cdk-comprehend-s3olap 2.0.162 → 2.0.164

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Files changed (37) hide show
  1. package/.jsii +4 -4
  2. package/lib/cdk-comprehend-s3olap.js +2 -2
  3. package/lib/comprehend-lambdas.js +2 -2
  4. package/lib/iam-roles.js +4 -4
  5. package/node_modules/aws-sdk/CHANGELOG.md +24 -1
  6. package/node_modules/aws-sdk/README.md +1 -1
  7. package/node_modules/aws-sdk/apis/appsync-2017-07-25.min.json +484 -131
  8. package/node_modules/aws-sdk/apis/backup-2018-11-15.min.json +4 -1
  9. package/node_modules/aws-sdk/apis/codepipeline-2015-07-09.min.json +3 -0
  10. package/node_modules/aws-sdk/apis/connect-2017-08-08.min.json +6 -3
  11. package/node_modules/aws-sdk/apis/gamelift-2015-10-01.min.json +213 -204
  12. package/node_modules/aws-sdk/apis/glue-2017-03-31.min.json +615 -557
  13. package/node_modules/aws-sdk/apis/migration-hub-refactor-spaces-2021-10-26.min.json +9 -0
  14. package/node_modules/aws-sdk/apis/quicksight-2018-04-01.min.json +1005 -383
  15. package/node_modules/aws-sdk/apis/quicksight-2018-04-01.paginators.json +12 -0
  16. package/node_modules/aws-sdk/apis/sagemaker-2017-07-24.min.json +676 -598
  17. package/node_modules/aws-sdk/apis/translate-2017-07-01.min.json +84 -17
  18. package/node_modules/aws-sdk/clients/applicationautoscaling.d.ts +6 -6
  19. package/node_modules/aws-sdk/clients/appsync.d.ts +398 -2
  20. package/node_modules/aws-sdk/clients/backup.d.ts +6 -2
  21. package/node_modules/aws-sdk/clients/codepipeline.d.ts +69 -65
  22. package/node_modules/aws-sdk/clients/connect.d.ts +1 -1
  23. package/node_modules/aws-sdk/clients/cur.d.ts +2 -2
  24. package/node_modules/aws-sdk/clients/gamelift.d.ts +22 -10
  25. package/node_modules/aws-sdk/clients/glue.d.ts +57 -2
  26. package/node_modules/aws-sdk/clients/migrationhubrefactorspaces.d.ts +16 -4
  27. package/node_modules/aws-sdk/clients/pinpoint.d.ts +7 -7
  28. package/node_modules/aws-sdk/clients/quicksight.d.ts +749 -4
  29. package/node_modules/aws-sdk/clients/sagemaker.d.ts +109 -7
  30. package/node_modules/aws-sdk/clients/translate.d.ts +69 -5
  31. package/node_modules/aws-sdk/dist/aws-sdk-core-react-native.js +1 -1
  32. package/node_modules/aws-sdk/dist/aws-sdk-react-native.js +12 -12
  33. package/node_modules/aws-sdk/dist/aws-sdk.js +309 -227
  34. package/node_modules/aws-sdk/dist/aws-sdk.min.js +65 -65
  35. package/node_modules/aws-sdk/lib/core.js +1 -1
  36. package/node_modules/aws-sdk/package.json +1 -1
  37. package/package.json +7 -7
@@ -20,11 +20,11 @@ declare class GameLift extends Service {
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  */
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  acceptMatch(callback?: (err: AWSError, data: GameLift.Types.AcceptMatchOutput) => void): Request<GameLift.Types.AcceptMatchOutput, AWSError>;
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  /**
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- * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances . Learn more Amazon GameLift FleetIQ Guide
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+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Filter options may be included to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE instances to be claimed. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. If the game server is running on an instance in DRAINING status and provided filter option does not allow placing on DRAINING instances. Learn more Amazon GameLift FleetIQ Guide
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  */
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  claimGameServer(params: GameLift.Types.ClaimGameServerInput, callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
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  /**
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- * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances . Learn more Amazon GameLift FleetIQ Guide
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+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Filter options may be included to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE instances to be claimed. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is UTILIZED. If the game server claim status is CLAIMED. If the game server is running on an instance in DRAINING status and provided filter option does not allow placing on DRAINING instances. Learn more Amazon GameLift FleetIQ Guide
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  */
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  claimGameServer(callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
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  /**
@@ -36,11 +36,11 @@ declare class GameLift extends Service {
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  */
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  createAlias(callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
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  /**
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- * Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the operation in the following scenarios: To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
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+ * Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the CreateBuild operation in the following scenarios: Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
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  */
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  createBuild(params: GameLift.Types.CreateBuildInput, callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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  /**
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- * Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the operation in the following scenarios: To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
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+ * Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource. You can use the CreateBuild operation in the following scenarios: Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 All APIs by task
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  */
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  createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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  /**
@@ -516,11 +516,11 @@ declare class GameLift extends Service {
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  */
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  getComputeAuthToken(callback?: (err: AWSError, data: GameLift.Types.GetComputeAuthTokenOutput) => void): Request<GameLift.Types.GetComputeAuthTokenOutput, AWSError>;
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  /**
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- * Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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+ * Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed fleets. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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  */
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  getGameSessionLogUrl(params: GameLift.Types.GetGameSessionLogUrlInput, callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
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  /**
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- * Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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+ * Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed fleets. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. All APIs by task
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  */
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  getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
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  /**
@@ -990,6 +990,12 @@ declare namespace GameLift {
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  CertificateType: CertificateType;
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  }
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  export type CertificateType = "DISABLED"|"GENERATED"|string;
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+ export interface ClaimFilterOption {
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+ /**
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+ * List of instance statuses that game servers may be claimed on. If provided, the list must contain the ACTIVE status.
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+ */
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+ InstanceStatuses?: FilterInstanceStatuses;
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+ }
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  export interface ClaimGameServerInput {
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  /**
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  * A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want Amazon GameLift FleetIQ to look for an available game server to claim.
@@ -1003,6 +1009,10 @@ declare namespace GameLift {
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  * A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
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  */
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  GameServerData?: GameServerData;
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+ /**
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+ * Object that restricts how a claimed game server is chosen.
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+ */
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+ FilterOption?: ClaimFilterOption;
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  }
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  export interface ClaimGameServerOutput {
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  /**
@@ -1106,7 +1116,7 @@ declare namespace GameLift {
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  */
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  StorageLocation?: S3Location;
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  /**
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- * The operating system that you built the game server binaries to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system isn't specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value can't be changed later.
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+ * The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later. If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016 when creating new Windows-based builds.
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  */
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  OperatingSystem?: OperatingSystem;
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  /**
@@ -1362,7 +1372,7 @@ declare namespace GameLift {
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  */
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  Name: GameSessionQueueName;
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  /**
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- * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.
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+ * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.
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  */
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  TimeoutInSeconds?: WholeNumber;
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  /**
@@ -2498,6 +2508,8 @@ declare namespace GameLift {
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  */
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  AllowedLocations?: LocationList;
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  }
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+ export type FilterInstanceStatus = "ACTIVE"|"DRAINING"|string;
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+ export type FilterInstanceStatuses = FilterInstanceStatus[];
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  export type FleetAction = "AUTO_SCALING"|string;
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  export type FleetActionList = FleetAction[];
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  export type FleetArn = string;
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  */
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  GameSessionQueueArn?: GameSessionQueueArn;
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  /**
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- * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.
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+ * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.
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  */
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  TimeoutInSeconds?: WholeNumber;
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  /**
@@ -4678,7 +4690,7 @@ declare namespace GameLift {
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  */
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  Name: GameSessionQueueNameOrArn;
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  /**
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- * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.
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+ * The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.
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  */
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  TimeoutInSeconds?: WholeNumber;
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  /**
@@ -1657,6 +1657,7 @@ declare namespace Glue {
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  CrawlerName?: NameString;
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  }
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  export type ActionList = Action[];
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+ export type AdditionalOptionKeys = "performanceTuning.caching"|string;
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  export type AdditionalOptions = {[key: string]: EnclosedInStringProperty};
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  export type AdditionalPlanOptionsMap = {[key: string]: GenericString};
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  export type AggFunction = "avg"|"countDistinct"|"count"|"first"|"last"|"kurtosis"|"max"|"min"|"skewness"|"stddev_samp"|"stddev_pop"|"sum"|"sumDistinct"|"var_samp"|"var_pop"|string;
@@ -1691,11 +1692,11 @@ declare namespace Glue {
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  export type AggregateOperations = AggregateOperation[];
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  export interface AmazonRedshiftAdvancedOption {
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  /**
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- * The key when specifying a key-value pair.
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+ * The key for the additional connection option.
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  */
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  Key?: GenericString;
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  /**
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- * The value when specifying a key-value pair.
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+ * The value for the additional connection option.
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  */
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  Value?: GenericString;
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  }
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  * Specifies a target that writes to a data target in Amazon Redshift.
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  */
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  AmazonRedshiftTarget?: AmazonRedshiftTarget;
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+ /**
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+ * Specifies your data quality evaluation criteria. Allows multiple input data and returns a collection of Dynamic Frames.
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+ */
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+ EvaluateDataQualityMultiFrame?: EvaluateDataQualityMultiFrame;
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  }
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  export type CodeGenConfigurationNodes = {[key: string]: CodeGenConfigurationNode};
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  export interface CodeGenEdge {
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  export type CustomEntityTypeNames = NameString[];
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  export type CustomEntityTypes = CustomEntityType[];
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  export type CustomPatterns = string;
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+ export type DQAdditionalOptions = {[key: string]: GenericString};
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+ export type DQDLAliases = {[key: string]: EnclosedInStringProperty};
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  export type DQDLString = string;
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  export interface DQResultsPublishingOptions {
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  /**
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  * A pass or fail status for the rule.
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  */
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  Result?: DataQualityRuleResultStatus;
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+ /**
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+ * A map of metrics associated with the evaluation of the rule.
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+ */
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+ EvaluatedMetrics?: EvaluatedMetricsMap;
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  }
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  export type DataQualityRuleResultStatus = "PASS"|"FAIL"|"ERROR"|string;
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  export type DataQualityRuleResults = DataQualityRuleResult[];
@@ -4906,6 +4917,10 @@ declare namespace Glue {
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  * The name of the database where the Glue table exists.
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  */
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  DatabaseName: NameString;
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+ /**
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+ * The catalog id where the Glue table exists.
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+ */
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+ CatalogId?: NameString;
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  }
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  export interface DataSource {
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  /**
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  */
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  GlueTable: GlueTable;
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  }
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+ export type DataSourceMap = {[key: string]: DataSource};
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  export interface Database {
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  /**
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  * The name of the database. For Hive compatibility, this is folded to lowercase when it is stored.
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  */
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  StopJobOnFailureOptions?: DQStopJobOnFailureOptions;
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  }
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+ export interface EvaluateDataQualityMultiFrame {
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+ /**
5877
+ * The name of the data quality evaluation.
5878
+ */
5879
+ Name: NodeName;
5880
+ /**
5881
+ * The inputs of your data quality evaluation. The first input in this list is the primary data source.
5882
+ */
5883
+ Inputs: ManyInputs;
5884
+ /**
5885
+ * The aliases of all data sources except primary.
5886
+ */
5887
+ AdditionalDataSources?: DQDLAliases;
5888
+ /**
5889
+ * The ruleset for your data quality evaluation.
5890
+ */
5891
+ Ruleset: DQDLString;
5892
+ /**
5893
+ * Options to configure how your results are published.
5894
+ */
5895
+ PublishingOptions?: DQResultsPublishingOptions;
5896
+ /**
5897
+ * Options to configure runtime behavior of the transform.
5898
+ */
5899
+ AdditionalOptions?: DQAdditionalOptions;
5900
+ /**
5901
+ * Options to configure how your job will stop if your data quality evaluation fails.
5902
+ */
5903
+ StopJobOnFailureOptions?: DQStopJobOnFailureOptions;
5904
+ }
5905
+ export type EvaluatedMetricsMap = {[key: string]: NullableDouble};
5859
5906
  export interface EvaluationMetrics {
5860
5907
  /**
5861
5908
  * The type of machine learning transform.
@@ -6541,6 +6588,10 @@ declare namespace Glue {
6541
6588
  * A list of result IDs for the data quality results for the run.
6542
6589
  */
6543
6590
  ResultIds?: DataQualityResultIdList;
6591
+ /**
6592
+ * A map of reference strings to additional data sources you can specify for an evaluation run.
6593
+ */
6594
+ AdditionalDataSources?: DataSourceMap;
6544
6595
  }
6545
6596
  export interface GetDataQualityRulesetRequest {
6546
6597
  /**
@@ -11581,6 +11632,10 @@ declare namespace Glue {
11581
11632
  * A list of ruleset names.
11582
11633
  */
11583
11634
  RulesetNames: RulesetNames;
11635
+ /**
11636
+ * A map of reference strings to additional data sources you can specify for an evaluation run.
11637
+ */
11638
+ AdditionalDataSources?: DataSourceMap;
11584
11639
  }
11585
11640
  export interface StartDataQualityRulesetEvaluationRunResponse {
11586
11641
  /**
@@ -243,7 +243,7 @@ declare namespace MigrationHubRefactorSpaces {
243
243
  }
244
244
  export interface ApiGatewayProxyInput {
245
245
  /**
246
- * The type of endpoint to use for the API Gateway proxy. If no value is specified in the request, the value is set to REGIONAL by default. If the value is set to PRIVATE in the request, this creates a private API endpoint that is isolated from the public internet. The private endpoint can only be accessed by using Amazon Virtual Private Cloud (Amazon VPC) endpoints for Amazon API Gateway that have been granted access.
246
+ * The type of endpoint to use for the API Gateway proxy. If no value is specified in the request, the value is set to REGIONAL by default. If the value is set to PRIVATE in the request, this creates a private API endpoint that is isolated from the public internet. The private endpoint can only be accessed by using Amazon Virtual Private Cloud (Amazon VPC) interface endpoints for the Amazon API Gateway that has been granted access. For more information about creating a private connection with Refactor Spaces and interface endpoint (Amazon Web Services PrivateLink) availability, see Access Refactor Spaces using an interface endpoint (Amazon Web Services PrivateLink).
247
247
  */
248
248
  EndpointType?: ApiGatewayEndpointType;
249
249
  /**
@@ -1116,6 +1116,10 @@ declare namespace MigrationHubRefactorSpaces {
1116
1116
  RouteIdentifier: RouteId;
1117
1117
  }
1118
1118
  export interface GetRouteResponse {
1119
+ /**
1120
+ * If set to true, this option appends the source path to the service URL endpoint.
1121
+ */
1122
+ AppendSourcePath?: Boolean;
1119
1123
  /**
1120
1124
  * The ID of the application that the route belongs to.
1121
1125
  */
@@ -1173,7 +1177,7 @@ declare namespace MigrationHubRefactorSpaces {
1173
1177
  */
1174
1178
  ServiceId?: ServiceId;
1175
1179
  /**
1176
- * The path to use to match traffic. Paths must start with / and are relative to the base of the application.
1180
+ * This is the path that Refactor Spaces uses to match traffic. Paths must start with / and are relative to the base of the application. To use path parameters in the source path, add a variable in curly braces. For example, the resource path {user} represents a path parameter called 'user'.
1177
1181
  */
1178
1182
  SourcePath?: UriPath;
1179
1183
  /**
@@ -1456,6 +1460,10 @@ declare namespace MigrationHubRefactorSpaces {
1456
1460
  export type RouteState = "CREATING"|"ACTIVE"|"DELETING"|"FAILED"|"UPDATING"|"INACTIVE"|string;
1457
1461
  export type RouteSummaries = RouteSummary[];
1458
1462
  export interface RouteSummary {
1463
+ /**
1464
+ * If set to true, this option appends the source path to the service URL endpoint.
1465
+ */
1466
+ AppendSourcePath?: Boolean;
1459
1467
  /**
1460
1468
  * The unique identifier of the application.
1461
1469
  */
@@ -1513,7 +1521,7 @@ declare namespace MigrationHubRefactorSpaces {
1513
1521
  */
1514
1522
  ServiceId?: ServiceId;
1515
1523
  /**
1516
- * The path to use to match traffic. Paths must start with / and are relative to the base of the application.
1524
+ * This is the path that Refactor Spaces uses to match traffic. Paths must start with / and are relative to the base of the application. To use path parameters in the source path, add a variable in curly braces. For example, the resource path {user} represents a path parameter called 'user'.
1517
1525
  */
1518
1526
  SourcePath?: UriPath;
1519
1527
  /**
@@ -1684,6 +1692,10 @@ declare namespace MigrationHubRefactorSpaces {
1684
1692
  * If set to ACTIVE, traffic is forwarded to this route’s service after the route is created.
1685
1693
  */
1686
1694
  ActivationState: RouteActivationState;
1695
+ /**
1696
+ * If set to true, this option appends the source path to the service URL endpoint.
1697
+ */
1698
+ AppendSourcePath?: Boolean;
1687
1699
  /**
1688
1700
  * Indicates whether to match all subpaths of the given source path. If this value is false, requests must match the source path exactly before they are forwarded to this route's service.
1689
1701
  */
@@ -1693,7 +1705,7 @@ declare namespace MigrationHubRefactorSpaces {
1693
1705
  */
1694
1706
  Methods?: HttpMethods;
1695
1707
  /**
1696
- * The path to use to match traffic. Paths must start with / and are relative to the base of the application.
1708
+ * This is the path that Refactor Spaces uses to match traffic. Paths must start with / and are relative to the base of the application. To use path parameters in the source path, add a variable in curly braces. For example, the resource path {user} represents a path parameter called 'user'.
1697
1709
  */
1698
1710
  SourcePath: UriPath;
1699
1711
  }
@@ -3039,7 +3039,7 @@ declare namespace Pinpoint {
3039
3039
  */
3040
3040
  Subject?: __string;
3041
3041
  /**
3042
- * A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
3042
+ * As of 22-05-2023 tags has been deprecated for update operations. After this date any value in tags is not processed and an error code is not returned. To manage tags we recommend using either Tags in the API Reference for Amazon Pinpoint, resourcegroupstaggingapi commands in the AWS Command Line Interface Documentation or resourcegroupstaggingapi in the AWS SDK. (Deprecated) A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
3043
3043
  */
3044
3044
  tags?: MapOf__string;
3045
3045
  /**
@@ -4841,7 +4841,7 @@ declare namespace Pinpoint {
4841
4841
  */
4842
4842
  Layout?: Layout;
4843
4843
  /**
4844
- * A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
4844
+ * As of 22-05-2023 tags has been deprecated for update operations. After this date any value in tags is not processed and an error code is not returned. To manage tags we recommend using either Tags in the API Reference for Amazon Pinpoint, resourcegroupstaggingapi commands in the AWS Command Line Interface Documentation or resourcegroupstaggingapi in the AWS SDK. (Deprecated) A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
4845
4845
  */
4846
4846
  tags?: MapOf__string;
4847
4847
  /**
@@ -5710,7 +5710,7 @@ declare namespace Pinpoint {
5710
5710
  */
5711
5711
  RecommenderId?: __string;
5712
5712
  /**
5713
- * A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
5713
+ * As of 22-05-2023 tags has been deprecated for update operations. After this date any value in tags is not processed and an error code is not returned. To manage tags we recommend using either Tags in the API Reference for Amazon Pinpoint, resourcegroupstaggingapi commands in the AWS Command Line Interface Documentation or resourcegroupstaggingapi in the AWS SDK. (Deprecated) A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
5714
5714
  */
5715
5715
  tags?: MapOf__string;
5716
5716
  /**
@@ -6074,7 +6074,7 @@ declare namespace Pinpoint {
6074
6074
  */
6075
6075
  RecommenderId?: __string;
6076
6076
  /**
6077
- * A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
6077
+ * As of 22-05-2023 tags has been deprecated for update operations. After this date any value in tags is not processed and an error code is not returned. To manage tags we recommend using either Tags in the API Reference for Amazon Pinpoint, resourcegroupstaggingapi commands in the AWS Command Line Interface Documentation or resourcegroupstaggingapi in the AWS SDK. (Deprecated) A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
6078
6078
  */
6079
6079
  tags?: MapOf__string;
6080
6080
  /**
@@ -7220,7 +7220,7 @@ declare namespace Pinpoint {
7220
7220
  */
7221
7221
  LanguageCode?: __string;
7222
7222
  /**
7223
- * A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
7223
+ * As of 22-05-2023 tags has been deprecated for update operations. After this date any value in tags is not processed and an error code is not returned. To manage tags we recommend using either Tags in the API Reference for Amazon Pinpoint, resourcegroupstaggingapi commands in the AWS Command Line Interface Documentation or resourcegroupstaggingapi in the AWS SDK. (Deprecated) A string-to-string map of key-value pairs that defines the tags to associate with the message template. Each tag consists of a required tag key and an associated tag value.
7224
7224
  */
7225
7225
  tags?: MapOf__string;
7226
7226
  /**
@@ -7371,7 +7371,7 @@ declare namespace Pinpoint {
7371
7371
  */
7372
7372
  SegmentVersion?: __integer;
7373
7373
  /**
7374
- * A string-to-string map of key-value pairs that defines the tags to associate with the campaign. Each tag consists of a required tag key and an associated tag value.
7374
+ * As of 22-05-2023 tags has been deprecated for update operations. After this date any value in tags is not processed and an error code is not returned. To manage tags we recommend using either Tags in the API Reference for Amazon Pinpoint, resourcegroupstaggingapi commands in the AWS Command Line Interface Documentation or resourcegroupstaggingapi in the AWS SDK. (Deprecated) A string-to-string map of key-value pairs that defines the tags to associate with the campaign. Each tag consists of a required tag key and an associated tag value.
7375
7375
  */
7376
7376
  tags?: MapOf__string;
7377
7377
  /**
@@ -7491,7 +7491,7 @@ declare namespace Pinpoint {
7491
7491
  */
7492
7492
  SegmentGroups?: SegmentGroupList;
7493
7493
  /**
7494
- * A string-to-string map of key-value pairs that defines the tags to associate with the segment. Each tag consists of a required tag key and an associated tag value.
7494
+ * As of 22-05-2023 tags has been deprecated for update operations. After this date any value in tags is not processed and an error code is not returned. To manage tags we recommend using either Tags in the API Reference for Amazon Pinpoint, resourcegroupstaggingapi commands in the AWS Command Line Interface Documentation or resourcegroupstaggingapi in the AWS SDK. (Deprecated) A string-to-string map of key-value pairs that defines the tags to associate with the segment. Each tag consists of a required tag key and an associated tag value.
7495
7495
  */
7496
7496
  tags?: MapOf__string;
7497
7497
  }