBuild(params: GameLift.Types.CreateBuildInput, callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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  /**
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- * 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
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+ * Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift. 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 GameLift 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
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  createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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  /**
@@ -68,11 +68,11 @@ declare class GameLift extends Service {
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  createGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.CreateGameServerGroupOutput) => void): Request<GameLift.Types.CreateGameServerGroupOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Local. Learn more Start a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
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  createGameSession(params: GameLift.Types.CreateGameSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Local. Learn more Start a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
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  */
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  createGameSession(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
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  /**
@@ -100,43 +100,43 @@ declare class GameLift extends Service {
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  createMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.CreateMatchmakingRuleSetOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
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  createPlayerSession(params: GameLift.Types.CreatePlayerSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
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  createPlayerSession(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
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  */
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  createPlayerSessions(params: GameLift.Types.CreatePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
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  createPlayerSessions(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift 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 GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
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  createScript(params: GameLift.Types.CreateScriptInput, callback?: (err: AWSError, data: GameLift.Types.CreateScriptOutput) => void): Request<GameLift.Types.CreateScriptOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift 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 GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
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  createScript(callback?: (err: AWSError, data: GameLift.Types.CreateScriptOutput) => void): Request<GameLift.Types.CreateScriptOutput, AWSError>;
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  /**
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- * 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
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+ * Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift 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 GameLift 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 GameLift 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 GameLift 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 GameLift. 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 GameLift 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 GameLift. 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
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  createVpcPeeringAuthorization(params: GameLift.Types.CreateVpcPeeringAuthorizationInput, callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.CreateVpcPeeringAuthorizationOutput, AWSError>;
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  /**
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- * 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
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+ * Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift 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 GameLift 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 GameLift 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 GameLift 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 GameLift. 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 GameLift 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 GameLift. 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
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  createVpcPeeringAuthorization(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.CreateVpcPeeringAuthorizationOutput, AWSError>;
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  /**
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- * 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
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+ * Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift 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 GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift 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 GameLift 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
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  createVpcPeeringConnection(params: GameLift.Types.CreateVpcPeeringConnectionInput, callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
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  /**
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- * 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
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+ * Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift 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 GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift 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 GameLift 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
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  createVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
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  /**
@@ -212,11 +212,11 @@ declare class GameLift extends Service {
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  deleteScalingPolicy(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
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  deleteScript(params: GameLift.Types.DeleteScriptInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
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  deleteScript(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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  /**
@@ -228,11 +228,11 @@ declare class GameLift extends Service {
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  deleteVpcPeeringAuthorization(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.DeleteVpcPeeringAuthorizationOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift 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
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  deleteVpcPeeringConnection(params: GameLift.Types.DeleteVpcPeeringConnectionInput, callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift 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
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  deleteVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
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  /**
@@ -380,11 +380,11 @@ declare class GameLift extends Service {
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  describeGameSessionQueues(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionQueuesOutput) => void): Request<GameLift.Types.DescribeGameSessionQueuesOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Local. Learn more Find a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
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  */
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  describeGameSessions(params: GameLift.Types.DescribeGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Local. Learn more Find a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
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  */
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  describeGameSessions(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
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  /**
@@ -420,11 +420,11 @@ declare class GameLift extends Service {
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  */
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  describeMatchmakingRuleSets(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingRuleSetsOutput) => void): Request<GameLift.Types.DescribeMatchmakingRuleSetsOutput, AWSError>;
422
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  /**
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
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+ * 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 GameLift Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
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  */
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  describePlayerSessions(params: GameLift.Types.DescribePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
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  */
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  describePlayerSessions(callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
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  /**
@@ -444,11 +444,11 @@ declare class GameLift extends Service {
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  */
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  describeScalingPolicies(callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
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  */
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  describeScript(params: GameLift.Types.DescribeScriptInput, callback?: (err: AWSError, data: GameLift.Types.DescribeScriptOutput) => void): Request<GameLift.Types.DescribeScriptOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
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  */
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  describeScript(callback?: (err: AWSError, data: GameLift.Types.DescribeScriptOutput) => void): Request<GameLift.Types.DescribeScriptOutput, AWSError>;
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  /**
@@ -460,11 +460,11 @@ declare class GameLift extends Service {
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  describeVpcPeeringAuthorizations(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringAuthorizationsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringAuthorizationsOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift 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
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  */
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  describeVpcPeeringConnections(params: GameLift.Types.DescribeVpcPeeringConnectionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
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  /**
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- * 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
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+ * 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 GameLift 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
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  */
469
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  describeVpcPeeringConnections(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
470
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  /**
@@ -524,11 +524,11 @@ declare class GameLift extends Service {
524
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  */
525
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  listGameServers(callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
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  /**
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
527
+ * Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon GameLift Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
528
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  */
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  listScripts(params: GameLift.Types.ListScriptsInput, callback?: (err: AWSError, data: GameLift.Types.ListScriptsOutput) => void): Request<GameLift.Types.ListScriptsOutput, AWSError>;
530
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  /**
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
531
+ * Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon GameLift Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
532
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  */
533
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  listScripts(callback?: (err: AWSError, data: GameLift.Types.ListScriptsOutput) => void): Request<GameLift.Types.ListScriptsOutput, AWSError>;
534
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  /**
@@ -540,11 +540,11 @@ declare class GameLift extends Service {
540
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  */
541
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  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 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
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 GameLift 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 GameLift 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 GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift 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 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
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 GameLift 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 GameLift 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 GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift 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 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
559
+ * Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift'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 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
563
+ * Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift'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
  /**
@@ -596,11 +596,11 @@ 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 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
599
+ * Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift 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 GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift 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 GameLift 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 GameLift 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 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
603
+ * Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift 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 GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift 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 GameLift 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 GameLift 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
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  */
605
605
  startGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.StartGameSessionPlacementOutput) => void): Request<GameLift.Types.StartGameSessionPlacementOutput, AWSError>;
606
606
  /**
@@ -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 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
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 GameLift 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 GameLift 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 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
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 GameLift 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 GameLift 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
  /**
@@ -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 Web Services S3 account.
850
+ * Temporary key allowing access to the Amazon GameLift S3 account.
851
851
  */
852
852
  AccessKeyId?: NonEmptyString;
853
853
  /**
854
- * Temporary secret key allowing access to the Amazon Web Services S3 account.
854
+ * Temporary secret key allowing access to the Amazon GameLift S3 account.
855
855
  */
856
856
  SecretAccessKey?: NonEmptyString;
857
857
  /**
@@ -903,7 +903,7 @@ declare namespace GameLift {
903
903
  export type BuildStatus = "INITIALIZED"|"READY"|"FAILED"|string;
904
904
  export interface CertificateConfiguration {
905
905
  /**
906
- * Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values include: GENERATED - Generate a TLS/SSL certificate for this fleet. DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.
906
+ * Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values include: GENERATED - Generate a TLS/SSL certificate for this fleet. DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.
907
907
  */
908
908
  CertificateType: CertificateType;
909
909
  }
@@ -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 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.
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 GameLift 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 GameLift will report a SizeOnDisk of 0.
967
967
  */
968
968
  StorageLocation?: S3Location;
969
969
  /**
@@ -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 Web Services. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
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 GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
985
985
  */
986
986
  UploadCredentials?: AwsCredentials;
987
987
  /**
@@ -1111,7 +1111,7 @@ declare namespace GameLift {
1111
1111
  */
1112
1112
  GameServerGroupName: GameServerGroupName;
1113
1113
  /**
1114
- * The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.
1114
+ * The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
1115
1115
  */
1116
1116
  RoleArn: IamRoleArn;
1117
1117
  /**
@@ -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 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.
1370
+ * Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift 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
  }
@@ -1387,7 +1387,7 @@ 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 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.
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 GameLift 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 GameLift 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
  /**
@@ -1401,7 +1401,7 @@ declare namespace GameLift {
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 Web Services service.
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 GameLift service.
1405
1405
  */
1406
1406
  Script?: Script;
1407
1407
  }
@@ -1423,11 +1423,11 @@ 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 Web Services which GameLift VPC to peer with.
1426
+ * A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.
1427
1427
  */
1428
1428
  FleetId: FleetId;
1429
1429
  /**
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.
1430
+ * A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon GameLift 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
  /**
@@ -2525,7 +2525,7 @@ declare namespace GameLift {
2525
2525
  */
2526
2526
  GameServerGroupArn?: GameServerGroupArn;
2527
2527
  /**
2528
- * The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.
2528
+ * The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
2529
2529
  */
2530
2530
  RoleArn?: IamRoleArn;
2531
2531
  /**
@@ -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. 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.
2977
+ * A starting value for a range of allowed port numbers. For fleets using Windows and Linux builds, only ports 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. 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.
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 Windows and Linux builds, only ports 1026-60000 are valid.
2982
2982
  */
2983
2983
  ToPort: PortNumber;
2984
2984
  /**
@@ -3008,7 +3008,7 @@ declare namespace GameLift {
3008
3008
  */
3009
3009
  LaunchTemplateName?: LaunchTemplateName;
3010
3010
  /**
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.
3011
+ * The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, 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
  }
@@ -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 Web Services server process, an app needs both the IP address and port number.
3484
+ * Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
3485
3485
  */
3486
3486
  Port?: PortNumber;
3487
3487
  /**
@@ -3540,7 +3540,7 @@ declare namespace GameLift {
3540
3540
  */
3541
3541
  EvaluationPeriods?: PositiveInteger;
3542
3542
  /**
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.
3543
+ * Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift 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
  /**
@@ -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 Web Services to access the S3 bucket.
3691
+ * The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift 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 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.
3695
+ * The version of the file, if object versioning is turned on for the bucket. Amazon GameLift 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 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.
3738
+ * Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift 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
  /**
@@ -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 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.
3914
+ * A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift 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
  /**
@@ -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 Web Services will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
3938
+ * A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift 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
  /**
@@ -4205,7 +4205,7 @@ declare namespace GameLift {
4205
4205
  */
4206
4206
  GameServerGroupName: GameServerGroupNameOrArn;
4207
4207
  /**
4208
- * The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.
4208
+ * The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
4209
4209
  */
4210
4210
  RoleArn?: IamRoleArn;
4211
4211
  /**
@@ -4417,7 +4417,7 @@ 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 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.
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 GameLift 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 GameLift 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
  /**
@@ -4427,7 +4427,7 @@ declare namespace GameLift {
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 Web Services service.
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 GameLift service.
4431
4431
  */
4432
4432
  Script?: Script;
4433
4433
  }
@@ -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 Web Services VPC for your fleet.
4471
+ * A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.
4472
4472
  */
4473
4473
  FleetId?: FleetId;
4474
4474
  /**
@@ -4492,7 +4492,7 @@ declare namespace GameLift {
4492
4492
  */
4493
4493
  PeerVpcId?: NonZeroAndMaxString;
4494
4494
  /**
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.
4495
+ * A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your Amazon Web Services account.
4496
4496
  */
4497
4497
  GameLiftVpcId?: NonZeroAndMaxString;
4498
4498
  }