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.
@@ -20,11 +20,11 @@ declare class GameLift extends Service {
20
20
  */
21
21
  acceptMatch(callback?: (err: AWSError, data: GameLift.Types.AcceptMatchOutput) => void): Request<GameLift.Types.AcceptMatchOutput, AWSError>;
22
22
  /**
23
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Locates an available game server and temporarily reserves it to host gameplay and players. This action is called by a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ searches for an available game server in the specified game server group, places the game server in "claimed" status for 60 seconds, and returns connection information back to the requester so that players can connect to the game server. There are two ways you can claim a game server. For the first option, you provide a game server group ID only, which prompts GameLift FleetIQ to search for an available game server in the specified group and claim it. With this option, GameLift FleetIQ attempts to consolidate gameplay on as few instances as possible to minimize hosting costs. For the second option, you request a specific game server by its ID. This option results in a less efficient claiming process because it does not take advantage of consolidation and may fail if the requested game server is unavailable. To claim a game server, identify a game server group and (optionally) a game server ID. If your game requires that game data be provided to the game server at the start of a game, such as a game map or player information, you can provide it in your claim request. 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 allows the game server to be prompted to update its status to UTILIZED (using UpdateGameServer). 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. If you try to claim a specific game server, this request will fail in the following cases: (1) if the game server utilization status is UTILIZED, (2) if the game server claim status is CLAIMED, or (3) if the instance that the game server is running on is flagged as draining. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
23
+ * 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
24
24
  */
25
25
  claimGameServer(params: GameLift.Types.ClaimGameServerInput, callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
26
26
  /**
27
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Locates an available game server and temporarily reserves it to host gameplay and players. This action is called by a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ searches for an available game server in the specified game server group, places the game server in "claimed" status for 60 seconds, and returns connection information back to the requester so that players can connect to the game server. There are two ways you can claim a game server. For the first option, you provide a game server group ID only, which prompts GameLift FleetIQ to search for an available game server in the specified group and claim it. With this option, GameLift FleetIQ attempts to consolidate gameplay on as few instances as possible to minimize hosting costs. For the second option, you request a specific game server by its ID. This option results in a less efficient claiming process because it does not take advantage of consolidation and may fail if the requested game server is unavailable. To claim a game server, identify a game server group and (optionally) a game server ID. If your game requires that game data be provided to the game server at the start of a game, such as a game map or player information, you can provide it in your claim request. 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 allows the game server to be prompted to update its status to UTILIZED (using UpdateGameServer). 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. If you try to claim a specific game server, this request will fail in the following cases: (1) if the game server utilization status is UTILIZED, (2) if the game server claim status is CLAIMED, or (3) if the instance that the game server is running on is flagged as draining. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
27
+ * 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
28
28
  */
29
29
  claimGameServer(callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
30
30
  /**
@@ -36,11 +36,11 @@ declare class GameLift extends Service {
36
36
  */
37
37
  createAlias(callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
38
38
  /**
39
- * Creates a new Amazon 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 action 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
39
+ * 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
40
40
  */
41
41
  createBuild(params: GameLift.Types.CreateBuildInput, callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
42
42
  /**
43
- * Creates a new Amazon 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 action 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
43
+ * 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
44
44
  */
45
45
  createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
46
46
  /**
@@ -52,19 +52,19 @@ declare class GameLift extends Service {
52
52
  */
53
53
  createFleet(callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
54
54
  /**
55
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Creates a GameLift FleetIQ game server group to manage a collection of EC2 instances for game hosting. In addition to creating the game server group, this action also creates an Auto Scaling group in your AWS account and establishes a link between the two groups. You have full control over configuration of the Auto Scaling group, but GameLift FleetIQ routinely certain Auto Scaling group properties in order to optimize the group's instances for low-cost game hosting. 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. Prior creating a new game server group, you must set up the following: An EC2 launch template. The template provides configuration settings for a set of EC2 instances and includes the game server build that you want to deploy and run on each instance. For more information on creating a launch template, see Launching an Instance from a Launch Template in the Amazon EC2 User Guide. An IAM role. The role sets up limited access to your AWS account, allowing GameLift FleetIQ to create and manage the EC2 Auto Scaling group, get instance data, and emit metrics and events to CloudWatch. For more information on setting up an IAM permissions policy with principal access for GameLift, see Specifying a Principal in a Policy in the Amazon S3 Developer Guide. To create a new game server group, provide a name and specify the IAM role and EC2 launch template. You also need to provide a list of instance types to be used in the group and set initial maximum and minimum limits on the group's instance count. You can optionally set an autoscaling 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. Keep in mind, however, that some properties are periodically updated by GameLift FleetIQ as it balances the group's instances based on availability and cost. Learn more GameLift FleetIQ Guide Updating a GameLift FleetIQ-Linked Auto Scaling Group Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
55
+ * 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
56
56
  */
57
57
  createGameServerGroup(params: GameLift.Types.CreateGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameServerGroupOutput) => void): Request<GameLift.Types.CreateGameServerGroupOutput, AWSError>;
58
58
  /**
59
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Creates a GameLift FleetIQ game server group to manage a collection of EC2 instances for game hosting. In addition to creating the game server group, this action also creates an Auto Scaling group in your AWS account and establishes a link between the two groups. You have full control over configuration of the Auto Scaling group, but GameLift FleetIQ routinely certain Auto Scaling group properties in order to optimize the group's instances for low-cost game hosting. 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. Prior creating a new game server group, you must set up the following: An EC2 launch template. The template provides configuration settings for a set of EC2 instances and includes the game server build that you want to deploy and run on each instance. For more information on creating a launch template, see Launching an Instance from a Launch Template in the Amazon EC2 User Guide. An IAM role. The role sets up limited access to your AWS account, allowing GameLift FleetIQ to create and manage the EC2 Auto Scaling group, get instance data, and emit metrics and events to CloudWatch. For more information on setting up an IAM permissions policy with principal access for GameLift, see Specifying a Principal in a Policy in the Amazon S3 Developer Guide. To create a new game server group, provide a name and specify the IAM role and EC2 launch template. You also need to provide a list of instance types to be used in the group and set initial maximum and minimum limits on the group's instance count. You can optionally set an autoscaling 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. Keep in mind, however, that some properties are periodically updated by GameLift FleetIQ as it balances the group's instances based on availability and cost. Learn more GameLift FleetIQ Guide Updating a GameLift FleetIQ-Linked Auto Scaling Group Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
59
+ * 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
60
60
  */
61
61
  createGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.CreateGameServerGroupOutput) => void): Request<GameLift.Types.CreateGameServerGroupOutput, AWSError>;
62
62
  /**
63
- * Creates a multiplayer game session for players. This action 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
63
+ * 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
64
64
  */
65
65
  createGameSession(params: GameLift.Types.CreateGameSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
66
66
  /**
67
- * Creates a multiplayer game session for players. This action 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
67
+ * 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
68
68
  */
69
69
  createGameSession(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
70
70
  /**
@@ -76,11 +76,11 @@ declare class GameLift extends Service {
76
76
  */
77
77
  createGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionQueueOutput) => void): Request<GameLift.Types.CreateGameSessionQueueOutput, AWSError>;
78
78
  /**
79
- * 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. There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds. Learn more Design a FlexMatch Matchmaker Setting up Notifications for Matchmaking Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
79
+ * 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
80
80
  */
81
81
  createMatchmakingConfiguration(params: GameLift.Types.CreateMatchmakingConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.CreateMatchmakingConfigurationOutput, AWSError>;
82
82
  /**
83
- * 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. There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds. Learn more Design a FlexMatch Matchmaker Setting up Notifications for Matchmaking Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
83
+ * 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
84
84
  */
85
85
  createMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.CreateMatchmakingConfigurationOutput, AWSError>;
86
86
  /**
@@ -132,43 +132,43 @@ declare class GameLift extends Service {
132
132
  */
133
133
  createVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
134
134
  /**
135
- * Deletes an alias. This action 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
135
+ * 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
136
136
  */
137
137
  deleteAlias(params: GameLift.Types.DeleteAliasInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
138
138
  /**
139
- * Deletes an alias. This action 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
139
+ * 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
140
140
  */
141
141
  deleteAlias(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
142
142
  /**
143
- * Deletes a build. This action 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
143
+ * 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
144
144
  */
145
145
  deleteBuild(params: GameLift.Types.DeleteBuildInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
146
146
  /**
147
- * Deletes a build. This action 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
147
+ * 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
148
148
  */
149
149
  deleteBuild(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
150
150
  /**
151
- * 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 action 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
151
+ * 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
152
152
  */
153
153
  deleteFleet(params: GameLift.Types.DeleteFleetInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
154
154
  /**
155
- * 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 action 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
155
+ * 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
156
156
  */
157
157
  deleteFleet(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
158
158
  /**
159
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. 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 action selected, this action may affect three types of resources: the game server group, the corresponding Auto Scaling group, and all game servers currently running in the group. To delete a game server group, identify the game server group to delete and specify the type of delete action 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 actions are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops autoscaling activity. Once all game servers in the game server group are de-registered, GameLift FleetIQ can begin deleting resources. If any of the delete actions 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
159
+ * 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
160
160
  */
161
161
  deleteGameServerGroup(params: GameLift.Types.DeleteGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.DeleteGameServerGroupOutput) => void): Request<GameLift.Types.DeleteGameServerGroupOutput, AWSError>;
162
162
  /**
163
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. 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 action selected, this action may affect three types of resources: the game server group, the corresponding Auto Scaling group, and all game servers currently running in the group. To delete a game server group, identify the game server group to delete and specify the type of delete action 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 actions are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops autoscaling activity. Once all game servers in the game server group are de-registered, GameLift FleetIQ can begin deleting resources. If any of the delete actions 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
163
+ * 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
164
164
  */
165
165
  deleteGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.DeleteGameServerGroupOutput) => void): Request<GameLift.Types.DeleteGameServerGroupOutput, AWSError>;
166
166
  /**
167
- * Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name. Learn more Using Multi-Region Queues Related operations CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
167
+ * 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
168
168
  */
169
169
  deleteGameSessionQueue(params: GameLift.Types.DeleteGameSessionQueueInput, callback?: (err: AWSError, data: GameLift.Types.DeleteGameSessionQueueOutput) => void): Request<GameLift.Types.DeleteGameSessionQueueOutput, AWSError>;
170
170
  /**
171
- * Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name. Learn more Using Multi-Region Queues Related operations CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
171
+ * 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
172
172
  */
173
173
  deleteGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.DeleteGameSessionQueueOutput) => void): Request<GameLift.Types.DeleteGameSessionQueueOutput, AWSError>;
174
174
  /**
@@ -188,19 +188,19 @@ declare class GameLift extends Service {
188
188
  */
189
189
  deleteMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingRuleSetOutput) => void): Request<GameLift.Types.DeleteMatchmakingRuleSetOutput, AWSError>;
190
190
  /**
191
- * Deletes a fleet scaling policy. This action means that the policy is no longer in force and 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
191
+ * 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
192
192
  */
193
193
  deleteScalingPolicy(params: GameLift.Types.DeleteScalingPolicyInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
194
194
  /**
195
- * Deletes a fleet scaling policy. This action means that the policy is no longer in force and 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
195
+ * 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
196
196
  */
197
197
  deleteScalingPolicy(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
198
198
  /**
199
- * Deletes a Realtime script. This action 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
199
+ * 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
200
200
  */
201
201
  deleteScript(params: GameLift.Types.DeleteScriptInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
202
202
  /**
203
- * Deletes a Realtime script. This action 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
203
+ * 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
204
204
  */
205
205
  deleteScript(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
206
206
  /**
@@ -220,11 +220,11 @@ declare class GameLift extends Service {
220
220
  */
221
221
  deleteVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
222
222
  /**
223
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Removes the game server resource from the game server group. As a result of this action, the de-registered game server can no longer be claimed and will not returned in a list of active game servers. To de-register a game server, specify the game server group and game server ID. If successful, this action emits a CloudWatch event with termination time stamp and reason. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
223
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers. To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
224
224
  */
225
225
  deregisterGameServer(params: GameLift.Types.DeregisterGameServerInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
226
226
  /**
227
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Removes the game server resource from the game server group. As a result of this action, the de-registered game server can no longer be claimed and will not returned in a list of active game servers. To de-register a game server, specify the game server group and game server ID. If successful, this action emits a CloudWatch event with termination time stamp and reason. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
227
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers. To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
228
228
  */
229
229
  deregisterGameServer(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
230
230
  /**
@@ -252,19 +252,19 @@ declare class GameLift extends Service {
252
252
  */
253
253
  describeEC2InstanceLimits(callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
254
254
  /**
255
- * 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 actions 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
255
+ * 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
256
256
  */
257
257
  describeFleetAttributes(params: GameLift.Types.DescribeFleetAttributesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetAttributesOutput) => void): Request<GameLift.Types.DescribeFleetAttributesOutput, AWSError>;
258
258
  /**
259
- * 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 actions 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
259
+ * 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
260
260
  */
261
261
  describeFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetAttributesOutput) => void): Request<GameLift.Types.DescribeFleetAttributesOutput, AWSError>;
262
262
  /**
263
- * 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 actions 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
263
+ * 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
264
264
  */
265
265
  describeFleetCapacity(params: GameLift.Types.DescribeFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetCapacityOutput) => void): Request<GameLift.Types.DescribeFleetCapacityOutput, AWSError>;
266
266
  /**
267
- * 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 actions 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
267
+ * 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
268
268
  */
269
269
  describeFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetCapacityOutput) => void): Request<GameLift.Types.DescribeFleetCapacityOutput, AWSError>;
270
270
  /**
@@ -284,35 +284,43 @@ declare class GameLift extends Service {
284
284
  */
285
285
  describeFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetPortSettingsOutput) => void): Request<GameLift.Types.DescribeFleetPortSettingsOutput, AWSError>;
286
286
  /**
287
- * 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 actions 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
287
+ * 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
288
288
  */
289
289
  describeFleetUtilization(params: GameLift.Types.DescribeFleetUtilizationInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
290
290
  /**
291
- * 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 actions 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
291
+ * 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
292
292
  */
293
293
  describeFleetUtilization(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
294
294
  /**
295
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information for a game server resource. Information includes the game server statuses, health check info, and the instance 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
295
+ * 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
296
296
  */
297
297
  describeGameServer(params: GameLift.Types.DescribeGameServerInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerOutput) => void): Request<GameLift.Types.DescribeGameServerOutput, AWSError>;
298
298
  /**
299
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information for a game server resource. Information includes the game server statuses, health check info, and the instance 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
299
+ * 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
300
300
  */
301
301
  describeGameServer(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerOutput) => void): Request<GameLift.Types.DescribeGameServerOutput, AWSError>;
302
302
  /**
303
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information on a game server group. 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
303
+ * 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
304
304
  */
305
305
  describeGameServerGroup(params: GameLift.Types.DescribeGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerGroupOutput) => void): Request<GameLift.Types.DescribeGameServerGroupOutput, AWSError>;
306
306
  /**
307
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information on a game server group. 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
307
+ * 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
308
308
  */
309
309
  describeGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerGroupOutput) => void): Request<GameLift.Types.DescribeGameServerGroupOutput, AWSError>;
310
310
  /**
311
- * Retrieves properties, including the protection policy in force, for one or more game sessions. This action 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
311
+ * 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
312
+ */
313
+ describeGameServerInstances(params: GameLift.Types.DescribeGameServerInstancesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerInstancesOutput) => void): Request<GameLift.Types.DescribeGameServerInstancesOutput, AWSError>;
314
+ /**
315
+ * 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
316
+ */
317
+ describeGameServerInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerInstancesOutput) => void): Request<GameLift.Types.DescribeGameServerInstancesOutput, AWSError>;
318
+ /**
319
+ * 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
312
320
  */
313
321
  describeGameSessionDetails(params: GameLift.Types.DescribeGameSessionDetailsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
314
322
  /**
315
- * Retrieves properties, including the protection policy in force, for one or more game sessions. This action 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
323
+ * 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
316
324
  */
317
325
  describeGameSessionDetails(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
318
326
  /**
@@ -340,27 +348,27 @@ declare class GameLift extends Service {
340
348
  */
341
349
  describeGameSessions(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
342
350
  /**
343
- * Retrieves information about a fleet's instances, including instance IDs. Use this action 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
351
+ * 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
344
352
  */
345
353
  describeInstances(params: GameLift.Types.DescribeInstancesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
346
354
  /**
347
- * Retrieves information about a fleet's instances, including instance IDs. Use this action 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
355
+ * 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
348
356
  */
349
357
  describeInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
350
358
  /**
351
- * Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session. You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking. 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. Learn more Add FlexMatch to a Game Client Set Up FlexMatch Event Notification Related operations StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
359
+ * 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
352
360
  */
353
361
  describeMatchmaking(params: GameLift.Types.DescribeMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingOutput) => void): Request<GameLift.Types.DescribeMatchmakingOutput, AWSError>;
354
362
  /**
355
- * Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session. You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking. 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. Learn more Add FlexMatch to a Game Client Set Up FlexMatch Event Notification Related operations StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
363
+ * 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
356
364
  */
357
365
  describeMatchmaking(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingOutput) => void): Request<GameLift.Types.DescribeMatchmakingOutput, AWSError>;
358
366
  /**
359
- * Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, 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
367
+ * 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
360
368
  */
361
369
  describeMatchmakingConfigurations(params: GameLift.Types.DescribeMatchmakingConfigurationsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingConfigurationsOutput) => void): Request<GameLift.Types.DescribeMatchmakingConfigurationsOutput, AWSError>;
362
370
  /**
363
- * Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, 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
371
+ * 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
364
372
  */
365
373
  describeMatchmakingConfigurations(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingConfigurationsOutput) => void): Request<GameLift.Types.DescribeMatchmakingConfigurationsOutput, AWSError>;
366
374
  /**
@@ -372,11 +380,11 @@ declare class GameLift extends Service {
372
380
  */
373
381
  describeMatchmakingRuleSets(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingRuleSetsOutput) => void): Request<GameLift.Types.DescribeMatchmakingRuleSetsOutput, AWSError>;
374
382
  /**
375
- * Retrieves properties for one or more player sessions. This action 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
383
+ * 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
376
384
  */
377
385
  describePlayerSessions(params: GameLift.Types.DescribePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
378
386
  /**
379
- * Retrieves properties for one or more player sessions. This action 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
387
+ * 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
380
388
  */
381
389
  describePlayerSessions(callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
382
390
  /**
@@ -388,11 +396,11 @@ declare class GameLift extends Service {
388
396
  */
389
397
  describeRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.DescribeRuntimeConfigurationOutput) => void): Request<GameLift.Types.DescribeRuntimeConfigurationOutput, AWSError>;
390
398
  /**
391
- * 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 action 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
399
+ * 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
392
400
  */
393
401
  describeScalingPolicies(params: GameLift.Types.DescribeScalingPoliciesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
394
402
  /**
395
- * 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 action 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
403
+ * 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
396
404
  */
397
405
  describeScalingPolicies(callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
398
406
  /**
@@ -428,11 +436,11 @@ declare class GameLift extends Service {
428
436
  */
429
437
  getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
430
438
  /**
431
- * 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 action. 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
439
+ * 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
432
440
  */
433
441
  getInstanceAccess(params: GameLift.Types.GetInstanceAccessInput, callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
434
442
  /**
435
- * 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 action. 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
443
+ * 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
436
444
  */
437
445
  getInstanceAccess(callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
438
446
  /**
@@ -460,19 +468,19 @@ declare class GameLift extends Service {
460
468
  */
461
469
  listFleets(callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
462
470
  /**
463
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. 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 pages. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
471
+ * 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
464
472
  */
465
473
  listGameServerGroups(params: GameLift.Types.ListGameServerGroupsInput, callback?: (err: AWSError, data: GameLift.Types.ListGameServerGroupsOutput) => void): Request<GameLift.Types.ListGameServerGroupsOutput, AWSError>;
466
474
  /**
467
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. 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 pages. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
475
+ * 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
468
476
  */
469
477
  listGameServerGroups(callback?: (err: AWSError, data: GameLift.Types.ListGameServerGroupsOutput) => void): Request<GameLift.Types.ListGameServerGroupsOutput, AWSError>;
470
478
  /**
471
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information on all game servers that are currently running in a specified game server group. If there are custom key sort values for your game servers, you can opt to have the returned list sorted based on these values. Use the pagination parameters to retrieve results in a set of sequential pages. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
479
+ * 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
472
480
  */
473
481
  listGameServers(params: GameLift.Types.ListGameServersInput, callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
474
482
  /**
475
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Retrieves information on all game servers that are currently running in a specified game server group. If there are custom key sort values for your game servers, you can opt to have the returned list sorted based on these values. Use the pagination parameters to retrieve results in a set of sequential pages. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
483
+ * 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
476
484
  */
477
485
  listGameServers(callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
478
486
  /**
@@ -484,11 +492,11 @@ declare class GameLift extends Service {
484
492
  */
485
493
  listScripts(callback?: (err: AWSError, data: GameLift.Types.ListScriptsOutput) => void): Request<GameLift.Types.ListScriptsOutput, AWSError>;
486
494
  /**
487
- * Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This action 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
495
+ * 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
488
496
  */
489
497
  listTagsForResource(params: GameLift.Types.ListTagsForResourceRequest, callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
490
498
  /**
491
- * Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This action 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
499
+ * 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
492
500
  */
493
501
  listTagsForResource(callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
494
502
  /**
@@ -500,11 +508,11 @@ declare class GameLift extends Service {
500
508
  */
501
509
  putScalingPolicy(callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
502
510
  /**
503
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This action 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 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 in the process of shutting down as part of instance rebalancing or scale-down activity. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
511
+ * 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
504
512
  */
505
513
  registerGameServer(params: GameLift.Types.RegisterGameServerInput, callback?: (err: AWSError, data: GameLift.Types.RegisterGameServerOutput) => void): Request<GameLift.Types.RegisterGameServerOutput, AWSError>;
506
514
  /**
507
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This action 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 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 in the process of shutting down as part of instance rebalancing or scale-down activity. Learn more GameLift FleetIQ Guide Related operations RegisterGameServer ListGameServers ClaimGameServer DescribeGameServer UpdateGameServer DeregisterGameServer
515
+ * 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
508
516
  */
509
517
  registerGameServer(callback?: (err: AWSError, data: GameLift.Types.RegisterGameServerOutput) => void): Request<GameLift.Types.RegisterGameServerOutput, AWSError>;
510
518
  /**
@@ -524,11 +532,11 @@ declare class GameLift extends Service {
524
532
  */
525
533
  resolveAlias(callback?: (err: AWSError, data: GameLift.Types.ResolveAliasOutput) => void): Request<GameLift.Types.ResolveAliasOutput, AWSError>;
526
534
  /**
527
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Reinstates activity on a game server group after it has been suspended. A game server group may be suspended by calling SuspendGameServerGroup, or it may have been involuntarily suspended due to a configuration problem. 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. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
535
+ * 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
528
536
  */
529
537
  resumeGameServerGroup(params: GameLift.Types.ResumeGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
530
538
  /**
531
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Reinstates activity on a game server group after it has been suspended. A game server group may be suspended by calling SuspendGameServerGroup, or it may have been involuntarily suspended due to a configuration problem. 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. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
539
+ * 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
532
540
  */
533
541
  resumeGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
534
542
  /**
@@ -564,11 +572,11 @@ declare class GameLift extends Service {
564
572
  */
565
573
  startMatchBackfill(callback?: (err: AWSError, data: GameLift.Types.StartMatchBackfillOutput) => void): Request<GameLift.Types.StartMatchBackfillOutput, AWSError>;
566
574
  /**
567
- * 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. Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests: Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds. Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when notifications are not received within 30 seconds. 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
575
+ * 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
568
576
  */
569
577
  startMatchmaking(params: GameLift.Types.StartMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
570
578
  /**
571
- * 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. Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests: Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds. Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when notifications are not received within 30 seconds. 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
579
+ * 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
572
580
  */
573
581
  startMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
574
582
  /**
@@ -588,35 +596,35 @@ declare class GameLift extends Service {
588
596
  */
589
597
  stopGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.StopGameSessionPlacementOutput) => void): Request<GameLift.Types.StopGameSessionPlacementOutput, AWSError>;
590
598
  /**
591
- * 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 action 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
599
+ * 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
592
600
  */
593
601
  stopMatchmaking(params: GameLift.Types.StopMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.StopMatchmakingOutput) => void): Request<GameLift.Types.StopMatchmakingOutput, AWSError>;
594
602
  /**
595
- * 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 action 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
603
+ * 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
596
604
  */
597
605
  stopMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StopMatchmakingOutput) => void): Request<GameLift.Types.StopMatchmakingOutput, AWSError>;
598
606
  /**
599
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Temporarily stops activity on a game server group without terminating instances or the game server group. Activity can be restarted by calling ResumeGameServerGroup. Activities that can suspended are: Instance type replacement. This activity evaluates the current Spot viability of all 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) and rebalances 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 autoscaling activities continue to be active. To suspend activity, specify a game server group ARN and the type of activity to be suspended. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
607
+ * 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
600
608
  */
601
609
  suspendGameServerGroup(params: GameLift.Types.SuspendGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.SuspendGameServerGroupOutput) => void): Request<GameLift.Types.SuspendGameServerGroupOutput, AWSError>;
602
610
  /**
603
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Temporarily stops activity on a game server group without terminating instances or the game server group. Activity can be restarted by calling ResumeGameServerGroup. Activities that can suspended are: Instance type replacement. This activity evaluates the current Spot viability of all 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) and rebalances 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 autoscaling activities continue to be active. To suspend activity, specify a game server group ARN and the type of activity to be suspended. Learn more GameLift FleetIQ Guide Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
611
+ * 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
604
612
  */
605
613
  suspendGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.SuspendGameServerGroupOutput) => void): Request<GameLift.Types.SuspendGameServerGroupOutput, AWSError>;
606
614
  /**
607
- * 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 action 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
615
+ * 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
608
616
  */
609
617
  tagResource(params: GameLift.Types.TagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
610
618
  /**
611
- * 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 action 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
619
+ * 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
612
620
  */
613
621
  tagResource(callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
614
622
  /**
615
- * Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This action 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 action 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
623
+ * 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
616
624
  */
617
625
  untagResource(params: GameLift.Types.UntagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
618
626
  /**
619
- * Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This action 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 action 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
627
+ * 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
620
628
  */
621
629
  untagResource(callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
622
630
  /**
@@ -644,11 +652,11 @@ declare class GameLift extends Service {
644
652
  */
645
653
  updateFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
646
654
  /**
647
- * Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, 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
655
+ * 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
648
656
  */
649
657
  updateFleetCapacity(params: GameLift.Types.UpdateFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
650
658
  /**
651
- * Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, 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
659
+ * 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
652
660
  */
653
661
  updateFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
654
662
  /**
@@ -660,19 +668,19 @@ declare class GameLift extends Service {
660
668
  */
661
669
  updateFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
662
670
  /**
663
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Updates information about a registered game server. This action is called by a game server process that is running on an instance in a game server group. There are three reasons to update game server information: (1) to change the utilization status of the game server, (2) to report game server health status, and (3) to change game server metadata. A registered game server should regularly report health and should update utilization status when it is supporting gameplay so that GameLift FleetIQ can accurately track game server availability. 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 and will be eventually de-registered 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 and custom sort key values. 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
671
+ * 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
664
672
  */
665
673
  updateGameServer(params: GameLift.Types.UpdateGameServerInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerOutput) => void): Request<GameLift.Types.UpdateGameServerOutput, AWSError>;
666
674
  /**
667
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Updates information about a registered game server. This action is called by a game server process that is running on an instance in a game server group. There are three reasons to update game server information: (1) to change the utilization status of the game server, (2) to report game server health status, and (3) to change game server metadata. A registered game server should regularly report health and should update utilization status when it is supporting gameplay so that GameLift FleetIQ can accurately track game server availability. 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 and will be eventually de-registered 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 and custom sort key values. 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
675
+ * 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
668
676
  */
669
677
  updateGameServer(callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerOutput) => void): Request<GameLift.Types.UpdateGameServerOutput, AWSError>;
670
678
  /**
671
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Updates GameLift FleetIQ-specific properties for a game server group. These properties include instance rebalancing and game server protection. Many Auto Scaling group properties are updated directly. These include autoscaling policies, minimum/maximum/desired instance counts, and launch template. To update the game server group, specify the game server group ID and provide the updated values. Updated properties are validated to ensure that GameLift FleetIQ can continue to perform its core instance rebalancing activity. When you change Auto Scaling group properties directly and the changes cause errors with GameLift FleetIQ activities, an alert is sent. Learn more GameLift FleetIQ Guide Updating a GameLift FleetIQ-Linked Auto Scaling Group Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
679
+ * 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
672
680
  */
673
681
  updateGameServerGroup(params: GameLift.Types.UpdateGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerGroupOutput) => void): Request<GameLift.Types.UpdateGameServerGroupOutput, AWSError>;
674
682
  /**
675
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change. Updates GameLift FleetIQ-specific properties for a game server group. These properties include instance rebalancing and game server protection. Many Auto Scaling group properties are updated directly. These include autoscaling policies, minimum/maximum/desired instance counts, and launch template. To update the game server group, specify the game server group ID and provide the updated values. Updated properties are validated to ensure that GameLift FleetIQ can continue to perform its core instance rebalancing activity. When you change Auto Scaling group properties directly and the changes cause errors with GameLift FleetIQ activities, an alert is sent. Learn more GameLift FleetIQ Guide Updating a GameLift FleetIQ-Linked Auto Scaling Group Related operations CreateGameServerGroup ListGameServerGroups DescribeGameServerGroup UpdateGameServerGroup DeleteGameServerGroup ResumeGameServerGroup SuspendGameServerGroup
683
+ * 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
676
684
  */
677
685
  updateGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerGroupOutput) => void): Request<GameLift.Types.UpdateGameServerGroupOutput, AWSError>;
678
686
  /**
@@ -812,7 +820,7 @@ declare namespace GameLift {
812
820
  SessionToken?: NonEmptyString;
813
821
  }
814
822
  export type BackfillMode = "AUTOMATIC"|"MANUAL"|string;
815
- export type BalancingStrategy = "SPOT_ONLY"|"SPOT_PREFERRED"|string;
823
+ export type BalancingStrategy = "SPOT_ONLY"|"SPOT_PREFERRED"|"ON_DEMAND_ONLY"|string;
816
824
  export type BooleanModel = boolean;
817
825
  export interface Build {
818
826
  /**
@@ -862,7 +870,7 @@ declare namespace GameLift {
862
870
  export type CertificateType = "DISABLED"|"GENERATED"|string;
863
871
  export interface ClaimGameServerInput {
864
872
  /**
865
- * An identifier for the game server group. When claiming a specific game server, this is the game server group whether the game server is located. When requesting that GameLift FleetIQ locate an available game server, this is the game server group to search on. You can use either the GameServerGroup name or ARN value.
873
+ * 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.
866
874
  */
867
875
  GameServerGroupName: GameServerGroupNameOrArn;
868
876
  /**
@@ -870,13 +878,13 @@ declare namespace GameLift {
870
878
  */
871
879
  GameServerId?: GameServerId;
872
880
  /**
873
- * A set of custom game server properties, formatted as a single string value, to be passed to the claimed game server.
881
+ * 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.
874
882
  */
875
883
  GameServerData?: GameServerData;
876
884
  }
877
885
  export interface ClaimGameServerOutput {
878
886
  /**
879
- * Object that describes the newly claimed game server resource.
887
+ * Object that describes the newly claimed game server.
880
888
  */
881
889
  GameServer?: GameServer;
882
890
  }
@@ -1031,43 +1039,43 @@ declare namespace GameLift {
1031
1039
  */
1032
1040
  GameServerGroupName: GameServerGroupName;
1033
1041
  /**
1034
- * The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is validated to ensure that it contains the necessary permissions for game server groups.
1042
+ * The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
1035
1043
  */
1036
1044
  RoleArn: IamRoleArn;
1037
1045
  /**
1038
- * The minimum number of instances allowed in the EC2 Auto Scaling group. During autoscaling 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.
1046
+ * 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.
1039
1047
  */
1040
1048
  MinSize: WholeNumber;
1041
1049
  /**
1042
- * The maximum number of instances allowed in the EC2 Auto Scaling group. During autoscaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum.
1050
+ * 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.
1043
1051
  */
1044
1052
  MaxSize: PositiveInteger;
1045
1053
  /**
1046
- * 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.
1054
+ * 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.
1047
1055
  */
1048
1056
  LaunchTemplate: LaunchTemplateSpecification;
1049
1057
  /**
1050
- * A set of EC2 instance types to use when creating instances in the 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.
1058
+ * 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.
1051
1059
  */
1052
1060
  InstanceDefinitions: InstanceDefinitions;
1053
1061
  /**
1054
- * 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. Once the game server and Auto Scaling groups are created, you can update the scaling policy settings directly in Auto Scaling Groups.
1062
+ * 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.
1055
1063
  */
1056
1064
  AutoScalingPolicy?: GameServerGroupAutoScalingPolicy;
1057
1065
  /**
1058
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once again be used. Method options include: SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and not replaced. SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and replaced with new On-Demand instances.
1066
+ * 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.
1059
1067
  */
1060
1068
  BalancingStrategy?: BalancingStrategy;
1061
1069
  /**
1062
- * A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running may by 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. An exception to this is Spot Instances, which may be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.
1070
+ * 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.
1063
1071
  */
1064
1072
  GameServerProtectionPolicy?: GameServerProtectionPolicy;
1065
1073
  /**
1066
- * 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; this parameter allows you to specify VPCs that you've set up.
1074
+ * 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
1067
1075
  */
1068
1076
  VpcSubnets?: VpcSubnets;
1069
1077
  /**
1070
- * A list of labels to assign to the new game server group 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.
1078
+ * 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.
1071
1079
  */
1072
1080
  Tags?: TagList;
1073
1081
  }
@@ -1354,11 +1362,11 @@ declare namespace GameLift {
1354
1362
  }
1355
1363
  export interface DeleteGameServerGroupInput {
1356
1364
  /**
1357
- * The unique identifier of the game server group to delete. Use either the GameServerGroup name or ARN value.
1365
+ * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
1358
1366
  */
1359
1367
  GameServerGroupName: GameServerGroupNameOrArn;
1360
1368
  /**
1361
- * The type of delete to perform. Options include: SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that are in IN_USE 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.
1369
+ * 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.
1362
1370
  */
1363
1371
  DeleteOption?: GameServerGroupDeleteOption;
1364
1372
  }
@@ -1434,11 +1442,11 @@ declare namespace GameLift {
1434
1442
  }
1435
1443
  export interface DeregisterGameServerInput {
1436
1444
  /**
1437
- * An identifier for the game server group where the game server to be de-registered is running. Use either the GameServerGroup name or ARN value.
1445
+ * A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
1438
1446
  */
1439
1447
  GameServerGroupName: GameServerGroupNameOrArn;
1440
1448
  /**
1441
- * The identifier for the game server to be de-registered.
1449
+ * A custom string that uniquely identifies the game server to deregister.
1442
1450
  */
1443
1451
  GameServerId: GameServerId;
1444
1452
  }
@@ -1488,7 +1496,7 @@ declare namespace GameLift {
1488
1496
  */
1489
1497
  Limit?: PositiveInteger;
1490
1498
  /**
1491
- * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. 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.
1499
+ * 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.
1492
1500
  */
1493
1501
  NextToken?: NonZeroAndMaxString;
1494
1502
  }
@@ -1498,7 +1506,7 @@ declare namespace GameLift {
1498
1506
  */
1499
1507
  FleetAttributes?: FleetAttributesList;
1500
1508
  /**
1501
- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1509
+ * 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.
1502
1510
  */
1503
1511
  NextToken?: NonZeroAndMaxString;
1504
1512
  }
@@ -1512,7 +1520,7 @@ declare namespace GameLift {
1512
1520
  */
1513
1521
  Limit?: PositiveInteger;
1514
1522
  /**
1515
- * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. 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.
1523
+ * 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.
1516
1524
  */
1517
1525
  NextToken?: NonZeroAndMaxString;
1518
1526
  }
@@ -1522,7 +1530,7 @@ declare namespace GameLift {
1522
1530
  */
1523
1531
  FleetCapacity?: FleetCapacityList;
1524
1532
  /**
1525
- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1533
+ * 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.
1526
1534
  */
1527
1535
  NextToken?: NonZeroAndMaxString;
1528
1536
  }
@@ -1544,7 +1552,7 @@ declare namespace GameLift {
1544
1552
  */
1545
1553
  Limit?: PositiveInteger;
1546
1554
  /**
1547
- * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
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.
1548
1556
  */
1549
1557
  NextToken?: NonZeroAndMaxString;
1550
1558
  }
@@ -1554,7 +1562,7 @@ declare namespace GameLift {
1554
1562
  */
1555
1563
  Events?: EventList;
1556
1564
  /**
1557
- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1565
+ * 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.
1558
1566
  */
1559
1567
  NextToken?: NonZeroAndMaxString;
1560
1568
  }
@@ -1580,7 +1588,7 @@ declare namespace GameLift {
1580
1588
  */
1581
1589
  Limit?: PositiveInteger;
1582
1590
  /**
1583
- * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. 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.
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
1592
  */
1585
1593
  NextToken?: NonZeroAndMaxString;
1586
1594
  }
@@ -1590,35 +1598,63 @@ declare namespace GameLift {
1590
1598
  */
1591
1599
  FleetUtilization?: FleetUtilizationList;
1592
1600
  /**
1593
- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1601
+ * 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.
1594
1602
  */
1595
1603
  NextToken?: NonZeroAndMaxString;
1596
1604
  }
1597
1605
  export interface DescribeGameServerGroupInput {
1598
1606
  /**
1599
- * The unique identifier for the game server group being requested. Use either the GameServerGroup name or ARN value.
1607
+ * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
1600
1608
  */
1601
1609
  GameServerGroupName: GameServerGroupNameOrArn;
1602
1610
  }
1603
1611
  export interface DescribeGameServerGroupOutput {
1604
1612
  /**
1605
- * An object that describes the requested game server group resource.
1613
+ * An object with the property settings for the requested game server group resource.
1606
1614
  */
1607
1615
  GameServerGroup?: GameServerGroup;
1608
1616
  }
1609
1617
  export interface DescribeGameServerInput {
1610
1618
  /**
1611
- * An identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
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
1621
  GameServerGroupName: GameServerGroupNameOrArn;
1614
1622
  /**
1615
- * The identifier for the game server to be retrieved.
1623
+ * A custom string that uniquely identifies the game server information to be retrieved.
1616
1624
  */
1617
1625
  GameServerId: GameServerId;
1618
1626
  }
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 resource.
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
  */
1645
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 action. To start at the beginning of the result set, do not specify a value.
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
  */
1655
1691
  GameSessionDetails?: GameSessionDetailList;
1656
1692
  /**
1657
- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
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
  */
1677
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 action. 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.
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 action. If no token is returned, these results represent the end of the list.
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 actions that have been suspended using StopFleetActions. This includes auto-scaling.
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
- * The name identifier for the game server group where the game server is located.
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 located.
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 in response to requests ListGameServers or ClaimGameServer. This property can be updated using UpdateGameServer.
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
- * A game server tag that can be used to request sorted lists of game servers when calling ListGameServers. Custom sort keys are developer-defined. This property can be updated using UpdateGameServer.
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: 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. IN_USE - The game server is currently hosting a game session with players.
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
- * Time stamp indicating when the game server resource was created with a RegisterGameServer request. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
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
- * Time stamp indicating the last time the game server was claimed with a ClaimGameServer request. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when the game server's claim status.
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
- * Time stamp indicating the last time the game server was updated with health status using an UpdateGameServer request. 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.
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 per Region per AWS account.
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. The submitted role is validated to ensure that it contains the necessary permissions for game server 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 rebalancing and autoscaling instances in the group.
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
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once again be used. Method options include: SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and not replaced. SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and replaced with new On-Demand instances.
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 may 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 DeleteGameServerGroup). An exception to this is Spot Instances, which may be terminated by AWS regardless of protection status.
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 with is associated with this game server group.
2289
+ * A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group.
2258
2290
  */
2259
2291
  AutoScalingGroupArn?: AutoScalingGroupArn;
2260
2292
  /**
2261
- * 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 autoscaling 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 autoscaling 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.
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.
2262
2294
  */
2263
2295
  Status?: GameServerGroupStatus;
2264
2296
  /**
2265
- * Additional information about the current game server group status. This information may provide additional insight on groups that in ERROR status.
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 time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
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").
2274
2306
  */
2275
2307
  CreationTime?: Timestamp;
2276
2308
  /**
2277
- * A time stamp indicating when this game server group was last updated.
2309
+ * A timestamp that indicates when this game server group was last updated.
2278
2310
  */
2279
2311
  LastUpdatedTime?: Timestamp;
2280
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 allows you to specify a default version for a launch template, if none is set, the default is the first version created.
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 pages.
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 page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 for the game server you want to list. Use either the GameServerGroup name or ARN value.
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 the game servers' custom key sort value. If this parameter is left empty, the list of game servers is returned in no particular order.
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 pages.
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 page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 action. To start at the beginning of the result set, do not specify a value.
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 action. If no token is returned, these results represent the end of the list.
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 action for the resource type.
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
- * An identifier for the game server group where the game server is running. You can use either the GameServerGroup name or ARN value.
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 new game server. Game server IDs are developer-defined and must be unique across all game server groups in your AWS account.
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, etc.
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 a game servers using ListGameServers or ClaimGameServer.
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 created game server resource.
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
- * The unique identifier of the game server group to resume activity on. Use either the GameServerGroup name or ARN value.
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 action to resume for this game server group.
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 {
3298
3342
  /**
3299
- * An S3 bucket identifier. This is the name of the S3 bucket.
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 (.).
3300
3344
  */
3301
3345
  Bucket?: NonEmptyString;
3302
3346
  /**
@@ -3414,7 +3458,7 @@ declare namespace GameLift {
3414
3458
  */
3415
3459
  Limit?: PositiveInteger;
3416
3460
  /**
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 action. To start at the beginning of the result set, do not specify a value.
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.
3418
3462
  */
3419
3463
  NextToken?: NonZeroAndMaxString;
3420
3464
  }
@@ -3424,7 +3468,7 @@ declare namespace GameLift {
3424
3468
  */
3425
3469
  GameSessions?: GameSessionList;
3426
3470
  /**
3427
- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
3471
+ * 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.
3428
3472
  */
3429
3473
  NextToken?: NonZeroAndMaxString;
3430
3474
  }
@@ -3578,11 +3622,11 @@ declare namespace GameLift {
3578
3622
  export type StringModel = string;
3579
3623
  export interface SuspendGameServerGroupInput {
3580
3624
  /**
3581
- * The unique identifier of the game server group to stop activity on. Use either the GameServerGroup name or ARN value.
3625
+ * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
3582
3626
  */
3583
3627
  GameServerGroupName: GameServerGroupNameOrArn;
3584
3628
  /**
3585
- * The action to suspend for this game server group.
3629
+ * The activity to suspend for this game server group.
3586
3630
  */
3587
3631
  SuspendActions: GameServerGroupActions;
3588
3632
  }
@@ -3607,7 +3651,7 @@ declare namespace GameLift {
3607
3651
  export type TagList = Tag[];
3608
3652
  export interface TagResourceRequest {
3609
3653
  /**
3610
- * 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 action for the resource type.
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.
3611
3655
  */
3612
3656
  ResourceARN: AmazonResourceName;
3613
3657
  /**
@@ -3633,7 +3677,7 @@ declare namespace GameLift {
3633
3677
  export type Timestamp = Date;
3634
3678
  export interface UntagResourceRequest {
3635
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 action for the resource type.
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.
3637
3681
  */
3638
3682
  ResourceARN: AmazonResourceName;
3639
3683
  /**
@@ -3765,23 +3809,23 @@ declare namespace GameLift {
3765
3809
  }
3766
3810
  export interface UpdateGameServerGroupInput {
3767
3811
  /**
3768
- * The unique identifier of the game server group to update. Use either the GameServerGroup name or ARN value.
3812
+ * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
3769
3813
  */
3770
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. The submitted role is validated to ensure that it contains the necessary permissions for game server groups.
3816
+ * The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
3773
3817
  */
3774
3818
  RoleArn?: IamRoleArn;
3775
3819
  /**
3776
- * An updated list of EC2 instance types to use when creating instances in the group. The instance definition must specify instance types that are supported by GameLift FleetIQ, and must include at least two instance types. 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..
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.
3777
3821
  */
3778
3822
  InstanceDefinitions?: InstanceDefinitions;
3779
3823
  /**
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 may by 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. An exception to this is Spot Instances, which may be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.
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
  */
3782
3826
  GameServerProtectionPolicy?: GameServerProtectionPolicy;
3783
3827
  /**
3784
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once again be used. Method options include: SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and not replaced. SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and replaced with new On-Demand instances.
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.
3785
3829
  */
3786
3830
  BalancingStrategy?: BalancingStrategy;
3787
3831
  }
@@ -3793,33 +3837,29 @@ declare namespace GameLift {
3793
3837
  }
3794
3838
  export interface UpdateGameServerInput {
3795
3839
  /**
3796
- * An identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
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
- * The identifier for the game server to be updated.
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 a game servers using DescribeGameServer or ClaimGameServer.
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. An update that explicitly includes this parameter updates the game server's LastHealthCheckTime time stamp.
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 resource.
3862
+ * Object that describes the newly updated game server.
3823
3863
  */
3824
3864
  GameServer?: GameServer;
3825
3865
  }