cdk-comprehend-s3olap 2.0.130 → 2.0.131
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.jsii +3 -3
- package/lib/cdk-comprehend-s3olap.js +2 -2
- package/lib/comprehend-lambdas.js +2 -2
- package/lib/iam-roles.js +4 -4
- package/node_modules/aws-sdk/CHANGELOG.md +19 -1
- package/node_modules/aws-sdk/README.md +1 -1
- package/node_modules/aws-sdk/apis/chime-2018-05-01.min.json +32 -28
- package/node_modules/aws-sdk/apis/chime-sdk-media-pipelines-2021-07-15.min.json +2 -1
- package/node_modules/aws-sdk/apis/chime-sdk-meetings-2021-07-15.min.json +3 -1
- package/node_modules/aws-sdk/apis/comprehend-2017-11-27.min.json +181 -154
- package/node_modules/aws-sdk/apis/guardduty-2017-11-28.min.json +106 -53
- package/node_modules/aws-sdk/apis/iot-2015-05-28.min.json +1 -1
- package/node_modules/aws-sdk/apis/iot-2015-05-28.paginators.json +12 -0
- package/node_modules/aws-sdk/apis/ram-2018-01-04.min.json +396 -66
- package/node_modules/aws-sdk/apis/ram-2018-01-04.paginators.json +10 -0
- package/node_modules/aws-sdk/apis/s3-2006-03-01.examples.json +94 -94
- package/node_modules/aws-sdk/apis/sagemaker-2017-07-24.min.json +710 -703
- package/node_modules/aws-sdk/apis/secretsmanager-2017-10-17.examples.json +32 -0
- package/node_modules/aws-sdk/apis/securityhub-2018-10-26.examples.json +1516 -0
- package/node_modules/aws-sdk/apis/snowball-2016-06-30.min.json +79 -52
- package/node_modules/aws-sdk/apis/wafv2-2019-07-29.min.json +159 -73
- package/node_modules/aws-sdk/clients/chime.d.ts +94 -42
- package/node_modules/aws-sdk/clients/chimesdkmediapipelines.d.ts +14 -10
- package/node_modules/aws-sdk/clients/chimesdkmeetings.d.ts +33 -24
- package/node_modules/aws-sdk/clients/comprehend.d.ts +45 -5
- package/node_modules/aws-sdk/clients/ecs.d.ts +7 -7
- package/node_modules/aws-sdk/clients/gamelift.d.ts +240 -240
- package/node_modules/aws-sdk/clients/guardduty.d.ts +61 -4
- package/node_modules/aws-sdk/clients/iot.d.ts +1 -1
- package/node_modules/aws-sdk/clients/ram.d.ts +538 -91
- package/node_modules/aws-sdk/clients/rds.d.ts +16 -16
- package/node_modules/aws-sdk/clients/s3.d.ts +117 -117
- package/node_modules/aws-sdk/clients/sagemaker.d.ts +53 -39
- package/node_modules/aws-sdk/clients/secretsmanager.d.ts +10 -10
- package/node_modules/aws-sdk/clients/snowball.d.ts +56 -9
- package/node_modules/aws-sdk/clients/wafv2.d.ts +120 -10
- package/node_modules/aws-sdk/dist/aws-sdk-core-react-native.js +1 -1
- package/node_modules/aws-sdk/dist/aws-sdk-react-native.js +13 -13
- package/node_modules/aws-sdk/dist/aws-sdk.js +197 -158
- package/node_modules/aws-sdk/dist/aws-sdk.min.js +82 -82
- package/node_modules/aws-sdk/lib/core.js +1 -1
- package/node_modules/aws-sdk/package.json +1 -1
- package/package.json +5 -5
@@ -20,11 +20,11 @@ declare class GameLift extends Service {
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acceptMatch(callback?: (err: AWSError, data: GameLift.Types.AcceptMatchOutput) => void): Request<GameLift.Types.AcceptMatchOutput, AWSError>;
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/**
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* This operation is used with the 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 after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances . Learn more GameLift FleetIQ Guide
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances . Learn more Amazon GameLift FleetIQ Guide
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claimGameServer(params: GameLift.Types.ClaimGameServerInput, callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
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/**
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* This operation is used with the 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 after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances . Learn more GameLift FleetIQ Guide
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances . Learn more Amazon GameLift FleetIQ Guide
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claimGameServer(callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
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createAlias(callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
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/**
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* Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the operation in the following scenarios: To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the GameLift Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
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* Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the operation in the following scenarios: To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
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createBuild(params: GameLift.Types.CreateBuildInput, callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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/**
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* Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the operation in the following scenarios: To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the GameLift Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
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* Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the operation in the following scenarios: To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
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createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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/**
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* Creates a fleet of Amazon Elastic Compute Cloud (Amazon
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* Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance. Most Amazon GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other Amazon GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location. To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct Amazon GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations. If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts Amazon GameLift to initiate the fleet creation workflow. Learn more Setting up fleets Debug fleet creation issues Multi-location fleets
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createFleet(params: GameLift.Types.CreateFleetInput, callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
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* Creates a fleet of Amazon Elastic Compute Cloud (Amazon
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* Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance. Most Amazon GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other Amazon GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location. To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct Amazon GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations. If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts Amazon GameLift to initiate the fleet creation workflow. Learn more Setting up fleets Debug fleet creation issues Multi-location fleets
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createFleet(callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
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* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature and were created after the feature was released in March 2021. To add fleet locations, specify the fleet to be updated and provide a list of one or more locations. If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Learn more Setting up fleets Multi-location fleets
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* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature and were created after the feature was released in March 2021. To add fleet locations, specify the fleet to be updated and provide a list of one or more locations. If successful, this operation returns the list of added locations with their status set to NEW. Amazon GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Learn more Setting up fleets Multi-location fleets
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createFleetLocations(params: GameLift.Types.CreateFleetLocationsInput, callback?: (err: AWSError, data: GameLift.Types.CreateFleetLocationsOutput) => void): Request<GameLift.Types.CreateFleetLocationsOutput, AWSError>;
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* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature and were created after the feature was released in March 2021. To add fleet locations, specify the fleet to be updated and provide a list of one or more locations. If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Learn more Setting up fleets Multi-location fleets
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* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature and were created after the feature was released in March 2021. To add fleet locations, specify the fleet to be updated and provide a list of one or more locations. If successful, this operation returns the list of added locations with their status set to NEW. Amazon GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Learn more Setting up fleets Multi-location fleets
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createFleetLocations(callback?: (err: AWSError, data: GameLift.Types.CreateFleetLocationsOutput) => void): Request<GameLift.Types.CreateFleetLocationsOutput, AWSError>;
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* This operation is used with the GameLift FleetIQ solution and game server groups. Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services 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 Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide. An IAM role that extends limited access to your Amazon Web Services 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 Elastic Compute Cloud 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a Amazon GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon 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 Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide. An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the Amazon GameLift FleetIQ Developer Guide. To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud 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 Amazon 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 Amazon GameLift FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more Amazon GameLift FleetIQ Guide
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createGameServerGroup(params: GameLift.Types.CreateGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameServerGroupOutput) => void): Request<GameLift.Types.CreateGameServerGroupOutput, AWSError>;
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* This operation is used with the GameLift FleetIQ solution and game server groups. Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services 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 Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide. An IAM role that extends limited access to your Amazon Web Services 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 Elastic Compute Cloud 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a Amazon GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon 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 Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide. An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the Amazon GameLift FleetIQ Developer Guide. To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud 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 Amazon 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 Amazon GameLift FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more Amazon GameLift FleetIQ Guide
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createGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.CreateGameServerGroupOutput) => void): Request<GameLift.Types.CreateGameServerGroupOutput, AWSError>;
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* Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with StartGameSessionPlacement , which uses FleetIQ algorithms and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it. This operation can be used in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. Learn more Start a game session All APIs by task
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* Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses FleetIQ algorithms and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it. This operation can be used in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. Learn more Start a game session All APIs by task
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* Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with StartGameSessionPlacement , which uses FleetIQ algorithms and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it. This operation can be used in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. Learn more Start a game session All APIs by task
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* Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses FleetIQ algorithms and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it. This operation can be used in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. Learn more Start a game session All APIs by task
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createGameSession(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
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* Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity. If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN. Learn more Design a game session queue Create a game session queue Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
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* Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity. If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN. Learn more Design a game session queue Create a game session queue Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
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createGameSessionQueue(params: GameLift.Types.CreateGameSessionQueueInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionQueueOutput) => void): Request<GameLift.Types.CreateGameSessionQueueOutput, AWSError>;
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* Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity. If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN. Learn more Design a game session queue Create a game session queue Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
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* Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity. If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN. Learn more Design a game session queue Create a game session queue Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
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createGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionQueueOutput) => void): Request<GameLift.Types.CreateGameSessionQueueOutput, AWSError>;
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createLocation(callback?: (err: AWSError, data: GameLift.Types.CreateLocationOutput) => void): Request<GameLift.Types.CreateLocationOutput, AWSError>;
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* Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. Learn more Design a FlexMatch matchmaker Set up FlexMatch event notification
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* Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. Learn more Design a FlexMatch matchmaker Set up FlexMatch event notification
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* Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. Learn more Design a FlexMatch matchmaker Set up FlexMatch event notification
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* Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. Learn more Design a FlexMatch matchmaker Set up FlexMatch event notification
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createMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.CreateMatchmakingConfigurationOutput, AWSError>;
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createMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.CreateMatchmakingRuleSetOutput, AWSError>;
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* Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions . To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
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* Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions . To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
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createPlayerSession(params: GameLift.Types.CreatePlayerSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
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* Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions . To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
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* Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions . To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
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createPlayerSession(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
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* Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
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* Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
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createPlayerSessions(params: GameLift.Types.CreatePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
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* Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
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* Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Related actions All APIs by task
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createPlayerSessions(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
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deleteBuild(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately. 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. To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is sent. Learn more Setting up GameLift Fleets
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* Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately. 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. To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is sent. Learn more Setting up Amazon GameLift Fleets
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* Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately. 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. To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is sent. Learn more Setting up GameLift Fleets
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* Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately. 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. To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is sent. Learn more Setting up Amazon GameLift Fleets
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deleteFleet(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down. To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted. If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED. Learn more Setting up GameLift fleets
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* Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down. To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted. If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED. Learn more Setting up Amazon GameLift fleets
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* Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down. To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted. If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED. Learn more Setting up GameLift fleets
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* Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down. To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted. If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED. Learn more Setting up Amazon GameLift fleets
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deleteFleetLocations(callback?: (err: AWSError, data: GameLift.Types.DeleteFleetLocationsOutput) => void): Request<GameLift.Types.DeleteFleetLocationsOutput, AWSError>;
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources: The game server group The corresponding Auto Scaling group All game servers that are currently running in the group To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, Amazon GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status. Amazon GameLift FleetIQ emits delete events to Amazon CloudWatch. Learn more Amazon GameLift FleetIQ Guide
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deleteGameServerGroup(params: GameLift.Types.DeleteGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.DeleteGameServerGroupOutput) => void): Request<GameLift.Types.DeleteGameServerGroupOutput, AWSError>;
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources: The game server group The corresponding Auto Scaling group All game servers that are currently running in the group To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, Amazon GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status. Amazon GameLift FleetIQ emits delete events to Amazon CloudWatch. Learn more Amazon GameLift FleetIQ Guide
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deleteGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.DeleteGameServerGroupOutput) => void): Request<GameLift.Types.DeleteGameServerGroupOutput, AWSError>;
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* Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet.
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* Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon 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, use StopFleetActions. This operation suspends all policies for the fleet.
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* Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet.
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* Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon 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, use StopFleetActions. This operation suspends all policies for the fleet.
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* This operation is used with the 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
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* 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 Amazon GameLift FleetIQ Guide
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* 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 Amazon GameLift FleetIQ Guide
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* Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results: Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all instance types that are deployed in us-east-2, by all of the fleets that reside in ap-northeast-1. Request specifies the Region us-east-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in us-east-2. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1. Request specifies the Region eu-west-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in eu-west-1. This operation can be used in the following ways: To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for. To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for. If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type. Learn more Setting up GameLift fleets
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* Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your Amazon GameLift fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results: Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all instance types that are deployed in us-east-2, by all of the fleets that reside in ap-northeast-1. Request specifies the Region us-east-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in us-east-2. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1. Request specifies the Region eu-west-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in eu-west-1. This operation can be used in the following ways: To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for. To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for. If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type. Learn more Setting up Amazon GameLift fleets
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describeEC2InstanceLimits(params: GameLift.Types.DescribeEC2InstanceLimitsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
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* Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your Amazon GameLift fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results: Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all instance types that are deployed in us-east-2, by all of the fleets that reside in ap-northeast-1. Request specifies the Region us-east-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in us-east-2. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1. Request specifies the Region eu-west-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in eu-west-1. This operation can be used in the following ways: To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for. To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for. If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type. Learn more Setting up Amazon GameLift fleets
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describeEC2InstanceLimits(callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
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* Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet. This operation can be used in the following ways: To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not provide 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 limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number. Learn more Setting up Amazon GameLift fleets
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* Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet. This operation can be used in the following ways: To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not provide 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 limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number. Learn more Setting up GameLift fleets
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* Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet. This operation can be used in the following ways: To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not provide 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 limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number. Learn more Setting up Amazon GameLift fleets
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* Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. This operation can be used in the following ways: To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get capacity data for all fleets, do not provide a fleet identifier. 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. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. 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 that are 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
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* Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. This operation can be used in the following ways: To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get capacity data for all fleets, do not provide a fleet identifier. 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. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. 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 that are 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 Amazon GameLift fleets GameLift metrics for fleets
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* Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. This operation can be used in the following ways: To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get capacity data for all fleets, do not provide a fleet identifier. 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. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. 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 that are 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
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* Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. This operation can be used in the following ways: To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get capacity data for all fleets, do not provide a fleet identifier. 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. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. 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 that are 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 Amazon GameLift fleets GameLift metrics for fleets
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describeFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetCapacityOutput) => void): Request<GameLift.Types.DescribeFleetCapacityOutput, AWSError>;
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* Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned. Learn more Setting up GameLift fleets
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* Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned. Learn more Setting up Amazon GameLift fleets
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describeFleetEvents(params: GameLift.Types.DescribeFleetEventsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetEventsOutput) => void): Request<GameLift.Types.DescribeFleetEventsOutput, AWSError>;
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* Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned. Learn more Setting up GameLift fleets
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* Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned. Learn more Setting up Amazon GameLift fleets
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describeFleetEvents(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetEventsOutput) => void): Request<GameLift.Types.DescribeFleetEventsOutput, AWSError>;
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* Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity. This operation can be used in the following ways: To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested. To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order. When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes. Learn more Setting up GameLift fleets
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* Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity. This operation can be used in the following ways: To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested. To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order. When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes. Learn more Setting up Amazon GameLift fleets
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describeFleetLocationAttributes(params: GameLift.Types.DescribeFleetLocationAttributesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetLocationAttributesOutput) => void): Request<GameLift.Types.DescribeFleetLocationAttributesOutput, AWSError>;
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* Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity. This operation can be used in the following ways: To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested. To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order. When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes. Learn more Setting up GameLift fleets
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* Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity. This operation can be used in the following ways: To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested. To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order. When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes. Learn more Setting up Amazon GameLift fleets
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describeFleetLocationAttributes(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetLocationAttributesOutput) => void): Request<GameLift.Types.DescribeFleetLocationAttributesOutput, AWSError>;
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* Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity). To retrieve capacity data, identify a fleet and location. If successful, a FleetCapacity object is returned for the requested fleet location. Learn more Setting up GameLift fleets GameLift metrics for fleets
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* Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity). To retrieve capacity data, identify a fleet and location. If successful, a FleetCapacity object is returned for the requested fleet location. Learn more Setting up Amazon GameLift fleets GameLift metrics for fleets
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describeFleetLocationCapacity(params: GameLift.Types.DescribeFleetLocationCapacityInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetLocationCapacityOutput) => void): Request<GameLift.Types.DescribeFleetLocationCapacityOutput, AWSError>;
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* Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity). To retrieve capacity data, identify a fleet and location. If successful, a FleetCapacity object is returned for the requested fleet location. Learn more Setting up GameLift fleets GameLift metrics for fleets
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* Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity). To retrieve capacity data, identify a fleet and location. If successful, a FleetCapacity object is returned for the requested fleet location. Learn more Setting up Amazon GameLift fleets GameLift metrics for fleets
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describeFleetLocationCapacity(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetLocationCapacityOutput) => void): Request<GameLift.Types.DescribeFleetLocationCapacityOutput, AWSError>;
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* Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization). To retrieve utilization data, identify a fleet and location. If successful, a FleetUtilization object is returned for the requested fleet location. Learn more Setting up GameLift fleets GameLift metrics for fleets
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* Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization). To retrieve utilization data, identify a fleet and location. If successful, a FleetUtilization object is returned for the requested fleet location. Learn more Setting up Amazon GameLift fleets GameLift metrics for fleets
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describeFleetLocationUtilization(params: GameLift.Types.DescribeFleetLocationUtilizationInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetLocationUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetLocationUtilizationOutput, AWSError>;
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/**
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* Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization). To retrieve utilization data, identify a fleet and location. If successful, a FleetUtilization object is returned for the requested fleet location. Learn more Setting up GameLift fleets GameLift metrics for fleets
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* Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization). To retrieve utilization data, identify a fleet and location. If successful, a FleetUtilization object is returned for the requested fleet location. Learn more Setting up Amazon GameLift fleets GameLift metrics for fleets
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describeFleetLocationUtilization(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetLocationUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetLocationUtilizationOutput, AWSError>;
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* Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range. This operation can be used in the following ways: To retrieve the inbound connection permissions for a fleet, identify the fleet's unique identifier. To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations. If successful, a set of IpPermission objects is returned for the requested fleet ID. When a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty. Learn more Setting up GameLift fleets
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* Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range. This operation can be used in the following ways: To retrieve the inbound connection permissions for a fleet, identify the fleet's unique identifier. To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations. If successful, a set of IpPermission objects is returned for the requested fleet ID. When a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty. Learn more Setting up Amazon GameLift fleets
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describeFleetPortSettings(params: GameLift.Types.DescribeFleetPortSettingsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetPortSettingsOutput) => void): Request<GameLift.Types.DescribeFleetPortSettingsOutput, AWSError>;
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/**
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* Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range. This operation can be used in the following ways: To retrieve the inbound connection permissions for a fleet, identify the fleet's unique identifier. To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations. If successful, a set of IpPermission objects is returned for the requested fleet ID. When a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty. Learn more Setting up GameLift fleets
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* Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range. This operation can be used in the following ways: To retrieve the inbound connection permissions for a fleet, identify the fleet's unique identifier. To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations. If successful, a set of IpPermission objects is returned for the requested fleet ID. When a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty. Learn more Setting up Amazon GameLift fleets
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describeFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetPortSettingsOutput) => void): Request<GameLift.Types.DescribeFleetPortSettingsOutput, AWSError>;
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* Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations. This operation can be used in the following ways: To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get utilization data for all fleets, do not provide a fleet identifier. 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. Each fleet utilization object includes a Location property, which is set to the fleet's home Region. 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
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* Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations. This operation can be used in the following ways: To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get utilization data for all fleets, do not provide a fleet identifier. 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. Each fleet utilization object includes a Location property, which is set to the fleet's home Region. 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 Amazon GameLift Fleets GameLift Metrics for Fleets
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describeFleetUtilization(params: GameLift.Types.DescribeFleetUtilizationInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
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* Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations. This operation can be used in the following ways: To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get utilization data for all fleets, do not provide a fleet identifier. 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. Each fleet utilization object includes a Location property, which is set to the fleet's home Region. 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
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* Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations. This operation can be used in the following ways: To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get utilization data for all fleets, do not provide a fleet identifier. 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. Each fleet utilization object includes a Location property, which is set to the fleet's home Region. 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 Amazon GameLift Fleets GameLift Metrics for Fleets
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describeFleetUtilization(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
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/**
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more Amazon GameLift FleetIQ Guide
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describeGameServer(params: GameLift.Types.DescribeGameServerInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerOutput) => void): Request<GameLift.Types.DescribeGameServerOutput, AWSError>;
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/**
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more Amazon GameLift FleetIQ Guide
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describeGameServer(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerOutput) => void): Request<GameLift.Types.DescribeGameServerOutput, AWSError>;
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/**
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on a game server group. This operation returns only properties related to Amazon 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 Amazon GameLift FleetIQ Guide
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describeGameServerGroup(params: GameLift.Types.DescribeGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerGroupOutput) => void): Request<GameLift.Types.DescribeGameServerGroupOutput, AWSError>;
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/**
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on a game server group. This operation returns only properties related to Amazon 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 Amazon GameLift FleetIQ Guide
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describeGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerGroupOutput) => void): Request<GameLift.Types.DescribeGameServerGroupOutput, AWSError>;
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/**
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* This operation is used with the 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. 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. 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 Amazon GameLift FleetIQ Guide
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describeGameServerInstances(params: GameLift.Types.DescribeGameServerInstancesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerInstancesOutput) => void): Request<GameLift.Types.DescribeGameServerInstancesOutput, AWSError>;
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/**
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* This operation is used with the 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. 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. 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 Amazon GameLift FleetIQ Guide
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describeGameServerInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerInstancesOutput) => void): Request<GameLift.Types.DescribeGameServerInstancesOutput, AWSError>;
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describePlayerSessions(callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
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/**
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* Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet. To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty. Learn more Setting up GameLift fleets Running multiple processes on a fleet
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* Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet. To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty. Learn more Setting up Amazon GameLift fleets Running multiple processes on a fleet
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describeRuntimeConfiguration(params: GameLift.Types.DescribeRuntimeConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.DescribeRuntimeConfigurationOutput) => void): Request<GameLift.Types.DescribeRuntimeConfigurationOutput, AWSError>;
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* Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet. To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty. Learn more Setting up GameLift fleets Running multiple processes on a fleet
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* Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet. To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty. Learn more Setting up Amazon GameLift fleets Running multiple processes on a fleet
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describeRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.DescribeRuntimeConfigurationOutput) => void): Request<GameLift.Types.DescribeRuntimeConfigurationOutput, AWSError>;
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describeVpcPeeringConnections(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
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/**
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, 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 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. Learn more Remotely Access Fleet Instances Debug Fleet Issues
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the 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. Learn more Remotely Access Fleet Instances Debug Fleet Issues
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getComputeAccess(params: GameLift.Types.GetComputeAccessInput, callback?: (err: AWSError, data: GameLift.Types.GetComputeAccessOutput) => void): Request<GameLift.Types.GetComputeAccessOutput, AWSError>;
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/**
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, 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 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. Learn more Remotely Access Fleet Instances Debug Fleet Issues
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the 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. Learn more Remotely Access Fleet Instances Debug Fleet Issues
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getComputeAccess(callback?: (err: AWSError, data: GameLift.Types.GetComputeAccessOutput) => void): Request<GameLift.Types.GetComputeAccessOutput, AWSError>;
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* Requests an
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* Requests an authentication token from Amazon GameLift. The authentication token is used by your game server to authenticate with Amazon GameLift. Each authentication token has an expiration time. To continue using the compute resource to host your game server, regularly retrieve a new authorization token.
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getComputeAuthToken(params: GameLift.Types.GetComputeAuthTokenInput, callback?: (err: AWSError, data: GameLift.Types.GetComputeAuthTokenOutput) => void): Request<GameLift.Types.GetComputeAuthTokenOutput, AWSError>;
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/**
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* Requests an
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* Requests an authentication token from Amazon GameLift. The authentication token is used by your game server to authenticate with Amazon GameLift. Each authentication token has an expiration time. To continue using the compute resource to host your game server, regularly retrieve a new authorization token.
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getComputeAuthToken(callback?: (err: AWSError, data: GameLift.Types.GetComputeAuthTokenOutput) => void): Request<GameLift.Types.GetComputeAuthTokenOutput, AWSError>;
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* Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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* Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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getGameSessionLogUrl(params: GameLift.Types.GetGameSessionLogUrlInput, callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
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/**
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* Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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* Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
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/**
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, 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 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. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions All APIs by task
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the 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. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions All APIs by task
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getInstanceAccess(params: GameLift.Types.GetInstanceAccessInput, callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
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/**
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, 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 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. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions All APIs by task
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* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the 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. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions All APIs by task
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getInstanceAccess(callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
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listCompute(callback?: (err: AWSError, data: GameLift.Types.ListComputeOutput) => void): Request<GameLift.Types.ListComputeOutput, AWSError>;
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/**
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* Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. This operation can be used in the following ways: To get a list of all fleets in a Region, don't provide a build or script identifier. To get a list of all fleets where a specific custom game build is deployed, provide the build ID. To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve. Fleet resources are not listed in a particular order. Learn more Setting up GameLift fleets
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* Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. This operation can be used in the following ways: To get a list of all fleets in a Region, don't provide a build or script identifier. To get a list of all fleets where a specific custom game build is deployed, provide the build ID. To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve. Fleet resources are not listed in a particular order. Learn more Setting up Amazon GameLift fleets
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listFleets(params: GameLift.Types.ListFleetsInput, callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
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* Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. This operation can be used in the following ways: To get a list of all fleets in a Region, don't provide a build or script identifier. To get a list of all fleets where a specific custom game build is deployed, provide the build ID. To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve. Fleet resources are not listed in a particular order. Learn more Setting up GameLift fleets
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* Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. This operation can be used in the following ways: To get a list of all fleets in a Region, don't provide a build or script identifier. To get a list of all fleets where a specific custom game build is deployed, provide the build ID. To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve. Fleet resources are not listed in a particular order. Learn more Setting up Amazon GameLift fleets
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listFleets(callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
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listGameServerGroups(callback?: (err: AWSError, data: GameLift.Types.ListGameServerGroupsOutput) => void): Request<GameLift.Types.ListGameServerGroupsOutput, AWSError>;
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/**
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more Amazon GameLift FleetIQ Guide
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listGameServers(params: GameLift.Types.ListGameServersInput, callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more Amazon GameLift FleetIQ Guide
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listGameServers(callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
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listScripts(callback?: (err: AWSError, data: GameLift.Types.ListScriptsOutput) => void): Request<GameLift.Types.ListScriptsOutput, AWSError>;
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* Retrieves all tags assigned to a Amazon GameLift resource. Use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging. To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
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listTagsForResource(params: GameLift.Types.ListTagsForResourceRequest, callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
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* Retrieves all tags assigned to a Amazon GameLift resource. Use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging. To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
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listTagsForResource(callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
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putScalingPolicy(callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
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* Registers your compute resources in a fleet you previously created. After you register a compute to your fleet, you can monitor and manage your compute using GameLift. The operation returns the compute resource containing SDK endpoint you can use to connect your game server to GameLift. Learn more Create an Anywhere fleet Test your integration
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* Registers your compute resources in a fleet you previously created. After you register a compute to your fleet, you can monitor and manage your compute using Amazon GameLift. The operation returns the compute resource containing SDK endpoint you can use to connect your game server to Amazon GameLift. Learn more Create an Anywhere fleet Test your integration
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registerCompute(params: GameLift.Types.RegisterComputeInput, callback?: (err: AWSError, data: GameLift.Types.RegisterComputeOutput) => void): Request<GameLift.Types.RegisterComputeOutput, AWSError>;
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* Registers your compute resources in a fleet you previously created. After you register a compute to your fleet, you can monitor and manage your compute using GameLift. The operation returns the compute resource containing SDK endpoint you can use to connect your game server to GameLift. Learn more Create an Anywhere fleet Test your integration
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* Registers your compute resources in a fleet you previously created. After you register a compute to your fleet, you can monitor and manage your compute using Amazon GameLift. The operation returns the compute resource containing SDK endpoint you can use to connect your game server to Amazon GameLift. Learn more Create an Anywhere fleet Test your integration
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registerCompute(callback?: (err: AWSError, data: GameLift.Types.RegisterComputeOutput) => void): Request<GameLift.Types.RegisterComputeOutput, AWSError>;
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* This operation is used with the 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. 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a new game server resource and notifies Amazon 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 Amazon 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. 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 Amazon GameLift FleetIQ Guide
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registerGameServer(params: GameLift.Types.RegisterGameServerInput, callback?: (err: AWSError, data: GameLift.Types.RegisterGameServerOutput) => void): Request<GameLift.Types.RegisterGameServerOutput, AWSError>;
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* This operation is used with the 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. 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a new game server resource and notifies Amazon 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 Amazon 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. 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 Amazon GameLift FleetIQ Guide
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registerGameServer(callback?: (err: AWSError, data: GameLift.Types.RegisterGameServerOutput) => void): Request<GameLift.Types.RegisterGameServerOutput, AWSError>;
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resolveAlias(callback?: (err: AWSError, data: GameLift.Types.ResolveAliasOutput) => void): Request<GameLift.Types.ResolveAliasOutput, AWSError>;
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/**
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* This operation is used with the 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 the SuspendGameServerGroup 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup 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 Amazon GameLift FleetIQ Guide
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resumeGameServerGroup(params: GameLift.Types.ResumeGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
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/**
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* This operation is used with the 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 the SuspendGameServerGroup 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup 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 Amazon GameLift FleetIQ Guide
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resumeGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
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/**
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searchGameSessions(callback?: (err: AWSError, data: GameLift.Types.SearchGameSessionsOutput) => void): Request<GameLift.Types.SearchGameSessionsOutput, AWSError>;
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/**
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* Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity. This operation can be used in the following ways: To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume. To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume. If successful, GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. Learn more Setting up GameLift fleets
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* Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity. This operation can be used in the following ways: To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume. To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume. If successful, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. Learn more Setting up Amazon GameLift fleets
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startFleetActions(params: GameLift.Types.StartFleetActionsInput, callback?: (err: AWSError, data: GameLift.Types.StartFleetActionsOutput) => void): Request<GameLift.Types.StartFleetActionsOutput, AWSError>;
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/**
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* Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity. This operation can be used in the following ways: To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume. To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume. If successful, GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. Learn more Setting up GameLift fleets
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* Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity. This operation can be used in the following ways: To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume. To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume. If successful, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. Learn more Setting up Amazon GameLift fleets
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startFleetActions(callback?: (err: AWSError, data: GameLift.Types.StartFleetActionsOutput) => void): Request<GameLift.Types.StartFleetActionsOutput, AWSError>;
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/**
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startGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.StartGameSessionPlacementOutput) => void): Request<GameLift.Types.StartGameSessionPlacementOutput, AWSError>;
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/**
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* Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How GameLift FlexMatch works
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* Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with Amazon GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How Amazon GameLift FlexMatch works
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startMatchBackfill(params: GameLift.Types.StartMatchBackfillInput, callback?: (err: AWSError, data: GameLift.Types.StartMatchBackfillOutput) => void): Request<GameLift.Types.StartMatchBackfillOutput, AWSError>;
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/**
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* Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How GameLift FlexMatch works
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* Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with Amazon GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How Amazon GameLift FlexMatch works
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startMatchBackfill(callback?: (err: AWSError, data: GameLift.Types.StartMatchBackfillOutput) => void): Request<GameLift.Types.StartMatchBackfillOutput, AWSError>;
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/**
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* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events 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, which is defined in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification How GameLift FlexMatch works
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* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift managed hosting, this operation also triggers Amazon GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events 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, which is defined in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification How Amazon GameLift FlexMatch works
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startMatchmaking(params: GameLift.Types.StartMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
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/**
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* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events 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, which is defined in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification How GameLift FlexMatch works
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* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift managed hosting, this operation also triggers Amazon GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events 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, which is defined in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification How Amazon GameLift FlexMatch works
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startMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
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/**
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* Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location. Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations. This operation can be used in the following ways: To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend. To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend. If successful, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. Learn more Setting up GameLift Fleets
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* Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location. Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations. This operation can be used in the following ways: To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend. To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend. If successful, Amazon GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. Learn more Setting up Amazon GameLift Fleets
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stopFleetActions(params: GameLift.Types.StopFleetActionsInput, callback?: (err: AWSError, data: GameLift.Types.StopFleetActionsOutput) => void): Request<GameLift.Types.StopFleetActionsOutput, AWSError>;
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/**
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* Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location. Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations. This operation can be used in the following ways: To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend. To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend. If successful, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. Learn more Setting up GameLift Fleets
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* Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location. Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations. This operation can be used in the following ways: To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend. To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend. If successful, Amazon GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. Learn more Setting up Amazon GameLift Fleets
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stopFleetActions(callback?: (err: AWSError, data: GameLift.Types.StopFleetActionsOutput) => void): Request<GameLift.Types.StopFleetActionsOutput, AWSError>;
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stopMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StopMatchmakingOutput) => void): Request<GameLift.Types.StopMatchmakingOutput, AWSError>;
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity: Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active. To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions. Learn more Amazon GameLift FleetIQ Guide
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suspendGameServerGroup(params: GameLift.Types.SuspendGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.SuspendGameServerGroupOutput) => void): Request<GameLift.Types.SuspendGameServerGroupOutput, AWSError>;
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/**
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* This operation is used with the 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
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* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity: Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active. To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions. Learn more Amazon GameLift FleetIQ Guide
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suspendGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.SuspendGameServerGroupOutput) => void): Request<GameLift.Types.SuspendGameServerGroupOutput, AWSError>;
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/**
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*
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* Assigns a tag to an Amazon GameLift resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging. 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 resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
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*/
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tagResource(params: GameLift.Types.TagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
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/**
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*
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* Assigns a tag to an Amazon GameLift resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging. 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 resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
|
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*/
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tagResource(callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
|
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/**
|
735
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-
* Removes a tag
|
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+
* Removes a tag assigned to a Amazon GameLift resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging. 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 remove. This operation succeeds even if the list includes tags that aren't assigned to the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
|
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*/
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untagResource(params: GameLift.Types.UntagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
|
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/**
|
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-
* Removes a tag
|
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+
* Removes a tag assigned to a Amazon GameLift resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging. 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 remove. This operation succeeds even if the list includes tags that aren't assigned to the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
|
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*/
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untagResource(callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
|
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/**
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@@ -756,43 +756,43 @@ declare class GameLift extends Service {
|
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*/
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updateBuild(callback?: (err: AWSError, data: GameLift.Types.UpdateBuildOutput) => void): Request<GameLift.Types.UpdateBuildOutput, AWSError>;
|
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/**
|
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-
* Updates a fleet's mutable attributes, including game session protection and resource creation limits. To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, an updated FleetAttributes object is returned. Learn more Setting up GameLift fleets
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759
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+
* Updates a fleet's mutable attributes, including game session protection and resource creation limits. To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, an updated FleetAttributes object is returned. Learn more Setting up Amazon GameLift fleets
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*/
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updateFleetAttributes(params: GameLift.Types.UpdateFleetAttributesInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
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/**
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-
* Updates a fleet's mutable attributes, including game session protection and resource creation limits. To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, an updated FleetAttributes object is returned. Learn more Setting up GameLift fleets
|
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+
* Updates a fleet's mutable attributes, including game session protection and resource creation limits. To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, an updated FleetAttributes object is returned. Learn more Setting up Amazon GameLift fleets
|
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*/
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updateFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
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/**
|
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-
* Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties: Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling. Desired capacity: Manually set the number of Amazon EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand. This operation can be used in the following ways: To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, include the Location parameter set to the location to be updated. The location must be in ACTIVE status. If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs. Learn more Scaling fleet capacity
|
767
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+
* Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties: Minimum/maximum size: Set hard limits on fleet capacity. Amazon GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling. Desired capacity: Manually set the number of Amazon EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand. This operation can be used in the following ways: To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, include the Location parameter set to the location to be updated. The location must be in ACTIVE status. If successful, capacity settings are updated immediately. In response a change in desired capacity, Amazon GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs. Learn more Scaling fleet capacity
|
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*/
|
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updateFleetCapacity(params: GameLift.Types.UpdateFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
|
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|
/**
|
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|
-
* Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties: Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling. Desired capacity: Manually set the number of Amazon EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand. This operation can be used in the following ways: To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, include the Location parameter set to the location to be updated. The location must be in ACTIVE status. If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs. Learn more Scaling fleet capacity
|
771
|
+
* Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties: Minimum/maximum size: Set hard limits on fleet capacity. Amazon GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling. Desired capacity: Manually set the number of Amazon EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand. This operation can be used in the following ways: To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, include the Location parameter set to the location to be updated. The location must be in ACTIVE status. If successful, capacity settings are updated immediately. In response a change in desired capacity, Amazon GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs. Learn more Scaling fleet capacity
|
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|
*/
|
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|
updateFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
|
774
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|
/**
|
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|
-
* Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet. To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name. Learn more Setting up GameLift fleets
|
775
|
+
* Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet. To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name. Learn more Setting up Amazon GameLift fleets
|
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*/
|
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updateFleetPortSettings(params: GameLift.Types.UpdateFleetPortSettingsInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
|
778
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|
/**
|
779
|
-
* Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet. To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name. Learn more Setting up GameLift fleets
|
779
|
+
* Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet. To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name. Learn more Setting up Amazon GameLift fleets
|
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*/
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|
updateFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
|
782
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|
/**
|
783
|
-
* This operation is used with the 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
|
783
|
+
* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates information about a registered game server to help Amazon GameLift FleetIQ 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 Amazon GameLift FleetIQ Guide
|
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*/
|
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|
updateGameServer(params: GameLift.Types.UpdateGameServerInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerOutput) => void): Request<GameLift.Types.UpdateGameServerOutput, AWSError>;
|
786
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|
/**
|
787
|
-
* This operation is used with the 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
|
787
|
+
* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates information about a registered game server to help Amazon GameLift FleetIQ 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 Amazon GameLift FleetIQ Guide
|
788
788
|
*/
|
789
789
|
updateGameServer(callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerOutput) => void): Request<GameLift.Types.UpdateGameServerOutput, AWSError>;
|
790
790
|
/**
|
791
|
-
* This operation is used with the 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
|
791
|
+
* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates Amazon 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 Amazon GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned. Learn more Amazon GameLift FleetIQ Guide
|
792
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|
*/
|
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793
|
updateGameServerGroup(params: GameLift.Types.UpdateGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerGroupOutput) => void): Request<GameLift.Types.UpdateGameServerGroupOutput, AWSError>;
|
794
794
|
/**
|
795
|
-
* This operation is used with the 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
|
795
|
+
* This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates Amazon 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 Amazon GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned. Learn more Amazon GameLift FleetIQ Guide
|
796
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|
*/
|
797
797
|
updateGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerGroupOutput) => void): Request<GameLift.Types.UpdateGameServerGroupOutput, AWSError>;
|
798
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|
/**
|
@@ -820,11 +820,11 @@ declare class GameLift extends Service {
|
|
820
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|
*/
|
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|
updateMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.UpdateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.UpdateMatchmakingConfigurationOutput, AWSError>;
|
822
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|
/**
|
823
|
-
* Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations. If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes. Learn more Setting up GameLift fleets
|
823
|
+
* Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations. If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes. Learn more Setting up Amazon GameLift fleets
|
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|
*/
|
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|
updateRuntimeConfiguration(params: GameLift.Types.UpdateRuntimeConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.UpdateRuntimeConfigurationOutput) => void): Request<GameLift.Types.UpdateRuntimeConfigurationOutput, AWSError>;
|
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|
/**
|
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-
* Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations. If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes. Learn more Setting up GameLift fleets
|
827
|
+
* Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations. If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes. Learn more Setting up Amazon GameLift fleets
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*/
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updateRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.UpdateRuntimeConfigurationOutput) => void): Request<GameLift.Types.UpdateRuntimeConfigurationOutput, AWSError>;
|
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/**
|
@@ -872,7 +872,7 @@ declare namespace GameLift {
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*/
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Name?: NonBlankAndLengthConstraintString;
|
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/**
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-
* The Amazon Resource Name (ARN) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift alias ARN, the resource ID matches the alias ID value.
|
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|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift alias ARN, the resource ID matches the alias ID value.
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*/
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AliasArn?: AliasArn;
|
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/**
|
@@ -899,7 +899,7 @@ declare namespace GameLift {
|
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export type AmazonResourceName = string;
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export interface AnywhereConfiguration {
|
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/**
|
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|
-
* The cost to run your fleet per hour. GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues.
|
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|
+
* The cost to run your fleet per hour. Amazon GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues in the Amazon GameLift Developer Guide.
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*/
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Cost: NonNegativeLimitedLengthDouble;
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}
|
@@ -946,15 +946,15 @@ declare namespace GameLift {
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*/
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BuildId?: BuildId;
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/**
|
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|
-
* The Amazon Resource Name (ARN) assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift build ARN, the resource ID matches the BuildId value.
|
949
|
+
* The Amazon Resource Name (ARN) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift build ARN, the resource ID matches the BuildId value.
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*/
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|
BuildArn?: BuildArn;
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|
/**
|
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-
* A descriptive label associated with a build. Build names
|
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+
* A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.
|
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*/
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Name?: FreeText;
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|
/**
|
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-
* Version information associated with a build or script. Version strings
|
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+
* Version information associated with a build or script. Version strings don't need to be unique.
|
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*/
|
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Version?: FreeText;
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/**
|
@@ -974,7 +974,7 @@ declare namespace GameLift {
|
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|
*/
|
975
975
|
CreationTime?: Timestamp;
|
976
976
|
/**
|
977
|
-
* The GameLift Server SDK version used to develop your game server.
|
977
|
+
* The Amazon GameLift Server SDK version used to develop your game server.
|
978
978
|
*/
|
979
979
|
ServerSdkVersion?: ServerSdkVersion;
|
980
980
|
}
|
@@ -992,11 +992,11 @@ declare namespace GameLift {
|
|
992
992
|
export type CertificateType = "DISABLED"|"GENERATED"|string;
|
993
993
|
export interface ClaimGameServerInput {
|
994
994
|
/**
|
995
|
-
* A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim.
|
995
|
+
* A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want Amazon GameLift FleetIQ to look for an available game server to claim.
|
996
996
|
*/
|
997
997
|
GameServerGroupName: GameServerGroupNameOrArn;
|
998
998
|
/**
|
999
|
-
* A custom string that uniquely identifies the game server to claim. If this parameter is left empty, GameLift FleetIQ searches for an available game server in the specified game server group.
|
999
|
+
* A custom string that uniquely identifies the game server to claim. If this parameter is left empty, Amazon GameLift FleetIQ searches for an available game server in the specified game server group.
|
1000
1000
|
*/
|
1001
1001
|
GameServerId?: GameServerId;
|
1002
1002
|
/**
|
@@ -1029,11 +1029,11 @@ declare namespace GameLift {
|
|
1029
1029
|
*/
|
1030
1030
|
ComputeArn?: ComputeArn;
|
1031
1031
|
/**
|
1032
|
-
* The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
|
1032
|
+
* The IP address of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.
|
1033
1033
|
*/
|
1034
1034
|
IpAddress?: IpAddress;
|
1035
1035
|
/**
|
1036
|
-
* The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
|
1036
|
+
* The DNS name of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.
|
1037
1037
|
*/
|
1038
1038
|
DnsName?: DnsName;
|
1039
1039
|
/**
|
@@ -1053,11 +1053,11 @@ declare namespace GameLift {
|
|
1053
1053
|
*/
|
1054
1054
|
OperatingSystem?: OperatingSystem;
|
1055
1055
|
/**
|
1056
|
-
*
|
1056
|
+
* The compute type that the fleet uses. A fleet can use Anywhere compute resources that you own, or use managed Amazon EC2 instances.
|
1057
1057
|
*/
|
1058
1058
|
Type?: EC2InstanceType;
|
1059
1059
|
/**
|
1060
|
-
* The endpoint connection details of the GameLift SDK endpoint that your game server connects to.
|
1060
|
+
* The endpoint connection details of the Amazon GameLift SDK endpoint that your game server connects to.
|
1061
1061
|
*/
|
1062
1062
|
GameLiftServiceSdkEndpoint?: GameLiftServiceSdkEndpointOutput;
|
1063
1063
|
}
|
@@ -1094,11 +1094,11 @@ declare namespace GameLift {
|
|
1094
1094
|
}
|
1095
1095
|
export interface CreateBuildInput {
|
1096
1096
|
/**
|
1097
|
-
* A descriptive label associated with a build. Build names
|
1097
|
+
* A descriptive label associated with a build. Build names don't need to be unique. You can change this value later.
|
1098
1098
|
*/
|
1099
1099
|
Name?: NonZeroAndMaxString;
|
1100
1100
|
/**
|
1101
|
-
* Version information associated with a build or script. Version strings
|
1101
|
+
* Version information associated with a build or script. Version strings don't need to be unique. You can change this value later.
|
1102
1102
|
*/
|
1103
1103
|
Version?: NonZeroAndMaxString;
|
1104
1104
|
/**
|
@@ -1106,7 +1106,7 @@ declare namespace GameLift {
|
|
1106
1106
|
*/
|
1107
1107
|
StorageLocation?: S3Location;
|
1108
1108
|
/**
|
1109
|
-
* The operating system that you built the game server binaries to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system
|
1109
|
+
* The operating system that you built the game server binaries to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system isn't specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value can't be changed later.
|
1110
1110
|
*/
|
1111
1111
|
OperatingSystem?: OperatingSystem;
|
1112
1112
|
/**
|
@@ -1114,7 +1114,7 @@ declare namespace GameLift {
|
|
1114
1114
|
*/
|
1115
1115
|
Tags?: TagList;
|
1116
1116
|
/**
|
1117
|
-
* A server SDK version you used when integrating your game server build with GameLift. For more information see Integrate games with custom game servers.
|
1117
|
+
* A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see Integrate games with custom game servers. By default Amazon GameLift sets this value to 4.0.2.
|
1118
1118
|
*/
|
1119
1119
|
ServerSdkVersion?: ServerSdkVersion;
|
1120
1120
|
}
|
@@ -1142,11 +1142,11 @@ declare namespace GameLift {
|
|
1142
1142
|
*/
|
1143
1143
|
Description?: NonZeroAndMaxString;
|
1144
1144
|
/**
|
1145
|
-
* The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.
|
1145
|
+
* The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift and in READY status. This fleet property cannot be changed later.
|
1146
1146
|
*/
|
1147
1147
|
BuildId?: BuildIdOrArn;
|
1148
1148
|
/**
|
1149
|
-
* The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.
|
1149
|
+
* The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This fleet property cannot be changed later.
|
1150
1150
|
*/
|
1151
1151
|
ScriptId?: ScriptIdOrArn;
|
1152
1152
|
/**
|
@@ -1158,15 +1158,15 @@ declare namespace GameLift {
|
|
1158
1158
|
*/
|
1159
1159
|
ServerLaunchParameters?: LaunchParametersStringModel;
|
1160
1160
|
/**
|
1161
|
-
* This parameter is no longer used. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the GameLift Developer Guide.
|
1161
|
+
* This parameter is no longer used. To specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
|
1162
1162
|
*/
|
1163
1163
|
LogPaths?: StringList;
|
1164
1164
|
/**
|
1165
|
-
* The GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.
|
1165
|
+
* The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.
|
1166
1166
|
*/
|
1167
1167
|
EC2InstanceType?: EC2InstanceType;
|
1168
1168
|
/**
|
1169
|
-
* The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.
|
1169
|
+
* The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.
|
1170
1170
|
*/
|
1171
1171
|
EC2InboundPermissions?: IpPermissionsList;
|
1172
1172
|
/**
|
@@ -1186,11 +1186,11 @@ declare namespace GameLift {
|
|
1186
1186
|
*/
|
1187
1187
|
MetricGroups?: MetricGroupList;
|
1188
1188
|
/**
|
1189
|
-
* Used when peering your GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.
|
1189
|
+
* Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.
|
1190
1190
|
*/
|
1191
1191
|
PeerVpcAwsAccountId?: NonZeroAndMaxString;
|
1192
1192
|
/**
|
1193
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
1193
|
+
* A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
|
1194
1194
|
*/
|
1195
1195
|
PeerVpcId?: NonZeroAndMaxString;
|
1196
1196
|
/**
|
@@ -1202,11 +1202,11 @@ declare namespace GameLift {
|
|
1202
1202
|
*/
|
1203
1203
|
InstanceRoleArn?: NonEmptyString;
|
1204
1204
|
/**
|
1205
|
-
* Prompts GameLift to generate a TLS/SSL certificate for the fleet. GameLift uses the certificates to encrypt traffic between game clients and the game servers running on GameLift. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet. Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition. ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.
|
1205
|
+
* Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet. Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition. ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.
|
1206
1206
|
*/
|
1207
1207
|
CertificateConfiguration?: CertificateConfiguration;
|
1208
1208
|
/**
|
1209
|
-
* A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2. To create a fleet with instances in the home Region only,
|
1209
|
+
* A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2. To create a fleet with instances in the home Region only, don't use this parameter. To use this parameter, Amazon GameLift requires you to use your home location in the request.
|
1210
1210
|
*/
|
1211
1211
|
Locations?: LocationConfigurationList;
|
1212
1212
|
/**
|
@@ -1214,11 +1214,11 @@ declare namespace GameLift {
|
|
1214
1214
|
*/
|
1215
1215
|
Tags?: TagList;
|
1216
1216
|
/**
|
1217
|
-
* The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.
|
1217
|
+
* The type of compute resource used to host your game servers. You can use your own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift. By default, this property is set to EC2.
|
1218
1218
|
*/
|
1219
1219
|
ComputeType?: ComputeType;
|
1220
1220
|
/**
|
1221
|
-
* GameLift Anywhere configuration options.
|
1221
|
+
* Amazon GameLift Anywhere configuration options.
|
1222
1222
|
*/
|
1223
1223
|
AnywhereConfiguration?: AnywhereConfiguration;
|
1224
1224
|
}
|
@@ -1228,7 +1228,7 @@ declare namespace GameLift {
|
|
1228
1228
|
*/
|
1229
1229
|
FleetId: FleetIdOrArn;
|
1230
1230
|
/**
|
1231
|
-
* A list of locations to deploy additional instances to and manage as part of the fleet. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2.
|
1231
|
+
* A list of locations to deploy additional instances to and manage as part of the fleet. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2.
|
1232
1232
|
*/
|
1233
1233
|
Locations: LocationConfigurationList;
|
1234
1234
|
}
|
@@ -1238,11 +1238,11 @@ declare namespace GameLift {
|
|
1238
1238
|
*/
|
1239
1239
|
FleetId?: FleetIdOrArn;
|
1240
1240
|
/**
|
1241
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
1241
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
1242
1242
|
*/
|
1243
1243
|
FleetArn?: FleetArn;
|
1244
1244
|
/**
|
1245
|
-
* The remote locations that are being added to the fleet, and the life-cycle status of each location. For new locations, the status is set to NEW. During location creation, GameLift updates each location's status as instances are deployed there and prepared for game hosting. This list does not include the fleet home Region or any remote locations that were already added to the fleet.
|
1245
|
+
* The remote locations that are being added to the fleet, and the life-cycle status of each location. For new locations, the status is set to NEW. During location creation, Amazon GameLift updates each location's status as instances are deployed there and prepared for game hosting. This list does not include the fleet home Region or any remote locations that were already added to the fleet.
|
1246
1246
|
*/
|
1247
1247
|
LocationStates?: LocationStateList;
|
1248
1248
|
}
|
@@ -1252,13 +1252,13 @@ declare namespace GameLift {
|
|
1252
1252
|
*/
|
1253
1253
|
FleetAttributes?: FleetAttributes;
|
1254
1254
|
/**
|
1255
|
-
* The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.
|
1255
|
+
* The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, Amazon GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.
|
1256
1256
|
*/
|
1257
1257
|
LocationStates?: LocationStateList;
|
1258
1258
|
}
|
1259
1259
|
export interface CreateGameServerGroupInput {
|
1260
1260
|
/**
|
1261
|
-
* An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.
|
1261
|
+
* An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.
|
1262
1262
|
*/
|
1263
1263
|
GameServerGroupName: GameServerGroupName;
|
1264
1264
|
/**
|
@@ -1266,19 +1266,19 @@ declare namespace GameLift {
|
|
1266
1266
|
*/
|
1267
1267
|
RoleArn: IamRoleArn;
|
1268
1268
|
/**
|
1269
|
-
* The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and Amazon 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 Amazon Web Services console or APIs.
|
1269
|
+
* The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift FleetIQ and Amazon 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 Amazon Web Services console or APIs.
|
1270
1270
|
*/
|
1271
1271
|
MinSize: WholeNumber;
|
1272
1272
|
/**
|
1273
|
-
* The maximum number of instances allowed in the Amazon 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 Amazon Web Services console or APIs.
|
1273
|
+
* The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon 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 Amazon Web Services console or APIs.
|
1274
1274
|
*/
|
1275
1275
|
MaxSize: PositiveInteger;
|
1276
1276
|
/**
|
1277
|
-
* The Amazon 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 Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs. If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC.
|
1277
|
+
* The Amazon 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 Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs. If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, Amazon GameLift FleetIQ uses your account's default VPC.
|
1278
1278
|
*/
|
1279
1279
|
LaunchTemplate: LaunchTemplateSpecification;
|
1280
1280
|
/**
|
1281
|
-
* The Amazon 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 Elastic Compute Cloud 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.
|
1281
|
+
* The Amazon 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 Amazon GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud 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.
|
1282
1282
|
*/
|
1283
1283
|
InstanceDefinitions: InstanceDefinitions;
|
1284
1284
|
/**
|
@@ -1286,7 +1286,7 @@ declare namespace GameLift {
|
|
1286
1286
|
*/
|
1287
1287
|
AutoScalingPolicy?: GameServerGroupAutoScalingPolicy;
|
1288
1288
|
/**
|
1289
|
-
* 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.
|
1289
|
+
* Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following: SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
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*/
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BalancingStrategy?: BalancingStrategy;
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/**
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@@ -1294,7 +1294,7 @@ declare namespace GameLift {
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*/
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GameServerProtectionPolicy?: GameServerProtectionPolicy;
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/**
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-
* A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.
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* A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.
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*/
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VpcSubnets?: VpcSubnets;
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/**
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@@ -1304,7 +1304,7 @@ declare namespace GameLift {
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}
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export interface CreateGameServerGroupOutput {
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/**
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-
* The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.
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+
* The newly created game server group object, including the new ARN value for the Amazon GameLift FleetIQ game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.
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*/
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GameServerGroup?: GameServerGroup;
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}
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@@ -1330,7 +1330,7 @@ declare namespace GameLift {
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*/
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GameProperties?: GamePropertyList;
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/**
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-
* A unique identifier for a player or entity creating the game session.
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* A unique identifier for a player or entity creating the game session. If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a CreatorId. Amazon GameLift limits the number of game session creation requests with the same CreatorId in a specified time period. If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your CreateGameSession requests, Amazon GameLift limits requests to one request per CreatorId per second. To not limit CreateGameSession requests with the same CreatorId, don't provide a CreatorId in your CreateGameSession request.
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*/
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CreatorId?: NonZeroAndMaxString;
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/**
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@@ -1426,7 +1426,7 @@ declare namespace GameLift {
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*/
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Description?: NonZeroAndMaxString;
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/**
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-
* The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
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+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
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*/
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GameSessionQueueArns?: QueueArnsList;
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/**
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@@ -1466,11 +1466,11 @@ declare namespace GameLift {
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*/
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GameSessionData?: GameSessionData;
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/**
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-
* The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.
|
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+
* The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have Amazon GameLift create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.
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*/
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BackfillMode?: BackfillMode;
|
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/**
|
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-
* Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution. STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event. WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
|
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+
* Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution. STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event. WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
|
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*/
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FlexMatchMode?: FlexMatchMode;
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/**
|
@@ -1514,7 +1514,7 @@ declare namespace GameLift {
|
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*/
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PlayerId: NonZeroAndMaxString;
|
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/**
|
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-
* Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.
|
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+
* Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
|
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*/
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PlayerData?: PlayerData;
|
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}
|
@@ -1546,11 +1546,11 @@ declare namespace GameLift {
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}
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export interface CreateScriptInput {
|
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/**
|
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-
* A descriptive label that is associated with a script. Script names
|
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+
* A descriptive label that is associated with a script. Script names don't need to be unique. You can use UpdateScript to change this value later.
|
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*/
|
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Name?: NonZeroAndMaxString;
|
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/**
|
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|
-
* Version information associated with a build or script. Version strings
|
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+
* Version information associated with a build or script. Version strings don't need to be unique. You can use UpdateScript to change this value later.
|
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*/
|
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Version?: NonZeroAndMaxString;
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/**
|
@@ -1574,11 +1574,11 @@ declare namespace GameLift {
|
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}
|
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export interface CreateVpcPeeringAuthorizationInput {
|
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/**
|
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|
-
* A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
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|
+
* A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
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*/
|
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GameLiftAwsAccountId: NonZeroAndMaxString;
|
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/**
|
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-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
1581
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+
* A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
|
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*/
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PeerVpcId: NonZeroAndMaxString;
|
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}
|
@@ -1598,7 +1598,7 @@ declare namespace GameLift {
|
|
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*/
|
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PeerVpcAwsAccountId: NonZeroAndMaxString;
|
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|
/**
|
1601
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
1601
|
+
* A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
|
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*/
|
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|
PeerVpcId: NonZeroAndMaxString;
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|
}
|
@@ -1641,7 +1641,7 @@ declare namespace GameLift {
|
|
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|
*/
|
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|
FleetId?: FleetIdOrArn;
|
1643
1643
|
/**
|
1644
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
1644
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
1645
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|
*/
|
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|
FleetArn?: FleetArn;
|
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|
/**
|
@@ -1715,11 +1715,11 @@ declare namespace GameLift {
|
|
1715
1715
|
}
|
1716
1716
|
export interface DeleteVpcPeeringAuthorizationInput {
|
1717
1717
|
/**
|
1718
|
-
* A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
1718
|
+
* A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
1719
1719
|
*/
|
1720
1720
|
GameLiftAwsAccountId: NonZeroAndMaxString;
|
1721
1721
|
/**
|
1722
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
1722
|
+
* A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
|
1723
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|
*/
|
1724
1724
|
PeerVpcId: NonZeroAndMaxString;
|
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|
}
|
@@ -1801,7 +1801,7 @@ declare namespace GameLift {
|
|
1801
1801
|
}
|
1802
1802
|
export interface DescribeEC2InstanceLimitsInput {
|
1803
1803
|
/**
|
1804
|
-
* Name of an Amazon EC2 instance type that is supported in GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
|
1804
|
+
* Name of an Amazon EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
|
1805
1805
|
*/
|
1806
1806
|
EC2InstanceType?: EC2InstanceType;
|
1807
1807
|
/**
|
@@ -1919,7 +1919,7 @@ declare namespace GameLift {
|
|
1919
1919
|
*/
|
1920
1920
|
FleetId?: FleetIdOrArn;
|
1921
1921
|
/**
|
1922
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
1922
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
1923
1923
|
*/
|
1924
1924
|
FleetArn?: FleetArn;
|
1925
1925
|
/**
|
@@ -1979,7 +1979,7 @@ declare namespace GameLift {
|
|
1979
1979
|
*/
|
1980
1980
|
FleetId?: FleetId;
|
1981
1981
|
/**
|
1982
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
1982
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
1983
1983
|
*/
|
1984
1984
|
FleetArn?: FleetArn;
|
1985
1985
|
/**
|
@@ -2405,7 +2405,7 @@ declare namespace GameLift {
|
|
2405
2405
|
*/
|
2406
2406
|
PlayerId?: NonZeroAndMaxString;
|
2407
2407
|
/**
|
2408
|
-
* Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.
|
2408
|
+
* Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
|
2409
2409
|
*/
|
2410
2410
|
PlayerData?: PlayerData;
|
2411
2411
|
}
|
@@ -2474,7 +2474,7 @@ declare namespace GameLift {
|
|
2474
2474
|
*/
|
2475
2475
|
ResourceId?: NonZeroAndMaxString;
|
2476
2476
|
/**
|
2477
|
-
* The type of event being logged. Fleet state transition events: FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID. FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation. FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift has successfully downloaded the build and is now validating the build files. FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has successfully verified the build files and is now running the installation scripts. FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. GameLift is trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server SDK. FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions. FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more details. Fleet creation events (ordered by fleet creation activity): FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl. FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues. FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc. FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details. VPC peering events: FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an GameLift fleet and a VPC in your Amazon Web Services account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. Server process events: SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time. SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called. SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long. SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected. SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected. Game session events: GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected. Other fleet events: FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings. FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting. FLEET_DELETED -- A request to delete a fleet was initiated. GENERIC_EVENT -- An unspecified event has occurred.
|
2477
|
+
* The type of event being logged. Fleet state transition events: FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID. FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation. FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. Amazon GameLift has successfully downloaded the build and is now validating the build files. FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. Amazon GameLift has successfully verified the build files and is now running the installation scripts. FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift Service via the Server SDK. FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions. FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more details. Fleet creation events (ordered by fleet creation activity): FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl. FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues. FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc. FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details. VPC peering events: FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. Server process events: SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time. SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called. SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long. SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected. SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected. Game session events: GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected. Other fleet events: FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings. FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting. FLEET_DELETED -- A request to delete a fleet was initiated. GENERIC_EVENT -- An unspecified event has occurred.
|
2478
2478
|
*/
|
2479
2479
|
EventCode?: EventCode;
|
2480
2480
|
/**
|
@@ -2486,7 +2486,7 @@ declare namespace GameLift {
|
|
2486
2486
|
*/
|
2487
2487
|
EventTime?: Timestamp;
|
2488
2488
|
/**
|
2489
|
-
* Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the GameLift console.
|
2489
|
+
* Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.
|
2490
2490
|
*/
|
2491
2491
|
PreSignedLogUrl?: NonZeroAndMaxString;
|
2492
2492
|
}
|
@@ -2507,7 +2507,7 @@ declare namespace GameLift {
|
|
2507
2507
|
*/
|
2508
2508
|
FleetId?: FleetId;
|
2509
2509
|
/**
|
2510
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId value.
|
2510
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId value.
|
2511
2511
|
*/
|
2512
2512
|
FleetArn?: FleetArn;
|
2513
2513
|
/**
|
@@ -2535,7 +2535,7 @@ declare namespace GameLift {
|
|
2535
2535
|
*/
|
2536
2536
|
TerminationTime?: Timestamp;
|
2537
2537
|
/**
|
2538
|
-
* Current status of the fleet. Possible fleet statuses include the following: NEW -- A new fleet has been defined and desired instances is set to 1. DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- GameLift is setting up the new fleet, creating new instances with the game build or Realtime script and starting server processes. ACTIVE -- Hosts can now accept game sessions. ERROR -- An error occurred when downloading, validating, building, or activating the fleet. DELETING -- Hosts are responding to a delete fleet request. TERMINATED -- The fleet no longer exists.
|
2538
|
+
* Current status of the fleet. Possible fleet statuses include the following: NEW -- A new fleet has been defined and desired instances is set to 1. DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting up the new fleet, creating new instances with the game build or Realtime script and starting server processes. ACTIVE -- Hosts can now accept game sessions. ERROR -- An error occurred when downloading, validating, building, or activating the fleet. DELETING -- Hosts are responding to a delete fleet request. TERMINATED -- The fleet no longer exists.
|
2539
2539
|
*/
|
2540
2540
|
Status?: FleetStatus;
|
2541
2541
|
/**
|
@@ -2543,7 +2543,7 @@ declare namespace GameLift {
|
|
2543
2543
|
*/
|
2544
2544
|
BuildId?: BuildId;
|
2545
2545
|
/**
|
2546
|
-
* The Amazon Resource Name (ARN) associated with the GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value.
|
2546
|
+
* The Amazon Resource Name (ARN) associated with the Amazon GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value.
|
2547
2547
|
*/
|
2548
2548
|
BuildArn?: BuildArn;
|
2549
2549
|
/**
|
@@ -2563,7 +2563,7 @@ declare namespace GameLift {
|
|
2563
2563
|
*/
|
2564
2564
|
ServerLaunchParameters?: LaunchParametersStringModel;
|
2565
2565
|
/**
|
2566
|
-
* This parameter is no longer used. Game session log paths are now defined using the GameLift server API ProcessReady() logParameters. See more information in the Server API Reference.
|
2566
|
+
* This parameter is no longer used. Game session log paths are now defined using the Amazon GameLift server API ProcessReady() logParameters. See more information in the Server API Reference.
|
2567
2567
|
*/
|
2568
2568
|
LogPaths?: StringList;
|
2569
2569
|
/**
|
@@ -2589,7 +2589,7 @@ declare namespace GameLift {
|
|
2589
2589
|
InstanceRoleArn?: NonEmptyString;
|
2590
2590
|
CertificateConfiguration?: CertificateConfiguration;
|
2591
2591
|
/**
|
2592
|
-
* The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.
|
2592
|
+
* The type of compute resource used to host your game servers. You can use your own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift.
|
2593
2593
|
*/
|
2594
2594
|
ComputeType?: ComputeType;
|
2595
2595
|
AnywhereConfiguration?: AnywhereConfiguration;
|
@@ -2601,7 +2601,7 @@ declare namespace GameLift {
|
|
2601
2601
|
*/
|
2602
2602
|
FleetId?: FleetId;
|
2603
2603
|
/**
|
2604
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
2604
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
2605
2605
|
*/
|
2606
2606
|
FleetArn?: FleetArn;
|
2607
2607
|
/**
|
@@ -2627,7 +2627,7 @@ declare namespace GameLift {
|
|
2627
2627
|
*/
|
2628
2628
|
FleetId?: FleetId;
|
2629
2629
|
/**
|
2630
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
2630
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
2631
2631
|
*/
|
2632
2632
|
FleetArn?: FleetArn;
|
2633
2633
|
/**
|
@@ -2732,11 +2732,11 @@ declare namespace GameLift {
|
|
2732
2732
|
*/
|
2733
2733
|
RoleArn?: IamRoleArn;
|
2734
2734
|
/**
|
2735
|
-
* The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
|
2735
|
+
* The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
|
2736
2736
|
*/
|
2737
2737
|
InstanceDefinitions?: InstanceDefinitions;
|
2738
2738
|
/**
|
2739
|
-
* 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.
|
2739
|
+
* Indicates how Amazon 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.
|
2740
2740
|
*/
|
2741
2741
|
BalancingStrategy?: BalancingStrategy;
|
2742
2742
|
/**
|
@@ -2748,7 +2748,7 @@ declare namespace GameLift {
|
|
2748
2748
|
*/
|
2749
2749
|
AutoScalingGroupArn?: AutoScalingGroupArn;
|
2750
2750
|
/**
|
2751
|
-
* 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 Amazon Web Services 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.
|
2751
|
+
* The current status of the game server group. Possible statuses include: NEW - Amazon GameLift FleetIQ has validated the CreateGameServerGroup() request. ACTIVATING - Amazon GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account. ACTIVE - The game server group has been successfully created. DELETE_SCHEDULED - A request to delete the game server group has been received. DELETING - Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup() request and is processing it. Amazon 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.
|
2752
2752
|
*/
|
2753
2753
|
Status?: GameServerGroupStatus;
|
2754
2754
|
/**
|
@@ -2773,11 +2773,11 @@ declare namespace GameLift {
|
|
2773
2773
|
export type GameServerGroupArn = string;
|
2774
2774
|
export interface GameServerGroupAutoScalingPolicy {
|
2775
2775
|
/**
|
2776
|
-
* 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.
|
2776
|
+
* Length of time, in seconds, it takes for a new instance to start new game server processes and register with Amazon 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.
|
2777
2777
|
*/
|
2778
2778
|
EstimatedInstanceWarmup?: PositiveInteger;
|
2779
2779
|
/**
|
2780
|
-
* Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.
|
2780
|
+
* Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the Amazon GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.
|
2781
2781
|
*/
|
2782
2782
|
TargetTrackingConfiguration: TargetTrackingConfiguration;
|
2783
2783
|
}
|
@@ -2860,7 +2860,7 @@ declare namespace GameLift {
|
|
2860
2860
|
*/
|
2861
2861
|
GameProperties?: GamePropertyList;
|
2862
2862
|
/**
|
2863
|
-
* The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
|
2863
|
+
* The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
|
2864
2864
|
*/
|
2865
2865
|
IpAddress?: IpAddress;
|
2866
2866
|
/**
|
@@ -2868,7 +2868,7 @@ declare namespace GameLift {
|
|
2868
2868
|
*/
|
2869
2869
|
DnsName?: DnsName;
|
2870
2870
|
/**
|
2871
|
-
* The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
|
2871
|
+
* The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
|
2872
2872
|
*/
|
2873
2873
|
Port?: PortNumber;
|
2874
2874
|
/**
|
@@ -2899,7 +2899,7 @@ declare namespace GameLift {
|
|
2899
2899
|
*/
|
2900
2900
|
GameSessionArn?: ArnStringModel;
|
2901
2901
|
/**
|
2902
|
-
* The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
|
2902
|
+
* The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
|
2903
2903
|
*/
|
2904
2904
|
IpAddress?: IpAddress;
|
2905
2905
|
/**
|
@@ -2907,7 +2907,7 @@ declare namespace GameLift {
|
|
2907
2907
|
*/
|
2908
2908
|
DnsName?: DnsName;
|
2909
2909
|
/**
|
2910
|
-
* The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
|
2910
|
+
* The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
|
2911
2911
|
*/
|
2912
2912
|
Port?: PositiveInteger;
|
2913
2913
|
/**
|
@@ -2938,7 +2938,7 @@ declare namespace GameLift {
|
|
2938
2938
|
*/
|
2939
2939
|
GameSessionQueueName?: GameSessionQueueName;
|
2940
2940
|
/**
|
2941
|
-
* Current status of the game session placement request. PENDING -- The placement request is currently in the queue waiting to be processed. FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available. CANCELLED -- The placement request was canceled. TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed. FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
|
2941
|
+
* Current status of the game session placement request. PENDING -- The placement request is currently in the queue waiting to be processed. FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available. CANCELLED -- The placement request was canceled. TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed. FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
|
2942
2942
|
*/
|
2943
2943
|
Status?: GameSessionPlacementState;
|
2944
2944
|
/**
|
@@ -2978,7 +2978,7 @@ declare namespace GameLift {
|
|
2978
2978
|
*/
|
2979
2979
|
EndTime?: Timestamp;
|
2980
2980
|
/**
|
2981
|
-
* The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).
|
2981
|
+
* The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).
|
2982
2982
|
*/
|
2983
2983
|
IpAddress?: IpAddress;
|
2984
2984
|
/**
|
@@ -2986,7 +2986,7 @@ declare namespace GameLift {
|
|
2986
2986
|
*/
|
2987
2987
|
DnsName?: DnsName;
|
2988
2988
|
/**
|
2989
|
-
* The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).
|
2989
|
+
* The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).
|
2990
2990
|
*/
|
2991
2991
|
Port?: PortNumber;
|
2992
2992
|
/**
|
@@ -3009,7 +3009,7 @@ declare namespace GameLift {
|
|
3009
3009
|
*/
|
3010
3010
|
Name?: GameSessionQueueName;
|
3011
3011
|
/**
|
3012
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. In a GameLift game session queue ARN, the resource ID matches the Name value.
|
3012
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. In a Amazon GameLift game session queue ARN, the resource ID matches the Name value.
|
3013
3013
|
*/
|
3014
3014
|
GameSessionQueueArn?: GameSessionQueueArn;
|
3015
3015
|
/**
|
@@ -3071,7 +3071,7 @@ declare namespace GameLift {
|
|
3071
3071
|
*/
|
3072
3072
|
FleetId?: FleetIdOrArn;
|
3073
3073
|
/**
|
3074
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3074
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3075
3075
|
*/
|
3076
3076
|
FleetArn?: FleetArn;
|
3077
3077
|
/**
|
@@ -3079,7 +3079,7 @@ declare namespace GameLift {
|
|
3079
3079
|
*/
|
3080
3080
|
ComputeName?: ComputeNameOrArn;
|
3081
3081
|
/**
|
3082
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3082
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3083
3083
|
*/
|
3084
3084
|
ComputeArn?: ComputeArn;
|
3085
3085
|
/**
|
@@ -3093,7 +3093,7 @@ declare namespace GameLift {
|
|
3093
3093
|
*/
|
3094
3094
|
FleetId: FleetIdOrArn;
|
3095
3095
|
/**
|
3096
|
-
* The name of the compute resource you are requesting the
|
3096
|
+
* The name of the compute resource you are requesting the authentication token for.
|
3097
3097
|
*/
|
3098
3098
|
ComputeName: ComputeNameOrArn;
|
3099
3099
|
}
|
@@ -3103,23 +3103,23 @@ declare namespace GameLift {
|
|
3103
3103
|
*/
|
3104
3104
|
FleetId?: FleetIdOrArn;
|
3105
3105
|
/**
|
3106
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3106
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3107
3107
|
*/
|
3108
3108
|
FleetArn?: FleetArn;
|
3109
3109
|
/**
|
3110
|
-
* The name of the compute resource you are requesting the
|
3110
|
+
* The name of the compute resource you are requesting the authentication token for.
|
3111
3111
|
*/
|
3112
3112
|
ComputeName?: ComputeNameOrArn;
|
3113
3113
|
/**
|
3114
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
|
3114
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
|
3115
3115
|
*/
|
3116
3116
|
ComputeArn?: ComputeArn;
|
3117
3117
|
/**
|
3118
|
-
* The
|
3118
|
+
* The authentication token that your game server uses to authenticate with Amazon GameLift.
|
3119
3119
|
*/
|
3120
3120
|
AuthToken?: ComputeAuthToken;
|
3121
3121
|
/**
|
3122
|
-
* The amount of time until the
|
3122
|
+
* The amount of time until the authentication token is no longer valid. To continue using the compute resource for game server hosting, renew the authentication token by using this operation again.
|
3123
3123
|
*/
|
3124
3124
|
ExpirationTimestamp?: Timestamp;
|
3125
3125
|
}
|
@@ -3159,7 +3159,7 @@ declare namespace GameLift {
|
|
3159
3159
|
*/
|
3160
3160
|
FleetId?: FleetId;
|
3161
3161
|
/**
|
3162
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3162
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3163
3163
|
*/
|
3164
3164
|
FleetArn?: FleetArn;
|
3165
3165
|
/**
|
@@ -3183,7 +3183,7 @@ declare namespace GameLift {
|
|
3183
3183
|
*/
|
3184
3184
|
Type?: EC2InstanceType;
|
3185
3185
|
/**
|
3186
|
-
* Current status of the instance. Possible statuses include the following: PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration. ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions. TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.
|
3186
|
+
* Current status of the instance. Possible statuses include the following: PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration. ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to Amazon GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions. TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.
|
3187
3187
|
*/
|
3188
3188
|
Status?: InstanceStatus;
|
3189
3189
|
/**
|
@@ -3233,7 +3233,7 @@ declare namespace GameLift {
|
|
3233
3233
|
*/
|
3234
3234
|
InstanceType: GameServerGroupInstanceType;
|
3235
3235
|
/**
|
3236
|
-
* Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is "1".
|
3236
|
+
* Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by Amazon GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is "1".
|
3237
3237
|
*/
|
3238
3238
|
WeightedCapacity?: WeightedCapacity;
|
3239
3239
|
}
|
@@ -3245,11 +3245,11 @@ declare namespace GameLift {
|
|
3245
3245
|
export type IpAddress = string;
|
3246
3246
|
export interface IpPermission {
|
3247
3247
|
/**
|
3248
|
-
* A starting value for a range of allowed port numbers. For fleets using
|
3248
|
+
* A starting value for a range of allowed port numbers. For fleets using Linux builds, only ports 22 and 1026-60000 are valid. For fleets using Windows builds, only ports 1026-60000 are valid.
|
3249
3249
|
*/
|
3250
3250
|
FromPort: PortNumber;
|
3251
3251
|
/**
|
3252
|
-
* An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be
|
3252
|
+
* An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be equal to or greater than FromPort. For fleets using Linux builds, only ports 22 and 1026-60000 are valid. For fleets using Windows builds, only ports 1026-60000 are valid.
|
3253
3253
|
*/
|
3254
3254
|
ToPort: PortNumber;
|
3255
3255
|
/**
|
@@ -3322,7 +3322,7 @@ declare namespace GameLift {
|
|
3322
3322
|
*/
|
3323
3323
|
Limit?: PositiveInteger;
|
3324
3324
|
/**
|
3325
|
-
* 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,
|
3325
|
+
* 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, don't specify a value.
|
3326
3326
|
*/
|
3327
3327
|
NextToken?: NonEmptyString;
|
3328
3328
|
}
|
@@ -3471,7 +3471,7 @@ declare namespace GameLift {
|
|
3471
3471
|
*/
|
3472
3472
|
Limit?: PositiveInteger;
|
3473
3473
|
/**
|
3474
|
-
* 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,
|
3474
|
+
* 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, don't specify a value.
|
3475
3475
|
*/
|
3476
3476
|
NextToken?: NonEmptyString;
|
3477
3477
|
}
|
@@ -3487,13 +3487,13 @@ declare namespace GameLift {
|
|
3487
3487
|
}
|
3488
3488
|
export interface ListTagsForResourceRequest {
|
3489
3489
|
/**
|
3490
|
-
* The Amazon Resource Name (ARN) that
|
3490
|
+
* The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift resource that you want to retrieve tags for. Amazon GameLift includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.
|
3491
3491
|
*/
|
3492
3492
|
ResourceARN: AmazonResourceName;
|
3493
3493
|
}
|
3494
3494
|
export interface ListTagsForResourceResponse {
|
3495
3495
|
/**
|
3496
|
-
* The collection of tags
|
3496
|
+
* The collection of tags assigned to the resource.
|
3497
3497
|
*/
|
3498
3498
|
Tags?: TagList;
|
3499
3499
|
}
|
@@ -3529,7 +3529,7 @@ declare namespace GameLift {
|
|
3529
3529
|
*/
|
3530
3530
|
LocationName?: LocationStringModel;
|
3531
3531
|
/**
|
3532
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3532
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
3533
3533
|
*/
|
3534
3534
|
LocationArn?: LocationArnModel;
|
3535
3535
|
}
|
@@ -3566,7 +3566,7 @@ declare namespace GameLift {
|
|
3566
3566
|
*/
|
3567
3567
|
Name?: MatchmakingIdStringModel;
|
3568
3568
|
/**
|
3569
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.
|
3569
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a Amazon GameLift configuration ARN, the resource ID matches the Name value.
|
3570
3570
|
*/
|
3571
3571
|
ConfigurationArn?: MatchmakingConfigurationArn;
|
3572
3572
|
/**
|
@@ -3574,7 +3574,7 @@ declare namespace GameLift {
|
|
3574
3574
|
*/
|
3575
3575
|
Description?: NonZeroAndMaxString;
|
3576
3576
|
/**
|
3577
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.
|
3577
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.
|
3578
3578
|
*/
|
3579
3579
|
GameSessionQueueArns?: QueueArnsList;
|
3580
3580
|
/**
|
@@ -3626,7 +3626,7 @@ declare namespace GameLift {
|
|
3626
3626
|
*/
|
3627
3627
|
BackfillMode?: BackfillMode;
|
3628
3628
|
/**
|
3629
|
-
* Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution. STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event. WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
|
3629
|
+
* Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution. STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event. WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
|
3630
3630
|
*/
|
3631
3631
|
FlexMatchMode?: FlexMatchMode;
|
3632
3632
|
}
|
@@ -3644,7 +3644,7 @@ declare namespace GameLift {
|
|
3644
3644
|
*/
|
3645
3645
|
RuleSetName?: MatchmakingIdStringModel;
|
3646
3646
|
/**
|
3647
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
|
3647
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
|
3648
3648
|
*/
|
3649
3649
|
RuleSetArn?: MatchmakingRuleSetArn;
|
3650
3650
|
/**
|
@@ -3717,7 +3717,7 @@ declare namespace GameLift {
|
|
3717
3717
|
export type NonNegativeDouble = number;
|
3718
3718
|
export type NonNegativeLimitedLengthDouble = string;
|
3719
3719
|
export type NonZeroAndMaxString = string;
|
3720
|
-
export type OperatingSystem = "WINDOWS_2012"|"AMAZON_LINUX"|"AMAZON_LINUX_2"|string;
|
3720
|
+
export type OperatingSystem = "WINDOWS_2012"|"AMAZON_LINUX"|"AMAZON_LINUX_2"|"WINDOWS_2016"|string;
|
3721
3721
|
export interface PlacedPlayerSession {
|
3722
3722
|
/**
|
3723
3723
|
* A unique identifier for a player that is associated with this player session.
|
@@ -3815,7 +3815,7 @@ declare namespace GameLift {
|
|
3815
3815
|
*/
|
3816
3816
|
Status?: PlayerSessionStatus;
|
3817
3817
|
/**
|
3818
|
-
* The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
|
3818
|
+
* The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
|
3819
3819
|
*/
|
3820
3820
|
IpAddress?: IpAddress;
|
3821
3821
|
/**
|
@@ -3827,7 +3827,7 @@ declare namespace GameLift {
|
|
3827
3827
|
*/
|
3828
3828
|
Port?: PortNumber;
|
3829
3829
|
/**
|
3830
|
-
* Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.
|
3830
|
+
* Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
|
3831
3831
|
*/
|
3832
3832
|
PlayerData?: PlayerData;
|
3833
3833
|
}
|
@@ -3913,15 +3913,15 @@ declare namespace GameLift {
|
|
3913
3913
|
*/
|
3914
3914
|
ComputeName: ComputeName;
|
3915
3915
|
/**
|
3916
|
-
* The path to the TLS certificate on your compute resource. The path and certificate are not validated by GameLift.
|
3916
|
+
* The path to the TLS certificate on your compute resource. The path and certificate are not validated by Amazon GameLift.
|
3917
3917
|
*/
|
3918
3918
|
CertificatePath?: NonZeroAndMaxString;
|
3919
3919
|
/**
|
3920
|
-
* The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
|
3920
|
+
* The DNS name of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.
|
3921
3921
|
*/
|
3922
3922
|
DnsName?: DnsNameInput;
|
3923
3923
|
/**
|
3924
|
-
* The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
|
3924
|
+
* The IP address of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.
|
3925
3925
|
*/
|
3926
3926
|
IpAddress?: IpAddress;
|
3927
3927
|
/**
|
@@ -3997,7 +3997,7 @@ declare namespace GameLift {
|
|
3997
3997
|
}
|
3998
3998
|
export interface ResourceCreationLimitPolicy {
|
3999
3999
|
/**
|
4000
|
-
* A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources. The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.
|
4000
|
+
* A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources. The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.
|
4001
4001
|
*/
|
4002
4002
|
NewGameSessionsPerCreator?: WholeNumber;
|
4003
4003
|
/**
|
@@ -4054,7 +4054,7 @@ declare namespace GameLift {
|
|
4054
4054
|
}
|
4055
4055
|
export interface S3Location {
|
4056
4056
|
/**
|
4057
|
-
* An Amazon S3 bucket identifier. Thename of the S3 bucket. GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
|
4057
|
+
* An Amazon S3 bucket identifier. Thename of the S3 bucket. Amazon GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
|
4058
4058
|
*/
|
4059
4059
|
Bucket?: NonEmptyString;
|
4060
4060
|
/**
|
@@ -4077,7 +4077,7 @@ declare namespace GameLift {
|
|
4077
4077
|
*/
|
4078
4078
|
FleetId?: FleetId;
|
4079
4079
|
/**
|
4080
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4080
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4081
4081
|
*/
|
4082
4082
|
FleetArn?: FleetArn;
|
4083
4083
|
/**
|
@@ -4137,15 +4137,15 @@ declare namespace GameLift {
|
|
4137
4137
|
*/
|
4138
4138
|
ScriptId?: ScriptId;
|
4139
4139
|
/**
|
4140
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
|
4140
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
|
4141
4141
|
*/
|
4142
4142
|
ScriptArn?: ScriptArn;
|
4143
4143
|
/**
|
4144
|
-
* A descriptive label that is associated with a script. Script names
|
4144
|
+
* A descriptive label that is associated with a script. Script names don't need to be unique.
|
4145
4145
|
*/
|
4146
4146
|
Name?: NonZeroAndMaxString;
|
4147
4147
|
/**
|
4148
|
-
* Version information associated with a build or script. Version strings
|
4148
|
+
* Version information associated with a build or script. Version strings don't need to be unique.
|
4149
4149
|
*/
|
4150
4150
|
Version?: NonZeroAndMaxString;
|
4151
4151
|
/**
|
@@ -4243,7 +4243,7 @@ declare namespace GameLift {
|
|
4243
4243
|
*/
|
4244
4244
|
FleetId?: FleetId;
|
4245
4245
|
/**
|
4246
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4246
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4247
4247
|
*/
|
4248
4248
|
FleetArn?: FleetArn;
|
4249
4249
|
}
|
@@ -4351,7 +4351,7 @@ declare namespace GameLift {
|
|
4351
4351
|
*/
|
4352
4352
|
FleetId?: FleetId;
|
4353
4353
|
/**
|
4354
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4354
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4355
4355
|
*/
|
4356
4356
|
FleetArn?: FleetArn;
|
4357
4357
|
}
|
@@ -4395,11 +4395,11 @@ declare namespace GameLift {
|
|
4395
4395
|
}
|
4396
4396
|
export interface Tag {
|
4397
4397
|
/**
|
4398
|
-
* The key for a developer-defined key
|
4398
|
+
* The key for a developer-defined key value pair for tagging an Amazon Web Services resource.
|
4399
4399
|
*/
|
4400
4400
|
Key: TagKey;
|
4401
4401
|
/**
|
4402
|
-
* The value for a developer-defined key
|
4402
|
+
* The value for a developer-defined key value pair for tagging an Amazon Web Services resource.
|
4403
4403
|
*/
|
4404
4404
|
Value: TagValue;
|
4405
4405
|
}
|
@@ -4408,11 +4408,11 @@ declare namespace GameLift {
|
|
4408
4408
|
export type TagList = Tag[];
|
4409
4409
|
export interface TagResourceRequest {
|
4410
4410
|
/**
|
4411
|
-
* The Amazon Resource Name (ARN) that
|
4411
|
+
* The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift resource that you want to assign tags to. Amazon GameLift includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.
|
4412
4412
|
*/
|
4413
4413
|
ResourceARN: AmazonResourceName;
|
4414
4414
|
/**
|
4415
|
-
* A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for
|
4415
|
+
* A list of one or more tags to assign to the specified Amazon GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for tagging limits.
|
4416
4416
|
*/
|
4417
4417
|
Tags: TagList;
|
4418
4418
|
}
|
@@ -4434,11 +4434,11 @@ declare namespace GameLift {
|
|
4434
4434
|
export type Timestamp = Date;
|
4435
4435
|
export interface UntagResourceRequest {
|
4436
4436
|
/**
|
4437
|
-
* The Amazon Resource Name (ARN) that
|
4437
|
+
* The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift resource that you want to remove tags from. Amazon GameLift includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.
|
4438
4438
|
*/
|
4439
4439
|
ResourceARN: AmazonResourceName;
|
4440
4440
|
/**
|
4441
|
-
* A list of one or more tag keys to remove from the specified
|
4441
|
+
* A list of one or more tag keys to remove from the specified Amazon GameLift resource.
|
4442
4442
|
*/
|
4443
4443
|
TagKeys: TagKeyList;
|
4444
4444
|
}
|
@@ -4474,11 +4474,11 @@ declare namespace GameLift {
|
|
4474
4474
|
*/
|
4475
4475
|
BuildId: BuildIdOrArn;
|
4476
4476
|
/**
|
4477
|
-
* A descriptive label associated with a build. Build names
|
4477
|
+
* A descriptive label associated with a build. Build names don't need to be unique.
|
4478
4478
|
*/
|
4479
4479
|
Name?: NonZeroAndMaxString;
|
4480
4480
|
/**
|
4481
|
-
* Version information associated with a build or script. Version strings
|
4481
|
+
* Version information associated with a build or script. Version strings don't need to be unique.
|
4482
4482
|
*/
|
4483
4483
|
Version?: NonZeroAndMaxString;
|
4484
4484
|
}
|
@@ -4514,7 +4514,7 @@ declare namespace GameLift {
|
|
4514
4514
|
*/
|
4515
4515
|
MetricGroups?: MetricGroupList;
|
4516
4516
|
/**
|
4517
|
-
* GameLift Anywhere configuration options.
|
4517
|
+
* Amazon GameLift Anywhere configuration options.
|
4518
4518
|
*/
|
4519
4519
|
AnywhereConfiguration?: AnywhereConfiguration;
|
4520
4520
|
}
|
@@ -4524,7 +4524,7 @@ declare namespace GameLift {
|
|
4524
4524
|
*/
|
4525
4525
|
FleetId?: FleetId;
|
4526
4526
|
/**
|
4527
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4527
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4528
4528
|
*/
|
4529
4529
|
FleetArn?: FleetArn;
|
4530
4530
|
}
|
@@ -4556,7 +4556,7 @@ declare namespace GameLift {
|
|
4556
4556
|
*/
|
4557
4557
|
FleetId?: FleetId;
|
4558
4558
|
/**
|
4559
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4559
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4560
4560
|
*/
|
4561
4561
|
FleetArn?: FleetArn;
|
4562
4562
|
/**
|
@@ -4584,7 +4584,7 @@ declare namespace GameLift {
|
|
4584
4584
|
*/
|
4585
4585
|
FleetId?: FleetId;
|
4586
4586
|
/**
|
4587
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4587
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
4588
4588
|
*/
|
4589
4589
|
FleetArn?: FleetArn;
|
4590
4590
|
}
|
@@ -4598,7 +4598,7 @@ declare namespace GameLift {
|
|
4598
4598
|
*/
|
4599
4599
|
RoleArn?: IamRoleArn;
|
4600
4600
|
/**
|
4601
|
-
* An updated list of Amazon 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.
|
4601
|
+
* An updated list of Amazon 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 Amazon 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.
|
4602
4602
|
*/
|
4603
4603
|
InstanceDefinitions?: InstanceDefinitions;
|
4604
4604
|
/**
|
@@ -4606,7 +4606,7 @@ declare namespace GameLift {
|
|
4606
4606
|
*/
|
4607
4607
|
GameServerProtectionPolicy?: GameServerProtectionPolicy;
|
4608
4608
|
/**
|
4609
|
-
* 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.
|
4609
|
+
* Indicates how Amazon 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.
|
4610
4610
|
*/
|
4611
4611
|
BalancingStrategy?: BalancingStrategy;
|
4612
4612
|
}
|
@@ -4722,7 +4722,7 @@ declare namespace GameLift {
|
|
4722
4722
|
*/
|
4723
4723
|
Description?: NonZeroAndMaxString;
|
4724
4724
|
/**
|
4725
|
-
* The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
|
4725
|
+
* The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
|
4726
4726
|
*/
|
4727
4727
|
GameSessionQueueArns?: QueueArnsList;
|
4728
4728
|
/**
|
@@ -4766,7 +4766,7 @@ declare namespace GameLift {
|
|
4766
4766
|
*/
|
4767
4767
|
BackfillMode?: BackfillMode;
|
4768
4768
|
/**
|
4769
|
-
* Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution. STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event. WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
|
4769
|
+
* Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution. STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event. WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
|
4770
4770
|
*/
|
4771
4771
|
FlexMatchMode?: FlexMatchMode;
|
4772
4772
|
}
|
@@ -4782,7 +4782,7 @@ declare namespace GameLift {
|
|
4782
4782
|
*/
|
4783
4783
|
FleetId: FleetIdOrArn;
|
4784
4784
|
/**
|
4785
|
-
* Instructions for
|
4785
|
+
* Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance, how to launch them, and the number of processes to run concurrently.
|
4786
4786
|
*/
|
4787
4787
|
RuntimeConfiguration: RuntimeConfiguration;
|
4788
4788
|
}
|
@@ -4798,11 +4798,11 @@ declare namespace GameLift {
|
|
4798
4798
|
*/
|
4799
4799
|
ScriptId: ScriptIdOrArn;
|
4800
4800
|
/**
|
4801
|
-
* A descriptive label that is associated with a script. Script names
|
4801
|
+
* A descriptive label that is associated with a script. Script names don't need to be unique.
|
4802
4802
|
*/
|
4803
4803
|
Name?: NonZeroAndMaxString;
|
4804
4804
|
/**
|
4805
|
-
* Version information associated with a build or script. Version strings
|
4805
|
+
* Version information associated with a build or script. Version strings don't need to be unique.
|
4806
4806
|
*/
|
4807
4807
|
Version?: NonZeroAndMaxString;
|
4808
4808
|
/**
|
@@ -4834,7 +4834,7 @@ declare namespace GameLift {
|
|
4834
4834
|
}
|
4835
4835
|
export interface VpcPeeringAuthorization {
|
4836
4836
|
/**
|
4837
|
-
* A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
4837
|
+
* A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
4838
4838
|
*/
|
4839
4839
|
GameLiftAwsAccountId?: NonZeroAndMaxString;
|
4840
4840
|
/**
|
@@ -4842,7 +4842,7 @@ declare namespace GameLift {
|
|
4842
4842
|
*/
|
4843
4843
|
PeerVpcAwsAccountId?: NonZeroAndMaxString;
|
4844
4844
|
/**
|
4845
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
4845
|
+
* A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
|
4846
4846
|
*/
|
4847
4847
|
PeerVpcId?: NonZeroAndMaxString;
|
4848
4848
|
/**
|
@@ -4877,7 +4877,7 @@ declare namespace GameLift {
|
|
4877
4877
|
*/
|
4878
4878
|
Status?: VpcPeeringConnectionStatus;
|
4879
4879
|
/**
|
4880
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
4880
|
+
* A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
|
4881
4881
|
*/
|
4882
4882
|
PeerVpcId?: NonZeroAndMaxString;
|
4883
4883
|
/**
|