aws-sdk 2.740.0 → 2.741.0
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 +6 -1
- package/README.md +1 -1
- package/apis/ec2-2016-11-15.min.json +66 -13
- package/apis/gamelift-2015-10-01.min.json +192 -161
- package/apis/gamelift-2015-10-01.paginators.json +120 -0
- package/apis/mediaconvert-2017-08-29.min.json +91 -79
- package/clients/ec2.d.ts +95 -2
- package/clients/gamelift.d.ts +244 -204
- package/clients/mediaconvert.d.ts +21 -5
- package/clients/redshift.d.ts +6 -6
- package/dist/aws-sdk-core-react-native.js +1 -1
- package/dist/aws-sdk-react-native.js +5 -5
- package/dist/aws-sdk.js +387 -179
- package/dist/aws-sdk.min.js +58 -58
- package/lib/core.js +1 -1
- package/package.json +1 -1
package/clients/gamelift.d.ts
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@@ -20,11 +20,11 @@ declare class GameLift extends Service {
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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
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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, 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 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 (using UpdateGameServer) once 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 GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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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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* This
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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, 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 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 (using UpdateGameServer) once 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 GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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claimGameServer(callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
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createAlias(callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
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* Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift. When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The CreateBuild operation can used in the following scenarios: To create a new game build with build files that are in an S3 location under an AWS account that you control. To use this option, you must first give Amazon GameLift access to the S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the S3 storage location of your game build. To directly upload your build files to a GameLift S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This
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* Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift. When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The CreateBuild operation can used in the following scenarios: To create a new game build with build files that are in an S3 location under an AWS account that you control. To use this option, you must first give Amazon GameLift access to the S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the S3 storage location of your game build. To directly upload your build files to a GameLift S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift S3 location once only; that can't be updated. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
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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. Game server binaries must be combined into a zip file for use with Amazon GameLift. When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The CreateBuild operation can used in the following scenarios: To create a new game build with build files that are in an S3 location under an AWS account that you control. To use this option, you must first give Amazon GameLift access to the S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the S3 storage location of your game build. To directly upload your build files to a GameLift S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This
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* Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift. When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The CreateBuild operation can used in the following scenarios: To create a new game build with build files that are in an S3 location under an AWS account that you control. To use this option, you must first give Amazon GameLift access to the S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the S3 storage location of your game build. To directly upload your build files to a GameLift S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift S3 location once only; that can't be updated. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
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createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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createFleet(callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
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* This
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch. Before creating a new game server group, you must have the following: An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon EC2 User Guide. An IAM role that extends limited access to your AWS account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the GameLift FleetIQ Developer Guide. To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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createGameServerGroup(params: GameLift.Types.CreateGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameServerGroupOutput) => void): Request<GameLift.Types.CreateGameServerGroupOutput, AWSError>;
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* This
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch. Before creating a new game server group, you must have the following: An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon EC2 User Guide. An IAM role that extends limited access to your AWS account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the GameLift FleetIQ Developer Guide. To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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createGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.CreateGameServerGroupOutput) => void): Request<GameLift.Types.CreateGameServerGroupOutput, AWSError>;
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* Creates a multiplayer game session for players. This
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* Creates a multiplayer game session for players. This operation creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it. To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified. Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change. Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request. Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
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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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* Creates a multiplayer game session for players. This
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* Creates a multiplayer game session for players. This operation creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it. To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified. Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change. Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request. Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
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createGameSession(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
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createGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionQueueOutput) => void): Request<GameLift.Types.CreateGameSessionQueueOutput, AWSError>;
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* Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used. To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.
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* Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used. To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt. To track the progress of matchmaking tickets, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously poling ticket status with DescribeMatchmaking, should only be used for games in development with low matchmaking usage. Learn more Design a FlexMatch Matchmaker Set Up FlexMatch Event Notification Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
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createMatchmakingConfiguration(params: GameLift.Types.CreateMatchmakingConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.CreateMatchmakingConfigurationOutput, AWSError>;
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* Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used. To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.
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* Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used. To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt. To track the progress of matchmaking tickets, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously poling ticket status with DescribeMatchmaking, should only be used for games in development with low matchmaking usage. Learn more Design a FlexMatch Matchmaker Set Up FlexMatch Event Notification Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
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createMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.CreateMatchmakingConfigurationOutput, AWSError>;
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createVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
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* Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
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deleteAlias(params: GameLift.Types.DeleteAliasInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
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deleteAlias(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID. Learn more Upload a Custom Server Build Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
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deleteBuild(params: GameLift.Types.DeleteBuildInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID. Learn more Upload a Custom Server Build Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
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deleteBuild(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity. If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process. This
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* Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity. If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process. This operation removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the resource in that fleet. Learn more Setting up GameLift Fleets Related operations CreateFleet ListFleets DeleteFleet DescribeFleetAttributes UpdateFleetAttributes StartFleetActions or StopFleetActions
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deleteFleet(params: GameLift.Types.DeleteFleetInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity. If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process. This
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources: The game server group The corresponding Auto Scaling group All game servers that are currently running in the group To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status. GameLift FleetIQ emits delete events to Amazon CloudWatch. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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deleteGameServerGroup(params: GameLift.Types.DeleteGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.DeleteGameServerGroupOutput) => void): Request<GameLift.Types.DeleteGameServerGroupOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources: The game server group The corresponding Auto Scaling group All game servers that are currently running in the group To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status. GameLift FleetIQ emits delete events to Amazon CloudWatch. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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deleteGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.DeleteGameServerGroupOutput) => void): Request<GameLift.Types.DeleteGameServerGroupOutput, AWSError>;
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* Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name. Learn more Using Multi-Region Queues Related operations CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
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* Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name. Learn more Using Multi-Region Queues Related operations CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
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deleteGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.DeleteGameSessionQueueOutput) => void): Request<GameLift.Types.DeleteGameSessionQueueOutput, AWSError>;
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deleteMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingRuleSetOutput) => void): Request<GameLift.Types.DeleteMatchmakingRuleSetOutput, AWSError>;
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* Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
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* Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
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* Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon GameLift Realtime Servers Related operations CreateScript ListScripts DescribeScript UpdateScript DeleteScript
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* Retrieves core properties, including configuration, status, and metadata, for a fleet. To get attributes for one or more fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed number. Learn more Setting up GameLift Fleets Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents UpdateFleetAttributes StartFleetActions or StopFleetActions
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* Retrieves core properties, including configuration, status, and metadata, for a fleet. To get attributes for one or more fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found. Some API
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* Retrieves core properties, including configuration, status, and metadata, for a fleet. To get attributes for one or more fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed number. Learn more Setting up GameLift Fleets Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents UpdateFleetAttributes StartFleetActions or StopFleetActions
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* Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization. You can request capacity for all fleets or specify a list of one or more fleet identifiers. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist. Some API
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* Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization. You can request capacity for all fleets or specify a list of one or more fleet identifiers. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up GameLift Fleets GameLift Metrics for Fleets Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents UpdateFleetAttributes StartFleetActions or StopFleetActions
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* Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization. You can request capacity for all fleets or specify a list of one or more fleet identifiers. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist. Some API
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* Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization. You can request capacity for all fleets or specify a list of one or more fleet identifiers. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up GameLift Fleets GameLift Metrics for Fleets Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents UpdateFleetAttributes StartFleetActions or StopFleetActions
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describeFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetPortSettingsOutput) => void): Request<GameLift.Types.DescribeFleetPortSettingsOutput, AWSError>;
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* Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Some API
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* Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up GameLift Fleets GameLift Metrics for Fleets Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents UpdateFleetAttributes StartFleetActions or StopFleetActions
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describeFleetUtilization(params: GameLift.Types.DescribeFleetUtilizationInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
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* Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Some API
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* Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up GameLift Fleets GameLift Metrics for Fleets Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents UpdateFleetAttributes StartFleetActions or StopFleetActions
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describeFleetUtilization(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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describeGameServer(params: GameLift.Types.DescribeGameServerInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerOutput) => void): Request<GameLift.Types.DescribeGameServerOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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describeGameServer(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerOutput) => void): Request<GameLift.Types.DescribeGameServerOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly. To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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describeGameServerGroup(params: GameLift.Types.DescribeGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerGroupOutput) => void): Request<GameLift.Types.DescribeGameServerGroupOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly. To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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describeGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerGroupOutput) => void): Request<GameLift.Types.DescribeGameServerGroupOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties. To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned. This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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describeGameServerInstances(params: GameLift.Types.DescribeGameServerInstancesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerInstancesOutput) => void): Request<GameLift.Types.DescribeGameServerInstancesOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties. To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned. This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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* Retrieves properties, including the protection policy in force, for one or more game sessions. This operation can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet. To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
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* Retrieves properties, including the protection policy in force, for one or more game sessions. This operation can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet. To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
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describeGameSessions(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
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* Retrieves information about a fleet's instances, including instance IDs. Use this operation to get details on all instances in the fleet or get details on one specific instance. To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related operations DescribeInstances GetInstanceAccess
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* Retrieves information about a fleet's instances, including instance IDs. Use this operation to get details on all instances in the fleet or get details on one specific instance. To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related operations DescribeInstances GetInstanceAccess
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* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage. Learn more Add FlexMatch to a Game Client Set Up FlexMatch Event Notification Related operations StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
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* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage. Learn more Add FlexMatch to a Game Client Set Up FlexMatch Event Notification Related operations StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
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* Retrieves the details of FlexMatch matchmaking configurations. This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. Learn more Setting Up FlexMatch Matchmakers Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
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* Retrieves the details of FlexMatch matchmaking configurations. This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. Learn more Setting Up FlexMatch Matchmakers Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
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* Retrieves properties for one or more player sessions. This operation can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player. To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a 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 matching the request. Available in Amazon GameLift Local. CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
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* Retrieves properties for one or more player sessions. This operation can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player. To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a 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 matching the request. Available in Amazon GameLift Local. CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
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describeRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.DescribeRuntimeConfigurationOutput) => void): Request<GameLift.Types.DescribeRuntimeConfigurationOutput, AWSError>;
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* Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended (StopFleetActions). This
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* Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
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* Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended (StopFleetActions). This
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* Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
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getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation. To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related operations DescribeInstances GetInstanceAccess
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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 remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation. To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related operations DescribeInstances GetInstanceAccess
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getInstanceAccess(callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
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listFleets(callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
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* This
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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listGameServerGroups(params: GameLift.Types.ListGameServerGroupsInput, callback?: (err: AWSError, data: GameLift.Types.ListGameServerGroupsOutput) => void): Request<GameLift.Types.ListGameServerGroupsOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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listGameServerGroups(callback?: (err: AWSError, data: GameLift.Types.ListGameServerGroupsOutput) => void): Request<GameLift.Types.ListGameServerGroupsOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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listGameServers(params: GameLift.Types.ListGameServersInput, callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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listGameServers(callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
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listScripts(callback?: (err: AWSError, data: GameLift.Types.ListScriptsOutput) => void): Request<GameLift.Types.ListScriptsOutput, AWSError>;
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* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This
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* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging AWS Resources in the AWS General Reference AWS Tagging Strategies Related operations TagResource UntagResource ListTagsForResource
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listTagsForResource(params: GameLift.Types.ListTagsForResourceRequest, callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
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* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This
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* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging AWS Resources in the AWS General Reference AWS Tagging Strategies Related operations TagResource UntagResource ListTagsForResource
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listTagsForResource(callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
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putScalingPolicy(callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session. To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response. Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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registerGameServer(params: GameLift.Types.RegisterGameServerInput, callback?: (err: AWSError, data: GameLift.Types.RegisterGameServerOutput) => void): Request<GameLift.Types.RegisterGameServerOutput, AWSError>;
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session. To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response. Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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registerGameServer(callback?: (err: AWSError, data: GameLift.Types.RegisterGameServerOutput) => void): Request<GameLift.Types.RegisterGameServerOutput, AWSError>;
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resolveAlias(callback?: (err: AWSError, data: GameLift.Types.ResolveAliasOutput) => void): Request<GameLift.Types.ResolveAliasOutput, AWSError>;
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/**
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended. To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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resumeGameServerGroup(params: GameLift.Types.ResumeGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
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/**
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended. To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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resumeGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
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/**
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startMatchBackfill(callback?: (err: AWSError, data: GameLift.Types.StartMatchBackfillOutput) => void): Request<GameLift.Types.StartMatchBackfillOutput, AWSError>;
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* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED.
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* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration. Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows: Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket. FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status. If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details). Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data. When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game. Learn more Add FlexMatch to a Game Client Set Up FlexMatch Event Notification FlexMatch Integration Roadmap How GameLift FlexMatch Works Related operations StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
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startMatchmaking(params: GameLift.Types.StartMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
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/**
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* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED.
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* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration. Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows: Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket. FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status. If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details). Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data. When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game. Learn more Add FlexMatch to a Game Client Set Up FlexMatch Event Notification FlexMatch Integration Roadmap How GameLift FlexMatch Works Related operations StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
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startMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
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stopGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.StopGameSessionPlacementOutput) => void): Request<GameLift.Types.StopGameSessionPlacementOutput, AWSError>;
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/**
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* Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the
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* Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a Game Client Related operations StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
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stopMatchmaking(params: GameLift.Types.StopMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.StopMatchmakingOutput) => void): Request<GameLift.Types.StopMatchmakingOutput, AWSError>;
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/**
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* Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the
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* Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a Game Client Related operations StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
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stopMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StopMatchmakingOutput) => void): Request<GameLift.Types.StopMatchmakingOutput, AWSError>;
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/**
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity: Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active. To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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suspendGameServerGroup(params: GameLift.Types.SuspendGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.SuspendGameServerGroupOutput) => void): Request<GameLift.Types.SuspendGameServerGroupOutput, AWSError>;
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/**
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* This
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity: Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active. To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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suspendGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.SuspendGameServerGroupOutput) => void): Request<GameLift.Types.SuspendGameServerGroupOutput, AWSError>;
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/**
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* Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This
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* Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging AWS Resources in the AWS General Reference AWS Tagging Strategies Related operations TagResource UntagResource ListTagsForResource
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tagResource(params: GameLift.Types.TagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
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/**
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* Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This
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* Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging AWS Resources in the AWS General Reference AWS Tagging Strategies Related operations TagResource UntagResource ListTagsForResource
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tagResource(callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
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/**
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* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This
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* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging AWS Resources in the AWS General Reference AWS Tagging Strategies Related operations TagResource UntagResource ListTagsForResource
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untagResource(params: GameLift.Types.UntagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
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/**
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* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This
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* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging AWS Resources in the AWS General Reference AWS Tagging Strategies Related operations TagResource UntagResource ListTagsForResource
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untagResource(callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
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updateFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
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/**
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* Updates capacity settings for a fleet. Use this
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* Updates capacity settings for a fleet. Use this operation to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this operation, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type. Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments. To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs. Learn more Setting up GameLift Fleets Related operations CreateFleet ListFleets DeleteFleet DescribeFleetAttributes Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration StartFleetActions or StopFleetActions
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updateFleetCapacity(params: GameLift.Types.UpdateFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
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* Updates capacity settings for a fleet. Use this
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* Updates capacity settings for a fleet. Use this operation to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this operation, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type. Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments. To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs. Learn more Setting up GameLift Fleets Related operations CreateFleet ListFleets DeleteFleet DescribeFleetAttributes Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration StartFleetActions or StopFleetActions
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updateFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
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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
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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 GameLift FleetIQ to 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, identify the game server and game server group and specify the current utilization status. Use this status to identify when game servers are currently hosting games and when they are available to be claimed. 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 GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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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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* This
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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 GameLift FleetIQ to 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, identify the game server and game server group and specify the current utilization status. Use this status to identify when game servers are currently hosting games and when they are available to be claimed. 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 GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
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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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/**
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* This
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts. To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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updateGameServerGroup(params: GameLift.Types.UpdateGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerGroupOutput) => void): Request<GameLift.Types.UpdateGameServerGroupOutput, AWSError>;
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* This
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts. To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup DescribeGameServerInstances
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*/
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updateGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerGroupOutput) => void): Request<GameLift.Types.UpdateGameServerGroupOutput, AWSError>;
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/**
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SessionToken?: NonEmptyString;
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}
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export type BackfillMode = "AUTOMATIC"|"MANUAL"|string;
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export type BalancingStrategy = "SPOT_ONLY"|"SPOT_PREFERRED"|string;
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export type BalancingStrategy = "SPOT_ONLY"|"SPOT_PREFERRED"|"ON_DEMAND_ONLY"|string;
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export interface Build {
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export type CertificateType = "DISABLED"|"GENERATED"|string;
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export interface ClaimGameServerInput {
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* A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim.
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GameServerGroupName: GameServerGroupNameOrArn;
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GameServerId?: GameServerId;
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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 using ListGameServers or ClaimGameServer.
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GameServerData?: GameServerData;
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}
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export interface ClaimGameServerOutput {
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* Object that describes the newly claimed game server.
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GameServerGroupName: GameServerGroupName;
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* The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
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* The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
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* The minimum number of instances allowed in the EC2 Auto Scaling group. During
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* The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
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* The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
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MaxSize: PositiveInteger;
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* The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide.
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* The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
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*
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* The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
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* Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players.
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* Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
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AutoScalingPolicy?: GameServerGroupAutoScalingPolicy;
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*
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* Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following: SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
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* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running
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* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.
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GameServerProtectionPolicy?: GameServerProtectionPolicy;
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/**
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* A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported
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* A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly
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*/
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VpcSubnets?: VpcSubnets;
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/**
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* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources
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* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is useful for resource management, access management, and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
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*/
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Tags?: TagList;
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}
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@@ -1354,11 +1362,11 @@ declare namespace GameLift {
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}
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export interface DeleteGameServerGroupInput {
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/**
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*
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+
* A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
|
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*/
|
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|
GameServerGroupName: GameServerGroupNameOrArn;
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/**
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* The type of delete to perform. Options include:
|
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* The type of delete to perform. Options include the following: SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that are in UTILIZED status. FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their utilization status, and the EC2 Auto Scaling group. RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
|
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*/
|
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|
DeleteOption?: GameServerGroupDeleteOption;
|
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}
|
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@@ -1434,11 +1442,11 @@ declare namespace GameLift {
|
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}
|
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export interface DeregisterGameServerInput {
|
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|
/**
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-
*
|
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+
* A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
|
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*/
|
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|
GameServerGroupName: GameServerGroupNameOrArn;
|
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/**
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*
|
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|
+
* A custom string that uniquely identifies the game server to deregister.
|
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*/
|
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|
GameServerId: GameServerId;
|
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|
}
|
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@@ -1488,7 +1496,7 @@ declare namespace GameLift {
|
|
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*/
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Limit?: PositiveInteger;
|
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|
/**
|
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|
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* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
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|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
|
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|
*/
|
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|
NextToken?: NonZeroAndMaxString;
|
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}
|
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@@ -1498,7 +1506,7 @@ declare namespace GameLift {
|
|
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*/
|
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FleetAttributes?: FleetAttributesList;
|
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/**
|
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|
-
* Token that indicates where to resume retrieving results on the next call to this
|
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|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
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|
*/
|
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|
NextToken?: NonZeroAndMaxString;
|
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|
}
|
|
@@ -1512,7 +1520,7 @@ declare namespace GameLift {
|
|
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*/
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Limit?: PositiveInteger;
|
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/**
|
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-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
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|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
|
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|
*/
|
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|
NextToken?: NonZeroAndMaxString;
|
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|
}
|
|
@@ -1522,7 +1530,7 @@ declare namespace GameLift {
|
|
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*/
|
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|
FleetCapacity?: FleetCapacityList;
|
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|
/**
|
|
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|
-
* Token that indicates where to resume retrieving results on the next call to this
|
|
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|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
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|
*/
|
|
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|
NextToken?: NonZeroAndMaxString;
|
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|
}
|
|
@@ -1544,7 +1552,7 @@ declare namespace GameLift {
|
|
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|
*/
|
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|
Limit?: PositiveInteger;
|
|
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|
/**
|
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|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1555
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
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|
*/
|
|
1549
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|
NextToken?: NonZeroAndMaxString;
|
|
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|
}
|
|
@@ -1554,7 +1562,7 @@ declare namespace GameLift {
|
|
|
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|
*/
|
|
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|
Events?: EventList;
|
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|
/**
|
|
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|
-
* Token that indicates where to resume retrieving results on the next call to this
|
|
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|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
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|
*/
|
|
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|
NextToken?: NonZeroAndMaxString;
|
|
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|
}
|
|
@@ -1580,7 +1588,7 @@ declare namespace GameLift {
|
|
|
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*/
|
|
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|
Limit?: PositiveInteger;
|
|
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|
/**
|
|
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|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1591
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
|
|
1584
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|
*/
|
|
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|
NextToken?: NonZeroAndMaxString;
|
|
1586
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|
}
|
|
@@ -1590,35 +1598,63 @@ declare namespace GameLift {
|
|
|
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|
*/
|
|
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|
FleetUtilization?: FleetUtilizationList;
|
|
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|
/**
|
|
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|
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* Token that indicates where to resume retrieving results on the next call to this
|
|
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|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
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|
*/
|
|
1595
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|
NextToken?: NonZeroAndMaxString;
|
|
1596
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|
}
|
|
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|
export interface DescribeGameServerGroupInput {
|
|
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|
/**
|
|
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|
-
*
|
|
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|
+
* A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
|
|
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|
*/
|
|
1601
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|
GameServerGroupName: GameServerGroupNameOrArn;
|
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|
}
|
|
1603
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|
export interface DescribeGameServerGroupOutput {
|
|
1604
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|
/**
|
|
1605
|
-
* An object
|
|
1613
|
+
* An object with the property settings for the requested game server group resource.
|
|
1606
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|
*/
|
|
1607
1615
|
GameServerGroup?: GameServerGroup;
|
|
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|
}
|
|
1609
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|
export interface DescribeGameServerInput {
|
|
1610
1618
|
/**
|
|
1611
|
-
*
|
|
1619
|
+
* A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
|
|
1612
1620
|
*/
|
|
1613
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|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
1614
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|
/**
|
|
1615
|
-
*
|
|
1623
|
+
* A custom string that uniquely identifies the game server information to be retrieved.
|
|
1616
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|
*/
|
|
1617
1625
|
GameServerId: GameServerId;
|
|
1618
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|
}
|
|
1627
|
+
export interface DescribeGameServerInstancesInput {
|
|
1628
|
+
/**
|
|
1629
|
+
* A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
|
|
1630
|
+
*/
|
|
1631
|
+
GameServerGroupName: GameServerGroupNameOrArn;
|
|
1632
|
+
/**
|
|
1633
|
+
* The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. To retrieve all instances in the game server group, leave this parameter empty.
|
|
1634
|
+
*/
|
|
1635
|
+
InstanceIds?: GameServerInstanceIds;
|
|
1636
|
+
/**
|
|
1637
|
+
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential segments.
|
|
1638
|
+
*/
|
|
1639
|
+
Limit?: PositiveInteger;
|
|
1640
|
+
/**
|
|
1641
|
+
* A token that indicates the start of the next sequential segment of results. Use the token returned with the previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
1642
|
+
*/
|
|
1643
|
+
NextToken?: NonZeroAndMaxString;
|
|
1644
|
+
}
|
|
1645
|
+
export interface DescribeGameServerInstancesOutput {
|
|
1646
|
+
/**
|
|
1647
|
+
* The collection of requested game server instances.
|
|
1648
|
+
*/
|
|
1649
|
+
GameServerInstances?: GameServerInstances;
|
|
1650
|
+
/**
|
|
1651
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1652
|
+
*/
|
|
1653
|
+
NextToken?: NonZeroAndMaxString;
|
|
1654
|
+
}
|
|
1619
1655
|
export interface DescribeGameServerOutput {
|
|
1620
1656
|
/**
|
|
1621
|
-
* Object that describes the requested game server
|
|
1657
|
+
* Object that describes the requested game server.
|
|
1622
1658
|
*/
|
|
1623
1659
|
GameServer?: GameServer;
|
|
1624
1660
|
}
|
|
@@ -1644,7 +1680,7 @@ declare namespace GameLift {
|
|
|
1644
1680
|
*/
|
|
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1681
|
Limit?: PositiveInteger;
|
|
1646
1682
|
/**
|
|
1647
|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1683
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
1648
1684
|
*/
|
|
1649
1685
|
NextToken?: NonZeroAndMaxString;
|
|
1650
1686
|
}
|
|
@@ -1654,7 +1690,7 @@ declare namespace GameLift {
|
|
|
1654
1690
|
*/
|
|
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1691
|
GameSessionDetails?: GameSessionDetailList;
|
|
1656
1692
|
/**
|
|
1657
|
-
* Token that indicates where to resume retrieving results on the next call to this
|
|
1693
|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1658
1694
|
*/
|
|
1659
1695
|
NextToken?: NonZeroAndMaxString;
|
|
1660
1696
|
}
|
|
@@ -1676,11 +1712,11 @@ declare namespace GameLift {
|
|
|
1676
1712
|
*/
|
|
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1713
|
Names?: GameSessionQueueNameOrArnList;
|
|
1678
1714
|
/**
|
|
1679
|
-
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
|
|
1715
|
+
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. You can request up to 50 results.
|
|
1680
1716
|
*/
|
|
1681
1717
|
Limit?: PositiveInteger;
|
|
1682
1718
|
/**
|
|
1683
|
-
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1719
|
+
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
1684
1720
|
*/
|
|
1685
1721
|
NextToken?: NonZeroAndMaxString;
|
|
1686
1722
|
}
|
|
@@ -1690,7 +1726,7 @@ declare namespace GameLift {
|
|
|
1690
1726
|
*/
|
|
1691
1727
|
GameSessionQueues?: GameSessionQueueList;
|
|
1692
1728
|
/**
|
|
1693
|
-
* A token that indicates where to resume retrieving results on the next call to this
|
|
1729
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1694
1730
|
*/
|
|
1695
1731
|
NextToken?: NonZeroAndMaxString;
|
|
1696
1732
|
}
|
|
@@ -1716,7 +1752,7 @@ declare namespace GameLift {
|
|
|
1716
1752
|
*/
|
|
1717
1753
|
Limit?: PositiveInteger;
|
|
1718
1754
|
/**
|
|
1719
|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1755
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
1720
1756
|
*/
|
|
1721
1757
|
NextToken?: NonZeroAndMaxString;
|
|
1722
1758
|
}
|
|
@@ -1726,7 +1762,7 @@ declare namespace GameLift {
|
|
|
1726
1762
|
*/
|
|
1727
1763
|
GameSessions?: GameSessionList;
|
|
1728
1764
|
/**
|
|
1729
|
-
* Token that indicates where to resume retrieving results on the next call to this
|
|
1765
|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1730
1766
|
*/
|
|
1731
1767
|
NextToken?: NonZeroAndMaxString;
|
|
1732
1768
|
}
|
|
@@ -1744,7 +1780,7 @@ declare namespace GameLift {
|
|
|
1744
1780
|
*/
|
|
1745
1781
|
Limit?: PositiveInteger;
|
|
1746
1782
|
/**
|
|
1747
|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1783
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
1748
1784
|
*/
|
|
1749
1785
|
NextToken?: NonZeroAndMaxString;
|
|
1750
1786
|
}
|
|
@@ -1754,7 +1790,7 @@ declare namespace GameLift {
|
|
|
1754
1790
|
*/
|
|
1755
1791
|
Instances?: InstanceList;
|
|
1756
1792
|
/**
|
|
1757
|
-
* Token that indicates where to resume retrieving results on the next call to this
|
|
1793
|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1758
1794
|
*/
|
|
1759
1795
|
NextToken?: NonZeroAndMaxString;
|
|
1760
1796
|
}
|
|
@@ -1772,7 +1808,7 @@ declare namespace GameLift {
|
|
|
1772
1808
|
*/
|
|
1773
1809
|
Limit?: PositiveInteger;
|
|
1774
1810
|
/**
|
|
1775
|
-
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1811
|
+
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
1776
1812
|
*/
|
|
1777
1813
|
NextToken?: NonZeroAndMaxString;
|
|
1778
1814
|
}
|
|
@@ -1782,7 +1818,7 @@ declare namespace GameLift {
|
|
|
1782
1818
|
*/
|
|
1783
1819
|
Configurations?: MatchmakingConfigurationList;
|
|
1784
1820
|
/**
|
|
1785
|
-
* A token that indicates where to resume retrieving results on the next call to this
|
|
1821
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1786
1822
|
*/
|
|
1787
1823
|
NextToken?: NonZeroAndMaxString;
|
|
1788
1824
|
}
|
|
@@ -1808,7 +1844,7 @@ declare namespace GameLift {
|
|
|
1808
1844
|
*/
|
|
1809
1845
|
Limit?: RuleSetLimit;
|
|
1810
1846
|
/**
|
|
1811
|
-
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1847
|
+
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
1812
1848
|
*/
|
|
1813
1849
|
NextToken?: NonZeroAndMaxString;
|
|
1814
1850
|
}
|
|
@@ -1818,7 +1854,7 @@ declare namespace GameLift {
|
|
|
1818
1854
|
*/
|
|
1819
1855
|
RuleSets: MatchmakingRuleSetList;
|
|
1820
1856
|
/**
|
|
1821
|
-
* A token that indicates where to resume retrieving results on the next call to this
|
|
1857
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1822
1858
|
*/
|
|
1823
1859
|
NextToken?: NonZeroAndMaxString;
|
|
1824
1860
|
}
|
|
@@ -1844,7 +1880,7 @@ declare namespace GameLift {
|
|
|
1844
1880
|
*/
|
|
1845
1881
|
Limit?: PositiveInteger;
|
|
1846
1882
|
/**
|
|
1847
|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1883
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.
|
|
1848
1884
|
*/
|
|
1849
1885
|
NextToken?: NonZeroAndMaxString;
|
|
1850
1886
|
}
|
|
@@ -1854,7 +1890,7 @@ declare namespace GameLift {
|
|
|
1854
1890
|
*/
|
|
1855
1891
|
PlayerSessions?: PlayerSessionList;
|
|
1856
1892
|
/**
|
|
1857
|
-
* Token that indicates where to resume retrieving results on the next call to this
|
|
1893
|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1858
1894
|
*/
|
|
1859
1895
|
NextToken?: NonZeroAndMaxString;
|
|
1860
1896
|
}
|
|
@@ -1884,7 +1920,7 @@ declare namespace GameLift {
|
|
|
1884
1920
|
*/
|
|
1885
1921
|
Limit?: PositiveInteger;
|
|
1886
1922
|
/**
|
|
1887
|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
1923
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
1888
1924
|
*/
|
|
1889
1925
|
NextToken?: NonZeroAndMaxString;
|
|
1890
1926
|
}
|
|
@@ -1894,7 +1930,7 @@ declare namespace GameLift {
|
|
|
1894
1930
|
*/
|
|
1895
1931
|
ScalingPolicies?: ScalingPolicyList;
|
|
1896
1932
|
/**
|
|
1897
|
-
* Token that indicates where to resume retrieving results on the next call to this
|
|
1933
|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1898
1934
|
*/
|
|
1899
1935
|
NextToken?: NonZeroAndMaxString;
|
|
1900
1936
|
}
|
|
@@ -2103,7 +2139,7 @@ declare namespace GameLift {
|
|
|
2103
2139
|
*/
|
|
2104
2140
|
MetricGroups?: MetricGroupList;
|
|
2105
2141
|
/**
|
|
2106
|
-
* List of fleet
|
|
2142
|
+
* List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling.
|
|
2107
2143
|
*/
|
|
2108
2144
|
StoppedActions?: FleetActionList;
|
|
2109
2145
|
/**
|
|
@@ -2177,7 +2213,7 @@ declare namespace GameLift {
|
|
|
2177
2213
|
export type GamePropertyValue = string;
|
|
2178
2214
|
export interface GameServer {
|
|
2179
2215
|
/**
|
|
2180
|
-
*
|
|
2216
|
+
* A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
|
|
2181
2217
|
*/
|
|
2182
2218
|
GameServerGroupName?: GameServerGroupName;
|
|
2183
2219
|
/**
|
|
@@ -2189,7 +2225,7 @@ declare namespace GameLift {
|
|
|
2189
2225
|
*/
|
|
2190
2226
|
GameServerId?: GameServerId;
|
|
2191
2227
|
/**
|
|
2192
|
-
* The unique identifier for the instance where the game server is
|
|
2228
|
+
* The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.
|
|
2193
2229
|
*/
|
|
2194
2230
|
InstanceId?: GameServerInstanceId;
|
|
2195
2231
|
/**
|
|
@@ -2197,31 +2233,27 @@ declare namespace GameLift {
|
|
|
2197
2233
|
*/
|
|
2198
2234
|
ConnectionInfo?: GameServerConnectionInfo;
|
|
2199
2235
|
/**
|
|
2200
|
-
* A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service
|
|
2236
|
+
* 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 using ListGameServers or ClaimGameServer.
|
|
2201
2237
|
*/
|
|
2202
2238
|
GameServerData?: GameServerData;
|
|
2203
2239
|
/**
|
|
2204
|
-
*
|
|
2205
|
-
*/
|
|
2206
|
-
CustomSortKey?: GameServerSortKey;
|
|
2207
|
-
/**
|
|
2208
|
-
* Indicates when an available game server has been reserved but has not yet started hosting a game. Once it is claimed, game server remains in CLAIMED status for a maximum of one minute. During this time, game clients must connect to the game server and start the game, which triggers the game server to update its utilization status. After one minute, the game server claim status reverts to null.
|
|
2240
|
+
* Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
|
|
2209
2241
|
*/
|
|
2210
2242
|
ClaimStatus?: GameServerClaimStatus;
|
|
2211
2243
|
/**
|
|
2212
|
-
* Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
|
|
2244
|
+
* Indicates whether the game server is currently available for new games or is busy. Possible statuses include: AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity. UTILIZED - The game server is currently hosting a game session with players.
|
|
2213
2245
|
*/
|
|
2214
2246
|
UtilizationStatus?: GameServerUtilizationStatus;
|
|
2215
2247
|
/**
|
|
2216
|
-
*
|
|
2248
|
+
* Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
2217
2249
|
*/
|
|
2218
2250
|
RegistrationTime?: Timestamp;
|
|
2219
2251
|
/**
|
|
2220
|
-
*
|
|
2252
|
+
* Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.
|
|
2221
2253
|
*/
|
|
2222
2254
|
LastClaimTime?: Timestamp;
|
|
2223
2255
|
/**
|
|
2224
|
-
*
|
|
2256
|
+
* Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.
|
|
2225
2257
|
*/
|
|
2226
2258
|
LastHealthCheckTime?: Timestamp;
|
|
2227
2259
|
}
|
|
@@ -2230,7 +2262,7 @@ declare namespace GameLift {
|
|
|
2230
2262
|
export type GameServerData = string;
|
|
2231
2263
|
export interface GameServerGroup {
|
|
2232
2264
|
/**
|
|
2233
|
-
* A developer-defined identifier for the game server group. The name is unique
|
|
2265
|
+
* A developer-defined identifier for the game server group. The name is unique for each Region in each AWS account.
|
|
2234
2266
|
*/
|
|
2235
2267
|
GameServerGroupName?: GameServerGroupName;
|
|
2236
2268
|
/**
|
|
@@ -2238,31 +2270,31 @@ declare namespace GameLift {
|
|
|
2238
2270
|
*/
|
|
2239
2271
|
GameServerGroupArn?: GameServerGroupArn;
|
|
2240
2272
|
/**
|
|
2241
|
-
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
|
|
2273
|
+
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
|
|
2242
2274
|
*/
|
|
2243
2275
|
RoleArn?: IamRoleArn;
|
|
2244
2276
|
/**
|
|
2245
|
-
* The set of EC2 instance types that GameLift FleetIQ can use when
|
|
2277
|
+
* The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
|
|
2246
2278
|
*/
|
|
2247
2279
|
InstanceDefinitions?: InstanceDefinitions;
|
|
2248
2280
|
/**
|
|
2249
|
-
*
|
|
2281
|
+
* Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following: SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
|
|
2250
2282
|
*/
|
|
2251
2283
|
BalancingStrategy?: BalancingStrategy;
|
|
2252
2284
|
/**
|
|
2253
|
-
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running
|
|
2285
|
+
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status.
|
|
2254
2286
|
*/
|
|
2255
2287
|
GameServerProtectionPolicy?: GameServerProtectionPolicy;
|
|
2256
2288
|
/**
|
|
2257
|
-
* A generated unique ID for the EC2 Auto Scaling group
|
|
2289
|
+
* A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group.
|
|
2258
2290
|
*/
|
|
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2291
|
AutoScalingGroupArn?: AutoScalingGroupArn;
|
|
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2292
|
/**
|
|
2261
|
-
* The current status of the game server group. Possible statuses include: NEW - GameLift FleetIQ has validated the CreateGameServerGroup() request.
|
|
2293
|
+
* The current status of the game server group. Possible statuses include: NEW - GameLift FleetIQ has validated the CreateGameServerGroup() request. ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your AWS account. ACTIVE - The game server group has been successfully created. DELETE_SCHEDULED - A request to delete the game server group has been received. DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup() request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group. DELETED - The game server group has been successfully deleted. ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.
|
|
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2294
|
*/
|
|
2263
2295
|
Status?: GameServerGroupStatus;
|
|
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2296
|
/**
|
|
2265
|
-
* Additional information about the current game server group status. This information
|
|
2297
|
+
* Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.
|
|
2266
2298
|
*/
|
|
2267
2299
|
StatusReason?: NonZeroAndMaxString;
|
|
2268
2300
|
/**
|
|
@@ -2270,11 +2302,11 @@ declare namespace GameLift {
|
|
|
2270
2302
|
*/
|
|
2271
2303
|
SuspendedActions?: GameServerGroupActions;
|
|
2272
2304
|
/**
|
|
2273
|
-
* A
|
|
2305
|
+
* A timestamp that indicates when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
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2306
|
*/
|
|
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2307
|
CreationTime?: Timestamp;
|
|
2276
2308
|
/**
|
|
2277
|
-
* A
|
|
2309
|
+
* A timestamp that indicates when this game server group was last updated.
|
|
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2310
|
*/
|
|
2279
2311
|
LastUpdatedTime?: Timestamp;
|
|
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2312
|
}
|
|
@@ -2283,7 +2315,7 @@ declare namespace GameLift {
|
|
|
2283
2315
|
export type GameServerGroupArn = string;
|
|
2284
2316
|
export interface GameServerGroupAutoScalingPolicy {
|
|
2285
2317
|
/**
|
|
2286
|
-
* Length of time, in seconds, it takes for a new instance to start new game server processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances
|
|
2318
|
+
* Length of time, in seconds, it takes for a new instance to start new game server processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.
|
|
2287
2319
|
*/
|
|
2288
2320
|
EstimatedInstanceWarmup?: PositiveInteger;
|
|
2289
2321
|
/**
|
|
@@ -2299,9 +2331,29 @@ declare namespace GameLift {
|
|
|
2299
2331
|
export type GameServerGroups = GameServerGroup[];
|
|
2300
2332
|
export type GameServerHealthCheck = "HEALTHY"|string;
|
|
2301
2333
|
export type GameServerId = string;
|
|
2334
|
+
export interface GameServerInstance {
|
|
2335
|
+
/**
|
|
2336
|
+
* A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each AWS account.
|
|
2337
|
+
*/
|
|
2338
|
+
GameServerGroupName?: GameServerGroupName;
|
|
2339
|
+
/**
|
|
2340
|
+
* A generated unique identifier for the game server group that includes the game server instance.
|
|
2341
|
+
*/
|
|
2342
|
+
GameServerGroupArn?: GameServerGroupArn;
|
|
2343
|
+
/**
|
|
2344
|
+
* The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.
|
|
2345
|
+
*/
|
|
2346
|
+
InstanceId?: GameServerInstanceId;
|
|
2347
|
+
/**
|
|
2348
|
+
* Current status of the game server instance. ACTIVE -- The instance is viable for hosting game servers. DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the process of ending, and new game servers are not started on this instance unless no other resources are available. When the instance is put in DRAINING, a new instance is started up to replace it. Once the instance has no UTILIZED game servers, it will be terminated in favor of the new instance. SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance interruption. No new game servers are started on this instance.
|
|
2349
|
+
*/
|
|
2350
|
+
InstanceStatus?: GameServerInstanceStatus;
|
|
2351
|
+
}
|
|
2302
2352
|
export type GameServerInstanceId = string;
|
|
2353
|
+
export type GameServerInstanceIds = GameServerInstanceId[];
|
|
2354
|
+
export type GameServerInstanceStatus = "ACTIVE"|"DRAINING"|"SPOT_TERMINATING"|string;
|
|
2355
|
+
export type GameServerInstances = GameServerInstance[];
|
|
2303
2356
|
export type GameServerProtectionPolicy = "NO_PROTECTION"|"FULL_PROTECTION"|string;
|
|
2304
|
-
export type GameServerSortKey = string;
|
|
2305
2357
|
export type GameServerUtilizationStatus = "AVAILABLE"|"UTILIZED"|string;
|
|
2306
2358
|
export type GameServers = GameServer[];
|
|
2307
2359
|
export interface GameSession {
|
|
@@ -2670,7 +2722,7 @@ declare namespace GameLift {
|
|
|
2670
2722
|
*/
|
|
2671
2723
|
LaunchTemplateName?: LaunchTemplateName;
|
|
2672
2724
|
/**
|
|
2673
|
-
* The version of the EC2 launch template to use. If no version is specified, the default version will be used. EC2
|
|
2725
|
+
* The version of the EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.
|
|
2674
2726
|
*/
|
|
2675
2727
|
Version?: LaunchTemplateVersion;
|
|
2676
2728
|
}
|
|
@@ -2689,7 +2741,7 @@ declare namespace GameLift {
|
|
|
2689
2741
|
*/
|
|
2690
2742
|
Limit?: PositiveInteger;
|
|
2691
2743
|
/**
|
|
2692
|
-
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
2744
|
+
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
2693
2745
|
*/
|
|
2694
2746
|
NextToken?: NonEmptyString;
|
|
2695
2747
|
}
|
|
@@ -2699,7 +2751,7 @@ declare namespace GameLift {
|
|
|
2699
2751
|
*/
|
|
2700
2752
|
Aliases?: AliasList;
|
|
2701
2753
|
/**
|
|
2702
|
-
* A token that indicates where to resume retrieving results on the next call to this
|
|
2754
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
2703
2755
|
*/
|
|
2704
2756
|
NextToken?: NonEmptyString;
|
|
2705
2757
|
}
|
|
@@ -2713,7 +2765,7 @@ declare namespace GameLift {
|
|
|
2713
2765
|
*/
|
|
2714
2766
|
Limit?: PositiveInteger;
|
|
2715
2767
|
/**
|
|
2716
|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
2768
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
2717
2769
|
*/
|
|
2718
2770
|
NextToken?: NonEmptyString;
|
|
2719
2771
|
}
|
|
@@ -2723,7 +2775,7 @@ declare namespace GameLift {
|
|
|
2723
2775
|
*/
|
|
2724
2776
|
Builds?: BuildList;
|
|
2725
2777
|
/**
|
|
2726
|
-
* Token that indicates where to resume retrieving results on the next call to this
|
|
2778
|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
2727
2779
|
*/
|
|
2728
2780
|
NextToken?: NonEmptyString;
|
|
2729
2781
|
}
|
|
@@ -2741,7 +2793,7 @@ declare namespace GameLift {
|
|
|
2741
2793
|
*/
|
|
2742
2794
|
Limit?: PositiveInteger;
|
|
2743
2795
|
/**
|
|
2744
|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
2796
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
2745
2797
|
*/
|
|
2746
2798
|
NextToken?: NonZeroAndMaxString;
|
|
2747
2799
|
}
|
|
@@ -2751,17 +2803,17 @@ declare namespace GameLift {
|
|
|
2751
2803
|
*/
|
|
2752
2804
|
FleetIds?: FleetIdList;
|
|
2753
2805
|
/**
|
|
2754
|
-
* Token that indicates where to resume retrieving results on the next call to this
|
|
2806
|
+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
2755
2807
|
*/
|
|
2756
2808
|
NextToken?: NonZeroAndMaxString;
|
|
2757
2809
|
}
|
|
2758
2810
|
export interface ListGameServerGroupsInput {
|
|
2759
2811
|
/**
|
|
2760
|
-
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential
|
|
2812
|
+
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential segments.
|
|
2761
2813
|
*/
|
|
2762
2814
|
Limit?: PositiveInteger;
|
|
2763
2815
|
/**
|
|
2764
|
-
* A token that indicates the start of the next sequential
|
|
2816
|
+
* A token that indicates the start of the next sequential segment of results. Use the token returned with the previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
2765
2817
|
*/
|
|
2766
2818
|
NextToken?: NonZeroAndMaxString;
|
|
2767
2819
|
}
|
|
@@ -2771,25 +2823,25 @@ declare namespace GameLift {
|
|
|
2771
2823
|
*/
|
|
2772
2824
|
GameServerGroups?: GameServerGroups;
|
|
2773
2825
|
/**
|
|
2774
|
-
* A token that indicates where to resume retrieving results on the next call to this
|
|
2826
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
2775
2827
|
*/
|
|
2776
2828
|
NextToken?: NonZeroAndMaxString;
|
|
2777
2829
|
}
|
|
2778
2830
|
export interface ListGameServersInput {
|
|
2779
2831
|
/**
|
|
2780
|
-
* An identifier for the game server group
|
|
2832
|
+
* An identifier for the game server group to retrieve a list of game servers from. Use either the GameServerGroup name or ARN value.
|
|
2781
2833
|
*/
|
|
2782
2834
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
2783
2835
|
/**
|
|
2784
|
-
* Indicates how to sort the returned data based on
|
|
2836
|
+
* Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.
|
|
2785
2837
|
*/
|
|
2786
2838
|
SortOrder?: SortOrder;
|
|
2787
2839
|
/**
|
|
2788
|
-
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential
|
|
2840
|
+
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential segments.
|
|
2789
2841
|
*/
|
|
2790
2842
|
Limit?: PositiveInteger;
|
|
2791
2843
|
/**
|
|
2792
|
-
* A token that indicates the start of the next sequential
|
|
2844
|
+
* A token that indicates the start of the next sequential segment of results. Use the token returned with the previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
2793
2845
|
*/
|
|
2794
2846
|
NextToken?: NonZeroAndMaxString;
|
|
2795
2847
|
}
|
|
@@ -2799,7 +2851,7 @@ declare namespace GameLift {
|
|
|
2799
2851
|
*/
|
|
2800
2852
|
GameServers?: GameServers;
|
|
2801
2853
|
/**
|
|
2802
|
-
* A token that indicates where to resume retrieving results on the next call to this
|
|
2854
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
2803
2855
|
*/
|
|
2804
2856
|
NextToken?: NonZeroAndMaxString;
|
|
2805
2857
|
}
|
|
@@ -2809,7 +2861,7 @@ declare namespace GameLift {
|
|
|
2809
2861
|
*/
|
|
2810
2862
|
Limit?: PositiveInteger;
|
|
2811
2863
|
/**
|
|
2812
|
-
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
|
2864
|
+
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
2813
2865
|
*/
|
|
2814
2866
|
NextToken?: NonEmptyString;
|
|
2815
2867
|
}
|
|
@@ -2819,13 +2871,13 @@ declare namespace GameLift {
|
|
|
2819
2871
|
*/
|
|
2820
2872
|
Scripts?: ScriptList;
|
|
2821
2873
|
/**
|
|
2822
|
-
* A token that indicates where to resume retrieving results on the next call to this
|
|
2874
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
2823
2875
|
*/
|
|
2824
2876
|
NextToken?: NonEmptyString;
|
|
2825
2877
|
}
|
|
2826
2878
|
export interface ListTagsForResourceRequest {
|
|
2827
2879
|
/**
|
|
2828
|
-
* The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to retrieve tags for. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe
|
|
2880
|
+
* The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to retrieve tags for. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
|
|
2829
2881
|
*/
|
|
2830
2882
|
ResourceARN: AmazonResourceName;
|
|
2831
2883
|
}
|
|
@@ -3171,37 +3223,29 @@ declare namespace GameLift {
|
|
|
3171
3223
|
export type QueueArnsList = ArnStringModel[];
|
|
3172
3224
|
export interface RegisterGameServerInput {
|
|
3173
3225
|
/**
|
|
3174
|
-
*
|
|
3226
|
+
* A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
|
|
3175
3227
|
*/
|
|
3176
3228
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
3177
3229
|
/**
|
|
3178
|
-
* A custom string that uniquely identifies the
|
|
3230
|
+
* A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your AWS account.
|
|
3179
3231
|
*/
|
|
3180
3232
|
GameServerId: GameServerId;
|
|
3181
3233
|
/**
|
|
3182
|
-
* The unique identifier for the instance where the game server is running. This ID is available in the instance metadata.
|
|
3234
|
+
* The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.
|
|
3183
3235
|
*/
|
|
3184
3236
|
InstanceId: GameServerInstanceId;
|
|
3185
3237
|
/**
|
|
3186
|
-
* Information needed to make inbound client connections to the game server. This might include IP address and port, DNS name,
|
|
3238
|
+
* Information that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.
|
|
3187
3239
|
*/
|
|
3188
3240
|
ConnectionInfo?: GameServerConnectionInfo;
|
|
3189
3241
|
/**
|
|
3190
|
-
* 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
|
|
3242
|
+
* 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 using ListGameServers or ClaimGameServer.
|
|
3191
3243
|
*/
|
|
3192
3244
|
GameServerData?: GameServerData;
|
|
3193
|
-
/**
|
|
3194
|
-
* A game server tag that can be used to request sorted lists of game servers using ListGameServers. Custom sort keys are developer-defined based on how you want to organize the retrieved game server information.
|
|
3195
|
-
*/
|
|
3196
|
-
CustomSortKey?: GameServerSortKey;
|
|
3197
|
-
/**
|
|
3198
|
-
* A list of labels to assign to the new game server resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management, and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
|
|
3199
|
-
*/
|
|
3200
|
-
Tags?: TagList;
|
|
3201
3245
|
}
|
|
3202
3246
|
export interface RegisterGameServerOutput {
|
|
3203
3247
|
/**
|
|
3204
|
-
* Object that describes the newly
|
|
3248
|
+
* Object that describes the newly registered game server.
|
|
3205
3249
|
*/
|
|
3206
3250
|
GameServer?: GameServer;
|
|
3207
3251
|
}
|
|
@@ -3249,11 +3293,11 @@ declare namespace GameLift {
|
|
|
3249
3293
|
}
|
|
3250
3294
|
export interface ResumeGameServerGroupInput {
|
|
3251
3295
|
/**
|
|
3252
|
-
*
|
|
3296
|
+
* A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
|
|
3253
3297
|
*/
|
|
3254
3298
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
3255
3299
|
/**
|
|
3256
|
-
* The
|
|
3300
|
+
* The activity to resume for this game server group.
|
|
3257
3301
|
*/
|
|
3258
3302
|
ResumeActions: GameServerGroupActions;
|
|
3259
3303
|
}
|
|
@@ -3296,7 +3340,7 @@ declare namespace GameLift {
|
|
|
3296
3340
|
}
|
|
3297
3341
|
export interface S3Location {
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3298
3342
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/**
|
|
3299
|
-
* An S3 bucket identifier. This is the name of the S3 bucket.
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3343
|
+
* An S3 bucket identifier. This is the name of the S3 bucket. GameLift currently does not support uploading from S3 buckets with names that contain a dot (.).
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3300
3344
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*/
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3345
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Bucket?: NonEmptyString;
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3302
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/**
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@@ -3414,7 +3458,7 @@ declare namespace GameLift {
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*/
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3459
|
Limit?: PositiveInteger;
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3460
|
/**
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3417
|
-
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this
|
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3461
|
+
* Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
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*/
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NextToken?: NonZeroAndMaxString;
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3464
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}
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@@ -3424,7 +3468,7 @@ declare namespace GameLift {
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*/
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GameSessions?: GameSessionList;
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3470
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/**
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3427
|
-
* Token that indicates where to resume retrieving results on the next call to this
|
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+
* Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
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*/
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NextToken?: NonZeroAndMaxString;
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}
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@@ -3578,11 +3622,11 @@ declare namespace GameLift {
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export type StringModel = string;
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export interface SuspendGameServerGroupInput {
|
|
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3624
|
/**
|
|
3581
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-
*
|
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|
+
* A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
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*/
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|
GameServerGroupName: GameServerGroupNameOrArn;
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|
/**
|
|
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-
* The
|
|
3629
|
+
* The activity to suspend for this game server group.
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*/
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SuspendActions: GameServerGroupActions;
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|
}
|
|
@@ -3607,7 +3651,7 @@ declare namespace GameLift {
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export type TagList = Tag[];
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export interface TagResourceRequest {
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|
/**
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|
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|
-
* The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to assign tags to. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe
|
|
3654
|
+
* The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to assign tags to. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
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|
*/
|
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|
ResourceARN: AmazonResourceName;
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|
/**
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@@ -3633,7 +3677,7 @@ declare namespace GameLift {
|
|
|
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|
export type Timestamp = Date;
|
|
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3678
|
export interface UntagResourceRequest {
|
|
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3679
|
/**
|
|
3636
|
-
* The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to remove tags from. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe
|
|
3680
|
+
* The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to remove tags from. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
|
|
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|
*/
|
|
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3682
|
ResourceARN: AmazonResourceName;
|
|
3639
3683
|
/**
|
|
@@ -3765,23 +3809,23 @@ declare namespace GameLift {
|
|
|
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|
}
|
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|
export interface UpdateGameServerGroupInput {
|
|
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3811
|
/**
|
|
3768
|
-
*
|
|
3812
|
+
* A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
|
|
3769
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|
*/
|
|
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3814
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
3771
3815
|
/**
|
|
3772
|
-
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
|
|
3816
|
+
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
|
|
3773
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|
*/
|
|
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|
RoleArn?: IamRoleArn;
|
|
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|
/**
|
|
3776
|
-
* An updated list of EC2 instance types to use
|
|
3820
|
+
* An updated list of EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
|
|
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|
*/
|
|
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|
InstanceDefinitions?: InstanceDefinitions;
|
|
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|
/**
|
|
3780
|
-
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running
|
|
3824
|
+
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.
|
|
3781
3825
|
*/
|
|
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3826
|
GameServerProtectionPolicy?: GameServerProtectionPolicy;
|
|
3783
3827
|
/**
|
|
3784
|
-
*
|
|
3828
|
+
* Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following: SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
|
|
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3829
|
*/
|
|
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3830
|
BalancingStrategy?: BalancingStrategy;
|
|
3787
3831
|
}
|
|
@@ -3793,33 +3837,29 @@ declare namespace GameLift {
|
|
|
3793
3837
|
}
|
|
3794
3838
|
export interface UpdateGameServerInput {
|
|
3795
3839
|
/**
|
|
3796
|
-
*
|
|
3840
|
+
* A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
|
|
3797
3841
|
*/
|
|
3798
3842
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
3799
3843
|
/**
|
|
3800
|
-
*
|
|
3844
|
+
* A custom string that uniquely identifies the game server to update.
|
|
3801
3845
|
*/
|
|
3802
3846
|
GameServerId: GameServerId;
|
|
3803
3847
|
/**
|
|
3804
|
-
* 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
|
|
3848
|
+
* 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 using ListGameServers or ClaimGameServer.
|
|
3805
3849
|
*/
|
|
3806
3850
|
GameServerData?: GameServerData;
|
|
3807
|
-
/**
|
|
3808
|
-
* A game server tag that can be used to request sorted lists of game servers using ListGameServers. Custom sort keys are developer-defined based on how you want to organize the retrieved game server information.
|
|
3809
|
-
*/
|
|
3810
|
-
CustomSortKey?: GameServerSortKey;
|
|
3811
3851
|
/**
|
|
3812
3852
|
* Indicates whether the game server is available or is currently hosting gameplay.
|
|
3813
3853
|
*/
|
|
3814
3854
|
UtilizationStatus?: GameServerUtilizationStatus;
|
|
3815
3855
|
/**
|
|
3816
|
-
* Indicates health status of the game server.
|
|
3856
|
+
* Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.
|
|
3817
3857
|
*/
|
|
3818
3858
|
HealthCheck?: GameServerHealthCheck;
|
|
3819
3859
|
}
|
|
3820
3860
|
export interface UpdateGameServerOutput {
|
|
3821
3861
|
/**
|
|
3822
|
-
* Object that describes the newly updated game server
|
|
3862
|
+
* Object that describes the newly updated game server.
|
|
3823
3863
|
*/
|
|
3824
3864
|
GameServer?: GameServer;
|
|
3825
3865
|
}
|