aws-sdk 2.1384.0 → 2.1386.0

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@@ -20,11 +20,11 @@ declare class GameLift extends Service {
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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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  /**
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- * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances . Learn more Amazon GameLift FleetIQ Guide
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+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Filter options may be included to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE instances to be claimed. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. If the game server is running on an instance in DRAINING status and provided filter option does not allow placing on DRAINING instances. Learn more Amazon GameLift FleetIQ Guide
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  */
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  claimGameServer(params: GameLift.Types.ClaimGameServerInput, callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
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  /**
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- * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances . Learn more Amazon GameLift FleetIQ Guide
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+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Filter options may be included to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE instances to be claimed. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. If the game server is running on an instance in DRAINING status and provided filter option does not allow placing on DRAINING instances. Learn more Amazon GameLift FleetIQ Guide
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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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  /**
@@ -36,11 +36,11 @@ declare class GameLift extends Service {
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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 GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the operation 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 give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a Amazon GameLift Amazon S3 location. To use this option, 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. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. 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 All APIs by task
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+ * Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the CreateBuild operation in the following scenarios: 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 give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, 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. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. 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 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 GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the operation 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 give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a Amazon GameLift Amazon S3 location. To use this option, 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. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. 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 All APIs by task
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+ * Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the CreateBuild operation in the following scenarios: 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 give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, 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. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. 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 All APIs by task
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  */
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  createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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  /**
@@ -516,11 +516,11 @@ declare class GameLift extends Service {
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  */
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  getComputeAuthToken(callback?: (err: AWSError, data: GameLift.Types.GetComputeAuthTokenOutput) => void): Request<GameLift.Types.GetComputeAuthTokenOutput, AWSError>;
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  /**
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- * Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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+ * Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed fleets. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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  */
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  getGameSessionLogUrl(params: GameLift.Types.GetGameSessionLogUrlInput, callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
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  /**
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- * Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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+ * Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed fleets. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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  */
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  getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
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  /**
@@ -990,6 +990,12 @@ declare namespace GameLift {
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  CertificateType: CertificateType;
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  }
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  export type CertificateType = "DISABLED"|"GENERATED"|string;
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+ export interface ClaimFilterOption {
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+ /**
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+ * List of instance statuses that game servers may be claimed on. If provided, the list must contain the ACTIVE status.
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+ */
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+ InstanceStatuses?: FilterInstanceStatuses;
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+ }
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  export interface ClaimGameServerInput {
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  /**
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  * A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want Amazon GameLift FleetIQ to look for an available game server to claim.
@@ -1003,6 +1009,10 @@ declare namespace GameLift {
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  * A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
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  */
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  GameServerData?: GameServerData;
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+ /**
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+ * Object that restricts how a claimed game server is chosen.
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+ */
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+ FilterOption?: ClaimFilterOption;
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  }
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  export interface ClaimGameServerOutput {
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  /**
@@ -1106,7 +1116,7 @@ declare namespace GameLift {
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  */
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  StorageLocation?: S3Location;
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  /**
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- * The operating system that you built the game server binaries to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system isn't specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value can't be changed later.
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+ * The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later. If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016 when creating new Windows-based builds.
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  */
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  OperatingSystem?: OperatingSystem;
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  /**
@@ -1362,7 +1372,7 @@ declare namespace GameLift {
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  */
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  Name: GameSessionQueueName;
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  /**
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- * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.
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+ * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.
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  */
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  TimeoutInSeconds?: WholeNumber;
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  /**
@@ -2498,6 +2508,8 @@ declare namespace GameLift {
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  */
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  AllowedLocations?: LocationList;
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  }
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+ export type FilterInstanceStatus = "ACTIVE"|"DRAINING"|string;
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+ export type FilterInstanceStatuses = FilterInstanceStatus[];
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  export type FleetAction = "AUTO_SCALING"|string;
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  export type FleetActionList = FleetAction[];
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  export type FleetArn = string;
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  */
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  GameSessionQueueArn?: GameSessionQueueArn;
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  /**
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- * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.
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+ * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.
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  */
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  TimeoutInSeconds?: WholeNumber;
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  /**
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  */
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  Name: GameSessionQueueNameOrArn;
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  /**
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- * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.
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+ * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.
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  */
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  TimeoutInSeconds?: WholeNumber;
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  /**
package/clients/glue.d.ts CHANGED
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  CrawlerName?: NameString;
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  }
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  export type ActionList = Action[];
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+ export type AdditionalOptionKeys = "performanceTuning.caching"|string;
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  export type AdditionalOptions = {[key: string]: EnclosedInStringProperty};
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  export type AdditionalPlanOptionsMap = {[key: string]: GenericString};
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  export type AggFunction = "avg"|"countDistinct"|"count"|"first"|"last"|"kurtosis"|"max"|"min"|"skewness"|"stddev_samp"|"stddev_pop"|"sum"|"sumDistinct"|"var_samp"|"var_pop"|string;
@@ -1691,11 +1692,11 @@ declare namespace Glue {
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  export type AggregateOperations = AggregateOperation[];
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  export interface AmazonRedshiftAdvancedOption {
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  /**
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- * The key when specifying a key-value pair.
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+ * The key for the additional connection option.
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  */
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  Key?: GenericString;
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  /**
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- * The value when specifying a key-value pair.
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+ * The value for the additional connection option.
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  */
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  Value?: GenericString;
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  }
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  * Specifies a target that writes to a data target in Amazon Redshift.
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  */
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  AmazonRedshiftTarget?: AmazonRedshiftTarget;
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+ /**
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+ * Specifies your data quality evaluation criteria. Allows multiple input data and returns a collection of Dynamic Frames.
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+ */
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+ EvaluateDataQualityMultiFrame?: EvaluateDataQualityMultiFrame;
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  }
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  export type CodeGenConfigurationNodes = {[key: string]: CodeGenConfigurationNode};
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  export interface CodeGenEdge {
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  export type CustomEntityTypeNames = NameString[];
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  export type CustomEntityTypes = CustomEntityType[];
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  export type CustomPatterns = string;
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+ export type DQAdditionalOptions = {[key: string]: GenericString};
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+ export type DQDLAliases = {[key: string]: EnclosedInStringProperty};
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  export type DQDLString = string;
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  export interface DQResultsPublishingOptions {
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  /**
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  * A pass or fail status for the rule.
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  */
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  Result?: DataQualityRuleResultStatus;
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+ /**
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+ * A map of metrics associated with the evaluation of the rule.
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+ */
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+ EvaluatedMetrics?: EvaluatedMetricsMap;
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  }
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  export type DataQualityRuleResultStatus = "PASS"|"FAIL"|"ERROR"|string;
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  export type DataQualityRuleResults = DataQualityRuleResult[];
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  * The name of the database where the Glue table exists.
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  */
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  DatabaseName: NameString;
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+ /**
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+ * The catalog id where the Glue table exists.
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+ */
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+ CatalogId?: NameString;
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  }
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  export interface DataSource {
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  /**
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  */
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  GlueTable: GlueTable;
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  }
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+ export type DataSourceMap = {[key: string]: DataSource};
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  export interface Database {
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  /**
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  * The name of the database. For Hive compatibility, this is folded to lowercase when it is stored.
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  */
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  StopJobOnFailureOptions?: DQStopJobOnFailureOptions;
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  }
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+ export interface EvaluateDataQualityMultiFrame {
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+ /**
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+ * The name of the data quality evaluation.
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+ */
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+ Name: NodeName;
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+ /**
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+ * The inputs of your data quality evaluation. The first input in this list is the primary data source.
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+ */
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+ Inputs: ManyInputs;
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+ /**
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+ * The aliases of all data sources except primary.
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+ */
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+ AdditionalDataSources?: DQDLAliases;
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+ /**
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+ * The ruleset for your data quality evaluation.
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+ */
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+ Ruleset: DQDLString;
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+ /**
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+ * Options to configure how your results are published.
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+ */
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+ PublishingOptions?: DQResultsPublishingOptions;
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+ /**
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+ * Options to configure runtime behavior of the transform.
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+ */
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+ AdditionalOptions?: DQAdditionalOptions;
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+ /**
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+ * Options to configure how your job will stop if your data quality evaluation fails.
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+ */
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+ StopJobOnFailureOptions?: DQStopJobOnFailureOptions;
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+ }
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+ export type EvaluatedMetricsMap = {[key: string]: NullableDouble};
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  export interface EvaluationMetrics {
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  /**
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  * The type of machine learning transform.
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  * A list of result IDs for the data quality results for the run.
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  */
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  ResultIds?: DataQualityResultIdList;
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+ /**
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+ * A map of reference strings to additional data sources you can specify for an evaluation run.
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+ */
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+ AdditionalDataSources?: DataSourceMap;
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  }
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  export interface GetDataQualityRulesetRequest {
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  /**
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  * A list of ruleset names.
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  */
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  RulesetNames: RulesetNames;
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+ /**
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+ * A map of reference strings to additional data sources you can specify for an evaluation run.
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+ */
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+ AdditionalDataSources?: DataSourceMap;
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  }
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  export interface StartDataQualityRulesetEvaluationRunResponse {
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  /**
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  Description?: Description;
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  Tags?: TagList;
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  ClientRequestToken?: ClientRequestToken;
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+ /**
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+ * Multicast Group resources to add to the network analyzer configruation. Provide the MulticastGroupId of the resource to add in the input array.
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+ */
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+ MulticastGroups?: NetworkAnalyzerMulticastGroupList;
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  }
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  export interface CreateNetworkAnalyzerConfigurationResponse {
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  /**
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  */
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  Arn?: NetworkAnalyzerConfigurationArn;
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  Name?: NetworkAnalyzerConfigurationName;
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+ /**
2012
+ * List of multicast group resources that have been added to the network analyzer configuration.
2013
+ */
2014
+ MulticastGroups?: NetworkAnalyzerMulticastGroupList;
2007
2015
  }
2008
2016
  export interface GetPartnerAccountRequest {
2009
2017
  /**
@@ -2335,7 +2343,7 @@ declare namespace IoTWireless {
2335
2343
  */
2336
2344
  WirelessDeviceId?: WirelessDeviceId;
2337
2345
  /**
2338
- * The date and time when the most recent uplink was received.
2346
+ * The date and time when the most recent uplink was received. This value is only valid for 3 months.
2339
2347
  */
2340
2348
  LastUplinkReceivedAt?: ISODateTimeString;
2341
2349
  /**
@@ -2427,7 +2435,7 @@ declare namespace IoTWireless {
2427
2435
  */
2428
2436
  WirelessGatewayId?: WirelessGatewayId;
2429
2437
  /**
2430
- * The date and time when the most recent uplink was received.
2438
+ * The date and time when the most recent uplink was received. This value is only valid for 3 months.
2431
2439
  */
2432
2440
  LastUplinkReceivedAt?: ISODateTimeString;
2433
2441
  /**
@@ -2475,7 +2483,7 @@ declare namespace IoTWireless {
2475
2483
  */
2476
2484
  WirelessGatewayTaskDefinitionId?: WirelessGatewayTaskDefinitionId;
2477
2485
  /**
2478
- * The date and time when the most recent uplink was received.
2486
+ * The date and time when the most recent uplink was received. This value is only valid for 3 months.
2479
2487
  */
2480
2488
  LastUplinkReceivedAt?: ISODateTimeString;
2481
2489
  /**
@@ -3520,6 +3528,7 @@ declare namespace IoTWireless {
3520
3528
  export type MinGwDiversity = number;
3521
3529
  export type Model = string;
3522
3530
  export type MulticastDeviceStatus = string;
3531
+ export type MulticastFrameInfo = "ENABLED"|"DISABLED"|string;
3523
3532
  export interface MulticastGroup {
3524
3533
  Id?: MulticastGroupId;
3525
3534
  Arn?: MulticastGroupArn;
@@ -3551,6 +3560,7 @@ declare namespace IoTWireless {
3551
3560
  Arn?: NetworkAnalyzerConfigurationArn;
3552
3561
  Name?: NetworkAnalyzerConfigurationName;
3553
3562
  }
3563
+ export type NetworkAnalyzerMulticastGroupList = MulticastGroupId[];
3554
3564
  export type NetworkId = number;
3555
3565
  export type NextToken = string;
3556
3566
  export type NumberOfDevicesInGroup = number;
@@ -4243,6 +4253,7 @@ declare namespace IoTWireless {
4243
4253
  export interface TraceContent {
4244
4254
  WirelessDeviceFrameInfo?: WirelessDeviceFrameInfo;
4245
4255
  LogLevel?: LogLevel;
4256
+ MulticastFrameInfo?: MulticastFrameInfo;
4246
4257
  }
4247
4258
  export type TransmissionInterval = number;
4248
4259
  export type TransmitMode = number;
@@ -4382,6 +4393,14 @@ declare namespace IoTWireless {
4382
4393
  */
4383
4394
  WirelessGatewaysToRemove?: WirelessGatewayList;
4384
4395
  Description?: Description;
4396
+ /**
4397
+ * Multicast group resources to add to the network analyzer configuration. Provide the MulticastGroupId of the resource to add in the input array.
4398
+ */
4399
+ MulticastGroupsToAdd?: NetworkAnalyzerMulticastGroupList;
4400
+ /**
4401
+ * Multicast group resources to remove from the network analyzer configuration. Provide the MulticastGroupId of the resource to remove in the input array.
4402
+ */
4403
+ MulticastGroupsToRemove?: NetworkAnalyzerMulticastGroupList;
4385
4404
  }
4386
4405
  export interface UpdateNetworkAnalyzerConfigurationResponse {
4387
4406
  }
@@ -4733,7 +4752,7 @@ declare namespace IoTWireless {
4733
4752
  */
4734
4753
  DestinationName?: DestinationName;
4735
4754
  /**
4736
- * The date and time when the most recent uplink was received.
4755
+ * The date and time when the most recent uplink was received. Theis value is only valid for 3 months.
4737
4756
  */
4738
4757
  LastUplinkReceivedAt?: ISODateTimeString;
4739
4758
  /**
@@ -4793,7 +4812,7 @@ declare namespace IoTWireless {
4793
4812
  */
4794
4813
  LoRaWAN?: LoRaWANGateway;
4795
4814
  /**
4796
- * The date and time when the most recent uplink was received.
4815
+ * The date and time when the most recent uplink was received. This value is only valid for 3 months.
4797
4816
  */
4798
4817
  LastUplinkReceivedAt?: ISODateTimeString;
4799
4818
  }
@@ -243,7 +243,7 @@ declare namespace MigrationHubRefactorSpaces {
243
243
  }
244
244
  export interface ApiGatewayProxyInput {
245
245
  /**
246
- * The type of endpoint to use for the API Gateway proxy. If no value is specified in the request, the value is set to REGIONAL by default. If the value is set to PRIVATE in the request, this creates a private API endpoint that is isolated from the public internet. The private endpoint can only be accessed by using Amazon Virtual Private Cloud (Amazon VPC) endpoints for Amazon API Gateway that have been granted access.
246
+ * The type of endpoint to use for the API Gateway proxy. If no value is specified in the request, the value is set to REGIONAL by default. If the value is set to PRIVATE in the request, this creates a private API endpoint that is isolated from the public internet. The private endpoint can only be accessed by using Amazon Virtual Private Cloud (Amazon VPC) interface endpoints for the Amazon API Gateway that has been granted access. For more information about creating a private connection with Refactor Spaces and interface endpoint (Amazon Web Services PrivateLink) availability, see Access Refactor Spaces using an interface endpoint (Amazon Web Services PrivateLink).
247
247
  */
248
248
  EndpointType?: ApiGatewayEndpointType;
249
249
  /**
@@ -1116,6 +1116,10 @@ declare namespace MigrationHubRefactorSpaces {
1116
1116
  RouteIdentifier: RouteId;
1117
1117
  }
1118
1118
  export interface GetRouteResponse {
1119
+ /**
1120
+ * If set to true, this option appends the source path to the service URL endpoint.
1121
+ */
1122
+ AppendSourcePath?: Boolean;
1119
1123
  /**
1120
1124
  * The ID of the application that the route belongs to.
1121
1125
  */
@@ -1173,7 +1177,7 @@ declare namespace MigrationHubRefactorSpaces {
1173
1177
  */
1174
1178
  ServiceId?: ServiceId;
1175
1179
  /**
1176
- * The path to use to match traffic. Paths must start with / and are relative to the base of the application.
1180
+ * This is the path that Refactor Spaces uses to match traffic. Paths must start with / and are relative to the base of the application. To use path parameters in the source path, add a variable in curly braces. For example, the resource path {user} represents a path parameter called 'user'.
1177
1181
  */
1178
1182
  SourcePath?: UriPath;
1179
1183
  /**
@@ -1456,6 +1460,10 @@ declare namespace MigrationHubRefactorSpaces {
1456
1460
  export type RouteState = "CREATING"|"ACTIVE"|"DELETING"|"FAILED"|"UPDATING"|"INACTIVE"|string;
1457
1461
  export type RouteSummaries = RouteSummary[];
1458
1462
  export interface RouteSummary {
1463
+ /**
1464
+ * If set to true, this option appends the source path to the service URL endpoint.
1465
+ */
1466
+ AppendSourcePath?: Boolean;
1459
1467
  /**
1460
1468
  * The unique identifier of the application.
1461
1469
  */
@@ -1513,7 +1521,7 @@ declare namespace MigrationHubRefactorSpaces {
1513
1521
  */
1514
1522
  ServiceId?: ServiceId;
1515
1523
  /**
1516
- * The path to use to match traffic. Paths must start with / and are relative to the base of the application.
1524
+ * This is the path that Refactor Spaces uses to match traffic. Paths must start with / and are relative to the base of the application. To use path parameters in the source path, add a variable in curly braces. For example, the resource path {user} represents a path parameter called 'user'.
1517
1525
  */
1518
1526
  SourcePath?: UriPath;
1519
1527
  /**
@@ -1684,6 +1692,10 @@ declare namespace MigrationHubRefactorSpaces {
1684
1692
  * If set to ACTIVE, traffic is forwarded to this route’s service after the route is created.
1685
1693
  */
1686
1694
  ActivationState: RouteActivationState;
1695
+ /**
1696
+ * If set to true, this option appends the source path to the service URL endpoint.
1697
+ */
1698
+ AppendSourcePath?: Boolean;
1687
1699
  /**
1688
1700
  * Indicates whether to match all subpaths of the given source path. If this value is false, requests must match the source path exactly before they are forwarded to this route's service.
1689
1701
  */
@@ -1693,7 +1705,7 @@ declare namespace MigrationHubRefactorSpaces {
1693
1705
  */
1694
1706
  Methods?: HttpMethods;
1695
1707
  /**
1696
- * The path to use to match traffic. Paths must start with / and are relative to the base of the application.
1708
+ * This is the path that Refactor Spaces uses to match traffic. Paths must start with / and are relative to the base of the application. To use path parameters in the source path, add a variable in curly braces. For example, the resource path {user} represents a path parameter called 'user'.
1697
1709
  */
1698
1710
  SourcePath: UriPath;
1699
1711
  }
@@ -1045,11 +1045,11 @@ declare class SageMaker extends Service {
1045
1045
  */
1046
1046
  describeHumanTaskUi(callback?: (err: AWSError, data: SageMaker.Types.DescribeHumanTaskUiResponse) => void): Request<SageMaker.Types.DescribeHumanTaskUiResponse, AWSError>;
1047
1047
  /**
1048
- * Gets a description of a hyperparameter tuning job.
1048
+ * Returns a description of a hyperparameter tuning job, depending on the fields selected. These fields can include the name, Amazon Resource Name (ARN), job status of your tuning job and more.
1049
1049
  */
1050
1050
  describeHyperParameterTuningJob(params: SageMaker.Types.DescribeHyperParameterTuningJobRequest, callback?: (err: AWSError, data: SageMaker.Types.DescribeHyperParameterTuningJobResponse) => void): Request<SageMaker.Types.DescribeHyperParameterTuningJobResponse, AWSError>;
1051
1051
  /**
1052
- * Gets a description of a hyperparameter tuning job.
1052
+ * Returns a description of a hyperparameter tuning job, depending on the fields selected. These fields can include the name, Amazon Resource Name (ARN), job status of your tuning job and more.
1053
1053
  */
1054
1054
  describeHyperParameterTuningJob(callback?: (err: AWSError, data: SageMaker.Types.DescribeHyperParameterTuningJobResponse) => void): Request<SageMaker.Types.DescribeHyperParameterTuningJobResponse, AWSError>;
1055
1055
  /**
@@ -3375,12 +3375,30 @@ declare namespace SageMaker {
3375
3375
  }
3376
3376
  export type AutoMLSortBy = "Name"|"CreationTime"|"Status"|string;
3377
3377
  export type AutoMLSortOrder = "Ascending"|"Descending"|string;
3378
+ export interface AutoParameter {
3379
+ /**
3380
+ * The name of the hyperparameter to optimize using Autotune.
3381
+ */
3382
+ Name: ParameterKey;
3383
+ /**
3384
+ * An example value of the hyperparameter to optimize using Autotune.
3385
+ */
3386
+ ValueHint: ParameterValue;
3387
+ }
3388
+ export type AutoParameters = AutoParameter[];
3378
3389
  export interface AutoRollbackConfig {
3379
3390
  /**
3380
3391
  * List of CloudWatch alarms in your account that are configured to monitor metrics on an endpoint. If any alarms are tripped during a deployment, SageMaker rolls back the deployment.
3381
3392
  */
3382
3393
  Alarms?: AlarmList;
3383
3394
  }
3395
+ export interface Autotune {
3396
+ /**
3397
+ * Set Mode to Enabled if you want to use Autotune.
3398
+ */
3399
+ Mode: AutotuneMode;
3400
+ }
3401
+ export type AutotuneMode = "Enabled"|string;
3384
3402
  export type AwsManagedHumanLoopRequestSource = "AWS/Rekognition/DetectModerationLabels/Image/V3"|"AWS/Textract/AnalyzeDocument/Forms/V1"|string;
3385
3403
  export interface BatchDataCaptureConfig {
3386
3404
  /**
@@ -4942,6 +4960,10 @@ declare namespace SageMaker {
4942
4960
  * An array of key-value pairs. You can use tags to categorize your Amazon Web Services resources in different ways, for example, by purpose, owner, or environment. For more information, see Tagging Amazon Web Services Resources. Tags that you specify for the tuning job are also added to all training jobs that the tuning job launches.
4943
4961
  */
4944
4962
  Tags?: TagList;
4963
+ /**
4964
+ * Configures SageMaker Automatic model tuning (AMT) to automatically find optimal parameters for the following fields: ParameterRanges: The names and ranges of parameters that a hyperparameter tuning job can optimize. ResourceLimits: The maximum resources that can be used for a training job. These resources include the maximum number of training jobs, the maximum runtime of a tuning job, and the maximum number of training jobs to run at the same time. TrainingJobEarlyStoppingType: A flag that specifies whether or not to use early stopping for training jobs launched by a hyperparameter tuning job. RetryStrategy: The number of times to retry a training job. Strategy: Specifies how hyperparameter tuning chooses the combinations of hyperparameter values to use for the training jobs that it launches. ConvergenceDetected: A flag to indicate that Automatic model tuning (AMT) has detected model convergence.
4965
+ */
4966
+ Autotune?: Autotune;
4945
4967
  }
4946
4968
  export interface CreateHyperParameterTuningJobResponse {
4947
4969
  /**
@@ -8277,7 +8299,7 @@ declare namespace SageMaker {
8277
8299
  }
8278
8300
  export interface DescribeHyperParameterTuningJobResponse {
8279
8301
  /**
8280
- * The name of the tuning job.
8302
+ * The name of the hyperparameter tuning job.
8281
8303
  */
8282
8304
  HyperParameterTuningJobName: HyperParameterTuningJobName;
8283
8305
  /**
@@ -8341,6 +8363,10 @@ declare namespace SageMaker {
8341
8363
  */
8342
8364
  TuningJobCompletionDetails?: HyperParameterTuningJobCompletionDetails;
8343
8365
  ConsumedResources?: HyperParameterTuningJobConsumedResources;
8366
+ /**
8367
+ * A flag to indicate if autotune is enabled for the hyperparameter tuning job.
8368
+ */
8369
+ Autotune?: Autotune;
8344
8370
  }
8345
8371
  export interface DescribeImageRequest {
8346
8372
  /**
@@ -12513,7 +12539,7 @@ declare namespace SageMaker {
12513
12539
  */
12514
12540
  MinimumInstanceMetadataServiceVersion: MinimumInstanceMetadataServiceVersion;
12515
12541
  }
12516
- export type InstanceType = "ml.t2.medium"|"ml.t2.large"|"ml.t2.xlarge"|"ml.t2.2xlarge"|"ml.t3.medium"|"ml.t3.large"|"ml.t3.xlarge"|"ml.t3.2xlarge"|"ml.m4.xlarge"|"ml.m4.2xlarge"|"ml.m4.4xlarge"|"ml.m4.10xlarge"|"ml.m4.16xlarge"|"ml.m5.xlarge"|"ml.m5.2xlarge"|"ml.m5.4xlarge"|"ml.m5.12xlarge"|"ml.m5.24xlarge"|"ml.m5d.large"|"ml.m5d.xlarge"|"ml.m5d.2xlarge"|"ml.m5d.4xlarge"|"ml.m5d.8xlarge"|"ml.m5d.12xlarge"|"ml.m5d.16xlarge"|"ml.m5d.24xlarge"|"ml.c4.xlarge"|"ml.c4.2xlarge"|"ml.c4.4xlarge"|"ml.c4.8xlarge"|"ml.c5.xlarge"|"ml.c5.2xlarge"|"ml.c5.4xlarge"|"ml.c5.9xlarge"|"ml.c5.18xlarge"|"ml.c5d.xlarge"|"ml.c5d.2xlarge"|"ml.c5d.4xlarge"|"ml.c5d.9xlarge"|"ml.c5d.18xlarge"|"ml.p2.xlarge"|"ml.p2.8xlarge"|"ml.p2.16xlarge"|"ml.p3.2xlarge"|"ml.p3.8xlarge"|"ml.p3.16xlarge"|"ml.p3dn.24xlarge"|"ml.g4dn.xlarge"|"ml.g4dn.2xlarge"|"ml.g4dn.4xlarge"|"ml.g4dn.8xlarge"|"ml.g4dn.12xlarge"|"ml.g4dn.16xlarge"|"ml.r5.large"|"ml.r5.xlarge"|"ml.r5.2xlarge"|"ml.r5.4xlarge"|"ml.r5.8xlarge"|"ml.r5.12xlarge"|"ml.r5.16xlarge"|"ml.r5.24xlarge"|"ml.g5.xlarge"|"ml.g5.2xlarge"|"ml.g5.4xlarge"|"ml.g5.8xlarge"|"ml.g5.16xlarge"|"ml.g5.12xlarge"|"ml.g5.24xlarge"|"ml.g5.48xlarge"|string;
12542
+ export type InstanceType = "ml.t2.medium"|"ml.t2.large"|"ml.t2.xlarge"|"ml.t2.2xlarge"|"ml.t3.medium"|"ml.t3.large"|"ml.t3.xlarge"|"ml.t3.2xlarge"|"ml.m4.xlarge"|"ml.m4.2xlarge"|"ml.m4.4xlarge"|"ml.m4.10xlarge"|"ml.m4.16xlarge"|"ml.m5.xlarge"|"ml.m5.2xlarge"|"ml.m5.4xlarge"|"ml.m5.12xlarge"|"ml.m5.24xlarge"|"ml.m5d.large"|"ml.m5d.xlarge"|"ml.m5d.2xlarge"|"ml.m5d.4xlarge"|"ml.m5d.8xlarge"|"ml.m5d.12xlarge"|"ml.m5d.16xlarge"|"ml.m5d.24xlarge"|"ml.c4.xlarge"|"ml.c4.2xlarge"|"ml.c4.4xlarge"|"ml.c4.8xlarge"|"ml.c5.xlarge"|"ml.c5.2xlarge"|"ml.c5.4xlarge"|"ml.c5.9xlarge"|"ml.c5.18xlarge"|"ml.c5d.xlarge"|"ml.c5d.2xlarge"|"ml.c5d.4xlarge"|"ml.c5d.9xlarge"|"ml.c5d.18xlarge"|"ml.p2.xlarge"|"ml.p2.8xlarge"|"ml.p2.16xlarge"|"ml.p3.2xlarge"|"ml.p3.8xlarge"|"ml.p3.16xlarge"|"ml.p3dn.24xlarge"|"ml.g4dn.xlarge"|"ml.g4dn.2xlarge"|"ml.g4dn.4xlarge"|"ml.g4dn.8xlarge"|"ml.g4dn.12xlarge"|"ml.g4dn.16xlarge"|"ml.r5.large"|"ml.r5.xlarge"|"ml.r5.2xlarge"|"ml.r5.4xlarge"|"ml.r5.8xlarge"|"ml.r5.12xlarge"|"ml.r5.16xlarge"|"ml.r5.24xlarge"|"ml.g5.xlarge"|"ml.g5.2xlarge"|"ml.g5.4xlarge"|"ml.g5.8xlarge"|"ml.g5.16xlarge"|"ml.g5.12xlarge"|"ml.g5.24xlarge"|"ml.g5.48xlarge"|"ml.inf1.xlarge"|"ml.inf1.2xlarge"|"ml.inf1.6xlarge"|"ml.inf1.24xlarge"|"ml.p4d.24xlarge"|"ml.p4de.24xlarge"|string;
12517
12543
  export type Integer = number;
12518
12544
  export interface IntegerParameterRange {
12519
12545
  /**
@@ -17860,6 +17886,10 @@ declare namespace SageMaker {
17860
17886
  * The array of CategoricalParameterRange objects that specify ranges of categorical hyperparameters that a hyperparameter tuning job searches.
17861
17887
  */
17862
17888
  CategoricalParameterRanges?: CategoricalParameterRanges;
17889
+ /**
17890
+ * A list containing hyperparameter names and example values to be used by Autotune to determine optimal ranges for your tuning job.
17891
+ */
17892
+ AutoParameters?: AutoParameters;
17863
17893
  }
17864
17894
  export type ParameterType = "Integer"|"Continuous"|"Categorical"|"FreeText"|string;
17865
17895
  export type ParameterValue = string;
@@ -83,7 +83,7 @@ return /******/ (function(modules) { // webpackBootstrap
83
83
  /**
84
84
  * @constant
85
85
  */
86
- VERSION: '2.1384.0',
86
+ VERSION: '2.1386.0',
87
87
 
88
88
  /**
89
89
  * @api private