aws-sdk 2.1438.0 → 2.1440.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +9 -1
- package/README.md +1 -1
- package/apis/codecommit-2015-04-13.min.json +44 -0
- package/apis/codecommit-2015-04-13.paginators.json +5 -0
- package/apis/ec2-2016-11-15.min.json +675 -655
- package/apis/securityhub-2018-10-26.min.json +100 -61
- package/clients/codecommit.d.ts +87 -30
- package/clients/ec2.d.ts +27 -4
- package/clients/gamelift.d.ts +91 -91
- package/clients/securityhub.d.ts +68 -4
- package/dist/aws-sdk-core-react-native.js +1 -1
- package/dist/aws-sdk-react-native.js +5 -5
- package/dist/aws-sdk.js +727 -658
- package/dist/aws-sdk.min.js +87 -87
- package/lib/core.js +1 -1
- package/package.json +1 -1
package/clients/gamelift.d.ts
CHANGED
@@ -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
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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 each ticket. Calls to this action are only valid for tickets that are in this status; calls for tickets not in this status result in an error. To register acceptance, specify the ticket ID, one or more players, and an acceptance response. When all players have accepted, Amazon GameLift advances the matchmaking tickets to status PLACING, and attempts to create a new game session for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. Each matchmaking ticket in the failed match is handled as follows: If the ticket has one or more players who rejected the match or failed to respond, the ticket status is set CANCELLED and processing is terminated. If all players in the ticket accepted the match, the ticket status is returned to SEARCHING to find a new match. Learn more Add FlexMatch to a game client FlexMatch events (reference)
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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
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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 each ticket. Calls to this action are only valid for tickets that are in this status; calls for tickets not in this status result in an error. To register acceptance, specify the ticket ID, one or more players, and an acceptance response. When all players have accepted, Amazon GameLift advances the matchmaking tickets to status PLACING, and attempts to create a new game session for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. Each matchmaking ticket in the failed match is handled as follows: If the ticket has one or more players who rejected the match or failed to respond, the ticket status is set CANCELLED and processing is terminated. If all players in the ticket accepted the match, the ticket status is returned to SEARCHING to find a new match. Learn more Add FlexMatch to a game client FlexMatch events (reference)
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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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@@ -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 Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses FleetIQ
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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 Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses the FleetIQ algorithm 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 target fleet must be in ACTIVE status. You can use this operation 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. To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location. If successful, Amazon GameLift initiates a workflow to start a new game session and returns a GameSession object containing the game session configuration and status. When the game session status is ACTIVE, it is updated with connection information and you can create player sessions 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. Amazon GameLift retains logs for active 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 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 Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses FleetIQ
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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 Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses the FleetIQ algorithm 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 target fleet must be in ACTIVE status. You can use this operation 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. To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location. If successful, Amazon GameLift initiates a workflow to start a new game session and returns a GameSession object containing the game session configuration and status. When the game session status is ACTIVE, it is updated with connection information and you can create player sessions 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. Amazon GameLift retains logs for active 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 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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/**
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@@ -252,11 +252,11 @@ declare class GameLift extends Service {
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deleteVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
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/**
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* Removes a compute resource from
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* Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift.
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deregisterCompute(params: GameLift.Types.DeregisterComputeInput, callback?: (err: AWSError, data: GameLift.Types.DeregisterComputeOutput) => void): Request<GameLift.Types.DeregisterComputeOutput, AWSError>;
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/**
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* Removes a compute resource from
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* Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift.
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deregisterCompute(callback?: (err: AWSError, data: GameLift.Types.DeregisterComputeOutput) => void): Request<GameLift.Types.DeregisterComputeOutput, AWSError>;
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/**
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@@ -284,11 +284,11 @@ declare class GameLift extends Service {
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describeBuild(callback?: (err: AWSError, data: GameLift.Types.DescribeBuildOutput) => void): Request<GameLift.Types.DescribeBuildOutput, AWSError>;
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/**
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* Retrieves properties for a compute resource.
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* Retrieves properties for a compute resource in an Amazon GameLift fleet. Call ListCompute to get a list of compute resources in a fleet. You can request information for computes in either managed EC2 fleets or Anywhere fleets. To request compute properties, specify the compute name and fleet ID. If successful, this operation returns details for the requested compute resource. For managed EC2 fleets, this operation returns the fleet's EC2 instances. For Anywhere fleets, this operation returns the fleet's registered computes.
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describeCompute(params: GameLift.Types.DescribeComputeInput, callback?: (err: AWSError, data: GameLift.Types.DescribeComputeOutput) => void): Request<GameLift.Types.DescribeComputeOutput, AWSError>;
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/**
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* Retrieves properties for a compute resource.
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* Retrieves properties for a compute resource in an Amazon GameLift fleet. Call ListCompute to get a list of compute resources in a fleet. You can request information for computes in either managed EC2 fleets or Anywhere fleets. To request compute properties, specify the compute name and fleet ID. If successful, this operation returns details for the requested compute resource. For managed EC2 fleets, this operation returns the fleet's EC2 instances. For Anywhere fleets, this operation returns the fleet's registered computes.
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describeCompute(callback?: (err: AWSError, data: GameLift.Types.DescribeComputeOutput) => void): Request<GameLift.Types.DescribeComputeOutput, AWSError>;
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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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/**
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* Retrieves information about
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* Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations ListCompute and DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets. You can call this operation in the following ways: To get information on all instances in a fleet's home Region, specify the fleet ID. To get information on all instances in a fleet's remote location, specify the fleet ID and location name. To get information on a specific instance in a fleet, specify the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns Instance objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException. Learn more Remotely connect to fleet instances Debug fleet issues Related actions All APIs by task
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describeInstances(params: GameLift.Types.DescribeInstancesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
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/**
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* Retrieves information about
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* Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations ListCompute and DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets. You can call this operation in the following ways: To get information on all instances in a fleet's home Region, specify the fleet ID. To get information on all instances in a fleet's remote location, specify the fleet ID and location name. To get information on a specific instance in a fleet, specify the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns Instance objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException. Learn more Remotely connect to fleet instances Debug fleet issues Related actions All APIs by task
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describeInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
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/**
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describeMatchmakingRuleSets(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingRuleSetsOutput) => void): Request<GameLift.Types.DescribeMatchmakingRuleSetsOutput, 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. Related actions 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. If you provide a specific PlayerSessionId or PlayerId, Amazon GameLift ignores the filter criteria. 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. Related actions All APIs by task
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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. Related actions 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. If you provide a specific PlayerSessionId or PlayerId, Amazon GameLift ignores the filter criteria. 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. Related actions All APIs by task
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describePlayerSessions(callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
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/**
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describeVpcPeeringConnections(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
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* Requests
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* Requests authorization to remotely connect to a compute resource in an Amazon GameLift fleet. Call this action to connect to an instance in a managed EC2 fleet if the fleet's game build uses Amazon GameLift server SDK 5.x or later. To connect to instances with game builds that use server SDK 4.x or earlier, call GetInstanceAccess. To request access to a compute, identify the specific EC2 instance and the fleet it belongs to. You can retrieve instances for a managed EC2 fleet by calling ListCompute. If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token. Use these credentials with Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide. Learn more Remotely connect to fleet instances Debug fleet issues
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getComputeAccess(params: GameLift.Types.GetComputeAccessInput, callback?: (err: AWSError, data: GameLift.Types.GetComputeAccessOutput) => void): Request<GameLift.Types.GetComputeAccessOutput, AWSError>;
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* Requests
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* Requests authorization to remotely connect to a compute resource in an Amazon GameLift fleet. Call this action to connect to an instance in a managed EC2 fleet if the fleet's game build uses Amazon GameLift server SDK 5.x or later. To connect to instances with game builds that use server SDK 4.x or earlier, call GetInstanceAccess. To request access to a compute, identify the specific EC2 instance and the fleet it belongs to. You can retrieve instances for a managed EC2 fleet by calling ListCompute. If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token. Use these credentials with Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide. Learn more Remotely connect to fleet instances Debug fleet issues
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getComputeAccess(callback?: (err: AWSError, data: GameLift.Types.GetComputeAccessOutput) => void): Request<GameLift.Types.GetComputeAccessOutput, AWSError>;
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* Requests an authentication token from Amazon GameLift. The
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* Requests an authentication token from Amazon GameLift for a registered compute in an Anywhere fleet. The game servers that are running on the compute use this token to authenticate with the Amazon GameLift service. Each server process must provide a valid authentication token in its call to the Amazon GameLift server SDK action InitSDK(). Authentication tokens are valid for a limited time span. Use a mechanism to regularly request a fresh authentication token before the current token expires. Learn more Create an Anywhere fleet Test your integration Server SDK reference guides (for version 5.x)
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getComputeAuthToken(params: GameLift.Types.GetComputeAuthTokenInput, callback?: (err: AWSError, data: GameLift.Types.GetComputeAuthTokenOutput) => void): Request<GameLift.Types.GetComputeAuthTokenOutput, AWSError>;
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* Requests an authentication token from Amazon GameLift. The
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* Requests an authentication token from Amazon GameLift for a registered compute in an Anywhere fleet. The game servers that are running on the compute use this token to authenticate with the Amazon GameLift service. Each server process must provide a valid authentication token in its call to the Amazon GameLift server SDK action InitSDK(). Authentication tokens are valid for a limited time span. Use a mechanism to regularly request a fresh authentication token before the current token expires. Learn more Create an Anywhere fleet Test your integration Server SDK reference guides (for version 5.x)
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getComputeAuthToken(callback?: (err: AWSError, data: GameLift.Types.GetComputeAuthTokenOutput) => void): Request<GameLift.Types.GetComputeAuthTokenOutput, AWSError>;
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getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
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* Requests
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* Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call GetComputeAccess. To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID. If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows: For a Windows instance: returns a user name and secret (password) for use with a Windows Remote Desktop client. For a Linux instance: returns a user name and secret (RSA private key) for use with an SSH client. You must save the secret to a .pem file. If you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically saving the secret to a .pem file. Learn more Remotely connect to fleet instances Debug fleet issues Related actions All APIs by task
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getInstanceAccess(params: GameLift.Types.GetInstanceAccessInput, callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
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* Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call GetComputeAccess. To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID. If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows: For a Windows instance: returns a user name and secret (password) for use with a Windows Remote Desktop client. For a Linux instance: returns a user name and secret (RSA private key) for use with an SSH client. You must save the secret to a .pem file. If you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically saving the secret to a .pem file. Learn more Remotely connect to fleet instances Debug fleet issues Related actions All APIs by task
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getInstanceAccess(callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
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listBuilds(callback?: (err: AWSError, data: GameLift.Types.ListBuildsOutput) => void): Request<GameLift.Types.ListBuildsOutput, AWSError>;
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* Retrieves
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* Retrieves the compute resources in an Amazon GameLift fleet. You can request information for either managed EC2 fleets or Anywhere fleets. To request a list of computes, specify the fleet ID. You can filter the result set by location. Use the pagination parameters to retrieve results in a set of sequential pages. If successful, this operation returns the compute resource for the requested fleet. For managed EC2 fleets, it returns a list of EC2 instances. For Anywhere fleets, it returns a list of registered compute names.
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listCompute(params: GameLift.Types.ListComputeInput, callback?: (err: AWSError, data: GameLift.Types.ListComputeOutput) => void): Request<GameLift.Types.ListComputeOutput, AWSError>;
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* Retrieves
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* Retrieves the compute resources in an Amazon GameLift fleet. You can request information for either managed EC2 fleets or Anywhere fleets. To request a list of computes, specify the fleet ID. You can filter the result set by location. Use the pagination parameters to retrieve results in a set of sequential pages. If successful, this operation returns the compute resource for the requested fleet. For managed EC2 fleets, it returns a list of EC2 instances. For Anywhere fleets, it returns a list of registered compute names.
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listCompute(callback?: (err: AWSError, data: GameLift.Types.ListComputeOutput) => void): Request<GameLift.Types.ListComputeOutput, AWSError>;
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/**
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@@ -612,11 +612,11 @@ declare class GameLift extends Service {
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*/
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putScalingPolicy(callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
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/**
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-
* Registers
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+
* Registers a compute resource to an Amazon GameLift Anywhere fleet. With Anywhere fleets you can incorporate your own computing hardware into an Amazon GameLift game hosting solution. To register a compute to a fleet, give the compute a name (must be unique within the fleet) and specify the compute resource's DNS name or IP address. Provide the Anywhere fleet ID and a fleet location to associate with the compute being registered. You can optionally include the path to a TLS certificate on the compute resource. If successful, this operation returns the compute details, including an Amazon GameLift SDK endpoint. Game server processes that run on the compute use this endpoint to communicate with the Amazon GameLift service. Each server process includes the SDK endpoint in its call to the Amazon GameLift server SDK action InitSDK(). Learn more Create an Anywhere fleet Test your integration Server SDK reference guides (for version 5.x)
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*/
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registerCompute(params: GameLift.Types.RegisterComputeInput, callback?: (err: AWSError, data: GameLift.Types.RegisterComputeOutput) => void): Request<GameLift.Types.RegisterComputeOutput, AWSError>;
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/**
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* Registers
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+
* Registers a compute resource to an Amazon GameLift Anywhere fleet. With Anywhere fleets you can incorporate your own computing hardware into an Amazon GameLift game hosting solution. To register a compute to a fleet, give the compute a name (must be unique within the fleet) and specify the compute resource's DNS name or IP address. Provide the Anywhere fleet ID and a fleet location to associate with the compute being registered. You can optionally include the path to a TLS certificate on the compute resource. If successful, this operation returns the compute details, including an Amazon GameLift SDK endpoint. Game server processes that run on the compute use this endpoint to communicate with the Amazon GameLift service. Each server process includes the SDK endpoint in its call to the Amazon GameLift server SDK action InitSDK(). Learn more Create an Anywhere fleet Test your integration Server SDK reference guides (for version 5.x)
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*/
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registerCompute(callback?: (err: AWSError, data: GameLift.Types.RegisterComputeOutput) => void): Request<GameLift.Types.RegisterComputeOutput, AWSError>;
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/**
|
@@ -780,11 +780,11 @@ declare class GameLift extends Service {
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*/
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updateFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
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/**
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-
* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates information about a registered game server to help Amazon GameLift FleetIQ
|
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+
* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates information about a registered game server to help Amazon GameLift FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group. Use this operation to update the following types of game server information. You can make all three types of updates in the same request: To update the game server's utilization status from AVAILABLE (when the game server is available to be claimed) to UTILIZED (when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can't change the status from to UTILIZED to AVAILABLE . To report health status, identify the game server and game server group and set health check to HEALTHY. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds. To change game server metadata, provide updated game server data. Once a game server is successfully updated, the relevant statuses and timestamps are updated. Learn more Amazon GameLift FleetIQ Guide
|
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*/
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updateGameServer(params: GameLift.Types.UpdateGameServerInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerOutput) => void): Request<GameLift.Types.UpdateGameServerOutput, AWSError>;
|
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/**
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates information about a registered game server to help Amazon GameLift FleetIQ
|
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+
* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates information about a registered game server to help Amazon GameLift FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group. Use this operation to update the following types of game server information. You can make all three types of updates in the same request: To update the game server's utilization status from AVAILABLE (when the game server is available to be claimed) to UTILIZED (when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can't change the status from to UTILIZED to AVAILABLE . To report health status, identify the game server and game server group and set health check to HEALTHY. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds. To change game server metadata, provide updated game server data. Once a game server is successfully updated, the relevant statuses and timestamps are updated. Learn more Amazon GameLift FleetIQ Guide
|
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*/
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updateGameServer(callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerOutput) => void): Request<GameLift.Types.UpdateGameServerOutput, AWSError>;
|
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/**
|
@@ -925,15 +925,15 @@ declare namespace GameLift {
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export type AutoScalingGroupArn = string;
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export interface AwsCredentials {
|
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/**
|
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-
*
|
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+
* The access key ID that identifies the temporary security credentials.
|
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*/
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AccessKeyId?: NonEmptyString;
|
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/**
|
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*
|
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+
* The secret access key that can be used to sign requests.
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*/
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SecretAccessKey?: NonEmptyString;
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/**
|
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*
|
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+
* The token that users must pass to the service API to use the temporary credentials.
|
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*/
|
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SessionToken?: NonEmptyString;
|
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}
|
@@ -1023,27 +1023,27 @@ declare namespace GameLift {
|
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export type ComparisonOperatorType = "GreaterThanOrEqualToThreshold"|"GreaterThanThreshold"|"LessThanThreshold"|"LessThanOrEqualToThreshold"|string;
|
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export interface Compute {
|
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/**
|
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-
* A unique identifier for the fleet that the compute
|
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|
+
* A unique identifier for the fleet that the compute belongs to.
|
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|
*/
|
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FleetId?: FleetId;
|
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1029
|
/**
|
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|
-
* The Amazon Resource Name (ARN) of the fleet that the compute
|
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+
* The Amazon Resource Name (ARN) of the fleet that the compute belongs to.
|
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|
*/
|
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FleetArn?: FleetArn;
|
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|
/**
|
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-
* A descriptive label
|
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+
* A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is an instance ID.
|
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|
*/
|
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|
ComputeName?: ComputeName;
|
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|
/**
|
1038
|
-
* The ARN that is assigned to
|
1038
|
+
* The ARN that is assigned to a compute resource and uniquely identifies it. ARNs are unique across locations. Instances in managed EC2 fleets are not assigned a ComputeARN.
|
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|
*/
|
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|
ComputeArn?: ComputeArn;
|
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|
/**
|
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|
-
* The IP address of
|
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|
+
* The IP address of a compute resource. Amazon GameLift requires a DNS name or IP address for a compute.
|
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|
*/
|
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|
IpAddress?: IpAddress;
|
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1045
|
/**
|
1046
|
-
* The DNS name of
|
1046
|
+
* The DNS name of a compute resource. Amazon GameLift requires a DNS name or IP address for a compute.
|
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|
*/
|
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|
DnsName?: DnsName;
|
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|
/**
|
@@ -1059,15 +1059,15 @@ declare namespace GameLift {
|
|
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|
*/
|
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|
CreationTime?: Timestamp;
|
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|
/**
|
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|
-
* The type of operating system on
|
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|
+
* The type of operating system on the compute resource.
|
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|
*/
|
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|
OperatingSystem?: OperatingSystem;
|
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1065
|
/**
|
1066
|
-
* The
|
1066
|
+
* The Amazon EC2 instance type that the fleet uses. For registered computes in an Amazon GameLift Anywhere fleet, this property is empty.
|
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|
*/
|
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|
Type?: EC2InstanceType;
|
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|
/**
|
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|
-
* The endpoint connection
|
1070
|
+
* The Amazon GameLift SDK endpoint connection for a registered compute resource in an Anywhere fleet. The game servers on the compute use this endpoint to connect to the Amazon GameLift service.
|
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|
*/
|
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|
GameLiftServiceSdkEndpoint?: GameLiftServiceSdkEndpointOutput;
|
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|
}
|
@@ -1356,7 +1356,7 @@ declare namespace GameLift {
|
|
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|
*/
|
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|
GameSessionData?: LargeGameSessionData;
|
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1358
|
/**
|
1359
|
-
* A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2.
|
1359
|
+
* A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.
|
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|
*/
|
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|
Location?: LocationStringModel;
|
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|
}
|
@@ -1749,11 +1749,11 @@ declare namespace GameLift {
|
|
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|
}
|
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|
export interface DeregisterComputeInput {
|
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|
/**
|
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|
-
*
|
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|
+
* A unique identifier for the fleet the compute resource is currently registered to.
|
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|
*/
|
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|
FleetId: FleetIdOrArn;
|
1755
1755
|
/**
|
1756
|
-
* The name of the compute resource
|
1756
|
+
* The name of the compute resource to remove from the specified Anywhere fleet.
|
1757
1757
|
*/
|
1758
1758
|
ComputeName: ComputeNameOrArn;
|
1759
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|
}
|
@@ -1795,17 +1795,17 @@ declare namespace GameLift {
|
|
1795
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|
}
|
1796
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|
export interface DescribeComputeInput {
|
1797
1797
|
/**
|
1798
|
-
* A unique identifier for the fleet the compute is registered to.
|
1798
|
+
* A unique identifier for the fleet that the compute is registered to. You can use either the fleet ID or ARN value.
|
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|
*/
|
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|
FleetId: FleetIdOrArn;
|
1801
1801
|
/**
|
1802
|
-
*
|
1802
|
+
* The unique identifier of the compute resource to retrieve properties for. For an Anywhere fleet compute, use the registered compute name. For a managed EC2 fleet instance, use the instance ID.
|
1803
1803
|
*/
|
1804
1804
|
ComputeName: ComputeNameOrArn;
|
1805
1805
|
}
|
1806
1806
|
export interface DescribeComputeOutput {
|
1807
1807
|
/**
|
1808
|
-
* The
|
1808
|
+
* The set of properties for the requested compute resource.
|
1809
1809
|
*/
|
1810
1810
|
Compute?: Compute;
|
1811
1811
|
}
|
@@ -1865,7 +1865,7 @@ declare namespace GameLift {
|
|
1865
1865
|
}
|
1866
1866
|
export interface DescribeFleetCapacityOutput {
|
1867
1867
|
/**
|
1868
|
-
* A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist.
|
1868
|
+
* A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
|
1869
1869
|
*/
|
1870
1870
|
FleetCapacity?: FleetCapacityList;
|
1871
1871
|
/**
|
@@ -1953,7 +1953,7 @@ declare namespace GameLift {
|
|
1953
1953
|
}
|
1954
1954
|
export interface DescribeFleetLocationCapacityOutput {
|
1955
1955
|
/**
|
1956
|
-
* Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist.
|
1956
|
+
* Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
|
1957
1957
|
*/
|
1958
1958
|
FleetCapacity?: FleetCapacity;
|
1959
1959
|
}
|
@@ -2426,7 +2426,7 @@ declare namespace GameLift {
|
|
2426
2426
|
export type DoubleObject = number;
|
2427
2427
|
export interface EC2InstanceCounts {
|
2428
2428
|
/**
|
2429
|
-
*
|
2429
|
+
* Requested number of active instances. Amazon GameLift takes action as needed to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances. A change in the desired instances value can take up to 1 minute to be reflected when viewing a fleet's capacity settings.
|
2430
2430
|
*/
|
2431
2431
|
DESIRED?: WholeNumber;
|
2432
2432
|
/**
|
@@ -2473,7 +2473,7 @@ declare namespace GameLift {
|
|
2473
2473
|
Location?: LocationStringModel;
|
2474
2474
|
}
|
2475
2475
|
export type EC2InstanceLimitList = EC2InstanceLimit[];
|
2476
|
-
export type EC2InstanceType = "t2.micro"|"t2.small"|"t2.medium"|"t2.large"|"c3.large"|"c3.xlarge"|"c3.2xlarge"|"c3.4xlarge"|"c3.8xlarge"|"c4.large"|"c4.xlarge"|"c4.2xlarge"|"c4.4xlarge"|"c4.8xlarge"|"c5.large"|"c5.xlarge"|"c5.2xlarge"|"c5.4xlarge"|"c5.9xlarge"|"c5.12xlarge"|"c5.18xlarge"|"c5.24xlarge"|"c5a.large"|"c5a.xlarge"|"c5a.2xlarge"|"c5a.4xlarge"|"c5a.8xlarge"|"c5a.12xlarge"|"c5a.16xlarge"|"c5a.24xlarge"|"r3.large"|"r3.xlarge"|"r3.2xlarge"|"r3.4xlarge"|"r3.8xlarge"|"r4.large"|"r4.xlarge"|"r4.2xlarge"|"r4.4xlarge"|"r4.8xlarge"|"r4.16xlarge"|"r5.large"|"r5.xlarge"|"r5.2xlarge"|"r5.4xlarge"|"r5.8xlarge"|"r5.12xlarge"|"r5.16xlarge"|"r5.24xlarge"|"r5a.large"|"r5a.xlarge"|"r5a.2xlarge"|"r5a.4xlarge"|"r5a.8xlarge"|"r5a.12xlarge"|"r5a.16xlarge"|"r5a.24xlarge"|"m3.medium"|"m3.large"|"m3.xlarge"|"m3.2xlarge"|"m4.large"|"m4.xlarge"|"m4.2xlarge"|"m4.4xlarge"|"m4.10xlarge"|"m5.large"|"m5.xlarge"|"m5.2xlarge"|"m5.4xlarge"|"m5.8xlarge"|"m5.12xlarge"|"m5.16xlarge"|"m5.24xlarge"|"m5a.large"|"m5a.xlarge"|"m5a.2xlarge"|"m5a.4xlarge"|"m5a.8xlarge"|"m5a.12xlarge"|"m5a.16xlarge"|"m5a.24xlarge"|"c5d.large"|"c5d.xlarge"|"c5d.2xlarge"|"c5d.4xlarge"|"c5d.9xlarge"|"c5d.12xlarge"|"c5d.18xlarge"|"c5d.24xlarge"|"c6a.large"|"c6a.xlarge"|"c6a.2xlarge"|"c6a.4xlarge"|"c6a.8xlarge"|"c6a.12xlarge"|"c6a.16xlarge"|"c6a.24xlarge"|"c6i.large"|"c6i.xlarge"|"c6i.2xlarge"|"c6i.4xlarge"|"c6i.8xlarge"|"c6i.12xlarge"|"c6i.16xlarge"|"c6i.24xlarge"|"r5d.large"|"r5d.xlarge"|"r5d.2xlarge"|"r5d.4xlarge"|"r5d.8xlarge"|"r5d.12xlarge"|"r5d.16xlarge"|"r5d.24xlarge"|string;
|
2476
|
+
export type EC2InstanceType = "t2.micro"|"t2.small"|"t2.medium"|"t2.large"|"c3.large"|"c3.xlarge"|"c3.2xlarge"|"c3.4xlarge"|"c3.8xlarge"|"c4.large"|"c4.xlarge"|"c4.2xlarge"|"c4.4xlarge"|"c4.8xlarge"|"c5.large"|"c5.xlarge"|"c5.2xlarge"|"c5.4xlarge"|"c5.9xlarge"|"c5.12xlarge"|"c5.18xlarge"|"c5.24xlarge"|"c5a.large"|"c5a.xlarge"|"c5a.2xlarge"|"c5a.4xlarge"|"c5a.8xlarge"|"c5a.12xlarge"|"c5a.16xlarge"|"c5a.24xlarge"|"r3.large"|"r3.xlarge"|"r3.2xlarge"|"r3.4xlarge"|"r3.8xlarge"|"r4.large"|"r4.xlarge"|"r4.2xlarge"|"r4.4xlarge"|"r4.8xlarge"|"r4.16xlarge"|"r5.large"|"r5.xlarge"|"r5.2xlarge"|"r5.4xlarge"|"r5.8xlarge"|"r5.12xlarge"|"r5.16xlarge"|"r5.24xlarge"|"r5a.large"|"r5a.xlarge"|"r5a.2xlarge"|"r5a.4xlarge"|"r5a.8xlarge"|"r5a.12xlarge"|"r5a.16xlarge"|"r5a.24xlarge"|"m3.medium"|"m3.large"|"m3.xlarge"|"m3.2xlarge"|"m4.large"|"m4.xlarge"|"m4.2xlarge"|"m4.4xlarge"|"m4.10xlarge"|"m5.large"|"m5.xlarge"|"m5.2xlarge"|"m5.4xlarge"|"m5.8xlarge"|"m5.12xlarge"|"m5.16xlarge"|"m5.24xlarge"|"m5a.large"|"m5a.xlarge"|"m5a.2xlarge"|"m5a.4xlarge"|"m5a.8xlarge"|"m5a.12xlarge"|"m5a.16xlarge"|"m5a.24xlarge"|"c5d.large"|"c5d.xlarge"|"c5d.2xlarge"|"c5d.4xlarge"|"c5d.9xlarge"|"c5d.12xlarge"|"c5d.18xlarge"|"c5d.24xlarge"|"c6a.large"|"c6a.xlarge"|"c6a.2xlarge"|"c6a.4xlarge"|"c6a.8xlarge"|"c6a.12xlarge"|"c6a.16xlarge"|"c6a.24xlarge"|"c6i.large"|"c6i.xlarge"|"c6i.2xlarge"|"c6i.4xlarge"|"c6i.8xlarge"|"c6i.12xlarge"|"c6i.16xlarge"|"c6i.24xlarge"|"r5d.large"|"r5d.xlarge"|"r5d.2xlarge"|"r5d.4xlarge"|"r5d.8xlarge"|"r5d.12xlarge"|"r5d.16xlarge"|"r5d.24xlarge"|"m6g.medium"|"m6g.large"|"m6g.xlarge"|"m6g.2xlarge"|"m6g.4xlarge"|"m6g.8xlarge"|"m6g.12xlarge"|"m6g.16xlarge"|"c6g.medium"|"c6g.large"|"c6g.xlarge"|"c6g.2xlarge"|"c6g.4xlarge"|"c6g.8xlarge"|"c6g.12xlarge"|"c6g.16xlarge"|"r6g.medium"|"r6g.large"|"r6g.xlarge"|"r6g.2xlarge"|"r6g.4xlarge"|"r6g.8xlarge"|"r6g.12xlarge"|"r6g.16xlarge"|"c6gn.medium"|"c6gn.large"|"c6gn.xlarge"|"c6gn.2xlarge"|"c6gn.4xlarge"|"c6gn.8xlarge"|"c6gn.12xlarge"|"c6gn.16xlarge"|"c7g.medium"|"c7g.large"|"c7g.xlarge"|"c7g.2xlarge"|"c7g.4xlarge"|"c7g.8xlarge"|"c7g.12xlarge"|"c7g.16xlarge"|"r7g.medium"|"r7g.large"|"r7g.xlarge"|"r7g.2xlarge"|"r7g.4xlarge"|"r7g.8xlarge"|"r7g.12xlarge"|"r7g.16xlarge"|"m7g.medium"|"m7g.large"|"m7g.xlarge"|"m7g.2xlarge"|"m7g.4xlarge"|"m7g.8xlarge"|"m7g.12xlarge"|"m7g.16xlarge"|"g5g.xlarge"|"g5g.2xlarge"|"g5g.4xlarge"|"g5g.8xlarge"|"g5g.16xlarge"|string;
|
2477
2477
|
export interface Event {
|
2478
2478
|
/**
|
2479
2479
|
* A unique identifier for a fleet event.
|
@@ -2484,7 +2484,7 @@ declare namespace GameLift {
|
|
2484
2484
|
*/
|
2485
2485
|
ResourceId?: NonZeroAndMaxString;
|
2486
2486
|
/**
|
2487
|
-
* The type of event being logged. Fleet state transition events: FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID. FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation. FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. Amazon GameLift has successfully downloaded the build and is now validating the build files. FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. Amazon GameLift has successfully verified the build files and is now running the installation scripts. FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift Service via the Server SDK. FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions. FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more details. Fleet creation events (ordered by fleet creation activity): FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl. FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues. FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc. FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details. VPC peering events: FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. Server process events: SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time. SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called. SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long. SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected. SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected. Game session events: GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected. Other fleet events: FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings. FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting. FLEET_DELETED -- A request to delete a fleet was initiated. GENERIC_EVENT -- An unspecified event has occurred.
|
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|
+
* The type of event being logged. Fleet state transition events: FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID. FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation. FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. Amazon GameLift has successfully downloaded the build and is now validating the build files. FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. Amazon GameLift has successfully verified the build files and is now running the installation scripts. FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift Service via the Server SDK. FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions. FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more details. Fleet creation events (ordered by fleet creation activity): FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl. FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues. FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc. FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details. VPC peering events: FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions. Server process events: SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time. SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called. SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long. SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected. SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected. Game session events: GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected. Other fleet events: FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings. FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting. FLEET_DELETED -- A request to delete a fleet was initiated. GENERIC_EVENT -- An unspecified event has occurred.
|
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|
*/
|
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EventCode?: EventCode;
|
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/**
|
@@ -2840,7 +2840,7 @@ declare namespace GameLift {
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|
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*/
|
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FleetId?: FleetId;
|
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|
/**
|
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|
-
*
|
2843
|
+
* The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
|
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|
*/
|
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|
FleetArn?: FleetArn;
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|
/**
|
@@ -2896,7 +2896,7 @@ declare namespace GameLift {
|
|
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*/
|
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GameSessionData?: LargeGameSessionData;
|
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|
/**
|
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-
* Information about the matchmaking process that
|
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|
+
* Information about the matchmaking process that resulted in the game session, if matchmaking was used. Data is in JSON syntax, formatted as a string. Information includes the matchmaker ID as well as player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
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*/
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|
MatchmakerData?: MatchmakerData;
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/**
|
@@ -2950,7 +2950,7 @@ declare namespace GameLift {
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|
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*/
|
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GameSessionQueueName?: GameSessionQueueName;
|
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/**
|
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-
* Current status of the game session placement request. PENDING -- The placement request is
|
2953
|
+
* Current status of the game session placement request. PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final. FULFILLED -- A new game session has been successfully placed. Game session properties are now final. CANCELLED -- The placement request was canceled. TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed. FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
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*/
|
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Status?: GameSessionPlacementState;
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/**
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@@ -2966,15 +2966,15 @@ declare namespace GameLift {
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|
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*/
|
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GameSessionName?: NonZeroAndMaxString;
|
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/**
|
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-
* A unique identifier for the game session. This value
|
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+
* A unique identifier for the game session. This value isn't final until placement status is FULFILLED.
|
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*/
|
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GameSessionId?: NonZeroAndMaxString;
|
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/**
|
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-
* Identifier for the game session created by this placement request. This
|
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+
* Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn't final until placement status is FULFILLED.
|
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|
*/
|
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GameSessionArn?: NonZeroAndMaxString;
|
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|
/**
|
2977
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-
* Name of the Region where the game session created by this placement request is running. This value
|
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|
+
* Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED.
|
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|
*/
|
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|
GameSessionRegion?: NonZeroAndMaxString;
|
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/**
|
@@ -2990,7 +2990,7 @@ declare namespace GameLift {
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|
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|
*/
|
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EndTime?: Timestamp;
|
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|
/**
|
2993
|
-
* The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value
|
2993
|
+
* The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.
|
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|
*/
|
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|
IpAddress?: IpAddress;
|
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/**
|
@@ -2998,11 +2998,11 @@ declare namespace GameLift {
|
|
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|
*/
|
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DnsName?: DnsName;
|
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/**
|
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|
-
* The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value
|
3001
|
+
* The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.
|
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|
*/
|
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|
Port?: PortNumber;
|
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3004
|
/**
|
3005
|
-
* A collection of information on player sessions created in response to the game session placement request. These player sessions are created only
|
3005
|
+
* A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.
|
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|
*/
|
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|
PlacedPlayerSessions?: PlacedPlayerSessionList;
|
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|
/**
|
@@ -3069,17 +3069,17 @@ declare namespace GameLift {
|
|
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|
export type GameSessionStatusReason = "INTERRUPTED"|string;
|
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|
export interface GetComputeAccessInput {
|
3071
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|
/**
|
3072
|
-
* A unique identifier for the fleet that the compute resource
|
3072
|
+
* A unique identifier for the fleet that contains the compute resource you want to connect to. You can use either the fleet ID or ARN value.
|
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|
*/
|
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|
FleetId: FleetIdOrArn;
|
3075
3075
|
/**
|
3076
|
-
*
|
3076
|
+
* A unique identifier for the compute resource that you want to connect to. You can use either a registered compute name or an instance ID.
|
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|
*/
|
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3078
|
ComputeName: ComputeNameOrArn;
|
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|
}
|
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|
export interface GetComputeAccessOutput {
|
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|
/**
|
3082
|
-
* The
|
3082
|
+
* The ID of the fleet that contains the compute resource to be accessed.
|
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|
*/
|
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3084
|
FleetId?: FleetIdOrArn;
|
3085
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|
/**
|
@@ -3087,15 +3087,15 @@ declare namespace GameLift {
|
|
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|
*/
|
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|
FleetArn?: FleetArn;
|
3089
3089
|
/**
|
3090
|
-
* The
|
3090
|
+
* The identifier of the compute resource to be accessed. This value might be either a compute name or an instance ID.
|
3091
3091
|
*/
|
3092
3092
|
ComputeName?: ComputeNameOrArn;
|
3093
3093
|
/**
|
3094
|
-
* The Amazon Resource Name (ARN) that is assigned to
|
3094
|
+
* The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3095
3095
|
*/
|
3096
3096
|
ComputeArn?: ComputeArn;
|
3097
3097
|
/**
|
3098
|
-
*
|
3098
|
+
* A set of temporary Amazon Web Services credentials for use when connecting to the compute resource with Amazon EC2 Systems Manager (SSM).
|
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3099
|
*/
|
3100
3100
|
Credentials?: AwsCredentials;
|
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|
}
|
@@ -3119,19 +3119,19 @@ declare namespace GameLift {
|
|
3119
3119
|
*/
|
3120
3120
|
FleetArn?: FleetArn;
|
3121
3121
|
/**
|
3122
|
-
* The name of the compute resource
|
3122
|
+
* The name of the compute resource that the authentication token is issued to.
|
3123
3123
|
*/
|
3124
3124
|
ComputeName?: ComputeNameOrArn;
|
3125
3125
|
/**
|
3126
|
-
* The Amazon Resource Name (ARN) that is assigned to
|
3126
|
+
* The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3127
3127
|
*/
|
3128
3128
|
ComputeArn?: ComputeArn;
|
3129
3129
|
/**
|
3130
|
-
*
|
3130
|
+
* A valid temporary authentication token.
|
3131
3131
|
*/
|
3132
3132
|
AuthToken?: ComputeAuthToken;
|
3133
3133
|
/**
|
3134
|
-
* The amount of time until the authentication token is no longer valid.
|
3134
|
+
* The amount of time until the authentication token is no longer valid.
|
3135
3135
|
*/
|
3136
3136
|
ExpirationTimestamp?: Timestamp;
|
3137
3137
|
}
|
@@ -3149,11 +3149,11 @@ declare namespace GameLift {
|
|
3149
3149
|
}
|
3150
3150
|
export interface GetInstanceAccessInput {
|
3151
3151
|
/**
|
3152
|
-
* A unique identifier for the fleet that contains the instance you want access
|
3152
|
+
* A unique identifier for the fleet that contains the instance you want to access. You can request access to instances in EC2 fleets with the following statuses: ACTIVATING, ACTIVE, or ERROR. Use either a fleet ID or an ARN value. You can access fleets in ERROR status for a short period of time before Amazon GameLift deletes them.
|
3153
3153
|
*/
|
3154
3154
|
FleetId: FleetIdOrArn;
|
3155
3155
|
/**
|
3156
|
-
* A unique identifier for the instance you want to
|
3156
|
+
* A unique identifier for the instance you want to access. You can access an instance in any status.
|
3157
3157
|
*/
|
3158
3158
|
InstanceId: InstanceId;
|
3159
3159
|
}
|
@@ -3167,7 +3167,7 @@ declare namespace GameLift {
|
|
3167
3167
|
export type IdStringModel = string;
|
3168
3168
|
export interface Instance {
|
3169
3169
|
/**
|
3170
|
-
* A unique identifier for the fleet that the instance
|
3170
|
+
* A unique identifier for the fleet that the instance belongs to.
|
3171
3171
|
*/
|
3172
3172
|
FleetId?: FleetId;
|
3173
3173
|
/**
|
@@ -3183,15 +3183,15 @@ declare namespace GameLift {
|
|
3183
3183
|
*/
|
3184
3184
|
IpAddress?: IpAddress;
|
3185
3185
|
/**
|
3186
|
-
* The DNS identifier assigned to the instance that is running the game session. Values have the following format: TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon
|
3186
|
+
* The DNS identifier assigned to the instance that is running the game session. Values have the following format: TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon Elastic Compute Cloud Instance IP Addressing.) When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
|
3187
3187
|
*/
|
3188
3188
|
DnsName?: DnsName;
|
3189
3189
|
/**
|
3190
|
-
* Operating system that is running on this instance.
|
3190
|
+
* Operating system that is running on this EC2 instance.
|
3191
3191
|
*/
|
3192
3192
|
OperatingSystem?: OperatingSystem;
|
3193
3193
|
/**
|
3194
|
-
*
|
3194
|
+
* EC2 instance type that defines the computing resources of this instance.
|
3195
3195
|
*/
|
3196
3196
|
Type?: EC2InstanceType;
|
3197
3197
|
/**
|
@@ -3209,15 +3209,15 @@ declare namespace GameLift {
|
|
3209
3209
|
}
|
3210
3210
|
export interface InstanceAccess {
|
3211
3211
|
/**
|
3212
|
-
* A unique identifier for the fleet containing the instance
|
3212
|
+
* A unique identifier for the fleet containing the instance to be accessed.
|
3213
3213
|
*/
|
3214
3214
|
FleetId?: FleetId;
|
3215
3215
|
/**
|
3216
|
-
* A unique identifier for the instance
|
3216
|
+
* A unique identifier for the instance to be accessed.
|
3217
3217
|
*/
|
3218
3218
|
InstanceId?: InstanceId;
|
3219
3219
|
/**
|
3220
|
-
* IP address
|
3220
|
+
* IP address assigned to the instance.
|
3221
3221
|
*/
|
3222
3222
|
IpAddress?: IpAddress;
|
3223
3223
|
/**
|
@@ -3225,17 +3225,17 @@ declare namespace GameLift {
|
|
3225
3225
|
*/
|
3226
3226
|
OperatingSystem?: OperatingSystem;
|
3227
3227
|
/**
|
3228
|
-
*
|
3228
|
+
* Security credentials that are required to access the instance.
|
3229
3229
|
*/
|
3230
3230
|
Credentials?: InstanceCredentials;
|
3231
3231
|
}
|
3232
3232
|
export interface InstanceCredentials {
|
3233
3233
|
/**
|
3234
|
-
*
|
3234
|
+
* A user name for logging in.
|
3235
3235
|
*/
|
3236
3236
|
UserName?: NonEmptyString;
|
3237
3237
|
/**
|
3238
|
-
* Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it
|
3238
|
+
* Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it's a private key for use with SSH.
|
3239
3239
|
*/
|
3240
3240
|
Secret?: NonEmptyString;
|
3241
3241
|
}
|
@@ -3350,11 +3350,11 @@ declare namespace GameLift {
|
|
3350
3350
|
}
|
3351
3351
|
export interface ListComputeInput {
|
3352
3352
|
/**
|
3353
|
-
* A unique identifier for the fleet
|
3353
|
+
* A unique identifier for the fleet to retrieve compute resources for.
|
3354
3354
|
*/
|
3355
3355
|
FleetId: FleetIdOrArn;
|
3356
3356
|
/**
|
3357
|
-
* The name of
|
3357
|
+
* The name of a location to retrieve compute resources for.
|
3358
3358
|
*/
|
3359
3359
|
Location?: LocationStringModel;
|
3360
3360
|
/**
|
@@ -3368,7 +3368,7 @@ declare namespace GameLift {
|
|
3368
3368
|
}
|
3369
3369
|
export interface ListComputeOutput {
|
3370
3370
|
/**
|
3371
|
-
* A list of compute resources
|
3371
|
+
* A list of compute resources in the specified fleet.
|
3372
3372
|
*/
|
3373
3373
|
ComputeList?: ComputeList;
|
3374
3374
|
/**
|
@@ -3921,29 +3921,29 @@ declare namespace GameLift {
|
|
3921
3921
|
*/
|
3922
3922
|
FleetId: FleetIdOrArn;
|
3923
3923
|
/**
|
3924
|
-
* A descriptive label
|
3924
|
+
* A descriptive label for the compute resource.
|
3925
3925
|
*/
|
3926
3926
|
ComputeName: ComputeName;
|
3927
3927
|
/**
|
3928
|
-
* The path to
|
3928
|
+
* The path to a TLS certificate on your compute resource. Amazon GameLift doesn't validate the path and certificate.
|
3929
3929
|
*/
|
3930
3930
|
CertificatePath?: NonZeroAndMaxString;
|
3931
3931
|
/**
|
3932
|
-
* The DNS name of the compute resource. Amazon GameLift requires
|
3932
|
+
* The DNS name of the compute resource. Amazon GameLift requires either a DNS name or IP address.
|
3933
3933
|
*/
|
3934
3934
|
DnsName?: DnsNameInput;
|
3935
3935
|
/**
|
3936
|
-
* The IP address of the compute resource. Amazon GameLift requires
|
3936
|
+
* The IP address of the compute resource. Amazon GameLift requires either a DNS name or IP address.
|
3937
3937
|
*/
|
3938
3938
|
IpAddress?: IpAddress;
|
3939
3939
|
/**
|
3940
|
-
* The name of
|
3940
|
+
* The name of a custom location to associate with the compute resource being registered.
|
3941
3941
|
*/
|
3942
3942
|
Location?: LocationStringModel;
|
3943
3943
|
}
|
3944
3944
|
export interface RegisterComputeOutput {
|
3945
3945
|
/**
|
3946
|
-
* The details of the compute resource you registered
|
3946
|
+
* The details of the compute resource you registered.
|
3947
3947
|
*/
|
3948
3948
|
Compute?: Compute;
|
3949
3949
|
}
|
@@ -4219,7 +4219,7 @@ declare namespace GameLift {
|
|
4219
4219
|
}
|
4220
4220
|
export interface ServerProcess {
|
4221
4221
|
/**
|
4222
|
-
* The location of a game build executable or
|
4222
|
+
* The location of a game build executable or Realtime script. Game builds and Realtime scripts are installed on instances at the root: Windows (custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe" Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js" Amazon GameLift doesn't support the use of setup scripts that launch the game executable. For custom game builds, this parameter must indicate the executable that calls the server SDK operations initSDK() and ProcessReady().
|
4223
4223
|
*/
|
4224
4224
|
LaunchPath: LaunchPathStringModel;
|
4225
4225
|
/**
|
@@ -4514,7 +4514,7 @@ declare namespace GameLift {
|
|
4514
4514
|
*/
|
4515
4515
|
Description?: NonZeroAndMaxString;
|
4516
4516
|
/**
|
4517
|
-
* The game session protection policy to apply to all new
|
4517
|
+
* The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession . NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
|
4518
4518
|
*/
|
4519
4519
|
NewGameSessionProtectionPolicy?: ProtectionPolicy;
|
4520
4520
|
/**
|
@@ -4546,7 +4546,7 @@ declare namespace GameLift {
|
|
4546
4546
|
*/
|
4547
4547
|
FleetId: FleetIdOrArn;
|
4548
4548
|
/**
|
4549
|
-
* The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
|
4549
|
+
* The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits. Changes in desired instance value can take up to 1 minute to be reflected when viewing the fleet's capacity settings.
|
4550
4550
|
*/
|
4551
4551
|
DesiredInstances?: WholeNumber;
|
4552
4552
|
/**
|
@@ -4642,7 +4642,7 @@ declare namespace GameLift {
|
|
4642
4642
|
*/
|
4643
4643
|
GameServerData?: GameServerData;
|
4644
4644
|
/**
|
4645
|
-
* Indicates
|
4645
|
+
* Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from AVAILABLE to UTILIZED, but you can't change a the status from UTILIZED to AVAILABLE.
|
4646
4646
|
*/
|
4647
4647
|
UtilizationStatus?: GameServerUtilizationStatus;
|
4648
4648
|
/**
|