cdk-docker-image-deployment 0.0.89 → 0.0.91
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/destination.js +1 -1
- package/lib/docker-image-deployment.js +1 -1
- package/lib/source.js +1 -1
- package/node_modules/aws-sdk/CHANGELOG.md +19 -1
- package/node_modules/aws-sdk/README.md +1 -1
- package/node_modules/aws-sdk/apis/accessanalyzer-2019-11-01.min.json +2 -1
- package/node_modules/aws-sdk/apis/athena-2017-05-18.min.json +762 -46
- package/node_modules/aws-sdk/apis/athena-2017-05-18.paginators.json +20 -0
- package/node_modules/aws-sdk/apis/codecatalyst-2022-09-28.examples.json +5 -0
- package/node_modules/aws-sdk/apis/codecatalyst-2022-09-28.min.json +1268 -0
- package/node_modules/aws-sdk/apis/codecatalyst-2022-09-28.paginators.json +45 -0
- package/node_modules/aws-sdk/apis/codecatalyst-2022-09-28.waiters2.json +5 -0
- package/node_modules/aws-sdk/apis/comprehend-2017-11-27.min.json +332 -157
- package/node_modules/aws-sdk/apis/comprehend-2017-11-27.paginators.json +35 -23
- package/node_modules/aws-sdk/apis/dataexchange-2017-07-25.min.json +230 -14
- package/node_modules/aws-sdk/apis/docdb-elastic-2022-11-28.examples.json +5 -0
- package/node_modules/aws-sdk/apis/docdb-elastic-2022-11-28.min.json +586 -0
- package/node_modules/aws-sdk/apis/docdb-elastic-2022-11-28.paginators.json +16 -0
- package/node_modules/aws-sdk/apis/gamelift-2015-10-01.min.json +423 -164
- package/node_modules/aws-sdk/apis/gamelift-2015-10-01.paginators.json +12 -0
- package/node_modules/aws-sdk/apis/glue-2017-03-31.min.json +1169 -483
- package/node_modules/aws-sdk/apis/glue-2017-03-31.paginators.json +20 -0
- package/node_modules/aws-sdk/apis/metadata.json +14 -0
- package/node_modules/aws-sdk/apis/pipes-2015-10-07.examples.json +5 -0
- package/node_modules/aws-sdk/apis/pipes-2015-10-07.min.json +1329 -0
- package/node_modules/aws-sdk/apis/pipes-2015-10-07.paginators.json +10 -0
- package/node_modules/aws-sdk/apis/s3control-2018-08-20.min.json +6 -3
- package/node_modules/aws-sdk/apis/sagemaker-2017-07-24.min.json +2666 -931
- package/node_modules/aws-sdk/apis/sagemaker-2017-07-24.paginators.json +42 -0
- package/node_modules/aws-sdk/apis/sagemaker-geospatial-2020-05-27.examples.json +5 -0
- package/node_modules/aws-sdk/apis/sagemaker-geospatial-2020-05-27.min.json +1516 -0
- package/node_modules/aws-sdk/apis/sagemaker-geospatial-2020-05-27.paginators.json +26 -0
- package/node_modules/aws-sdk/apis/states-2016-11-23.min.json +285 -62
- package/node_modules/aws-sdk/apis/states-2016-11-23.paginators.json +6 -0
- package/node_modules/aws-sdk/clients/accessanalyzer.d.ts +5 -1
- package/node_modules/aws-sdk/clients/all.d.ts +4 -0
- package/node_modules/aws-sdk/clients/all.js +5 -1
- package/node_modules/aws-sdk/clients/athena.d.ts +1043 -42
- package/node_modules/aws-sdk/clients/codecatalyst.d.ts +1403 -0
- package/node_modules/aws-sdk/clients/codecatalyst.js +19 -0
- package/node_modules/aws-sdk/clients/comprehend.d.ts +238 -18
- package/node_modules/aws-sdk/clients/dataexchange.d.ts +269 -26
- package/node_modules/aws-sdk/clients/docdbelastic.d.ts +565 -0
- package/node_modules/aws-sdk/clients/docdbelastic.js +18 -0
- package/node_modules/aws-sdk/clients/gamelift.d.ts +712 -323
- package/node_modules/aws-sdk/clients/glue.d.ts +1026 -83
- package/node_modules/aws-sdk/clients/pipes.d.ts +1612 -0
- package/node_modules/aws-sdk/clients/pipes.js +18 -0
- package/node_modules/aws-sdk/clients/s3control.d.ts +18 -6
- package/node_modules/aws-sdk/clients/sagemaker.d.ts +2434 -98
- package/node_modules/aws-sdk/clients/sagemakergeospatial.d.ts +1610 -0
- package/node_modules/aws-sdk/clients/sagemakergeospatial.js +18 -0
- package/node_modules/aws-sdk/clients/stepfunctions.d.ts +290 -17
- package/node_modules/aws-sdk/dist/aws-sdk-core-react-native.js +3 -3
- package/node_modules/aws-sdk/dist/aws-sdk-react-native.js +176 -21
- package/node_modules/aws-sdk/dist/aws-sdk.js +1576 -367
- package/node_modules/aws-sdk/dist/aws-sdk.min.js +96 -96
- package/node_modules/aws-sdk/lib/config_service_placeholders.d.ts +8 -0
- package/node_modules/aws-sdk/lib/core.js +1 -1
- package/node_modules/aws-sdk/lib/region_config_data.json +4 -2
- package/node_modules/aws-sdk/package.json +1 -1
- package/package.json +3 -3
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@@ -12,67 +12,67 @@ declare class GameLift extends Service {
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constructor(options?: GameLift.Types.ClientConfiguration)
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config: Config & GameLift.Types.ClientConfiguration;
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/**
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* Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match or failed to respond, the ticket status is set to CANCELLED, and processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is returned to SEARCHING to find a new match. A new matchmaking request for these players can be submitted as needed. Learn more Add FlexMatch to a game client FlexMatch events (reference)
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* Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match or failed to respond, the ticket status is set to CANCELLED, and processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is returned to SEARCHING to find a new match. A new matchmaking request for these players can be submitted as needed. Learn more Add FlexMatch to a game client FlexMatch events (reference)
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*/
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acceptMatch(params: GameLift.Types.AcceptMatchInput, callback?: (err: AWSError, data: GameLift.Types.AcceptMatchOutput) => void): Request<GameLift.Types.AcceptMatchOutput, AWSError>;
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/**
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* Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match or failed to respond, the ticket status is set to CANCELLED, and processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is returned to SEARCHING to find a new match. A new matchmaking request for these players can be submitted as needed. Learn more Add FlexMatch to a game client FlexMatch events (reference)
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* Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match or failed to respond, the ticket status is set to CANCELLED, and processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is returned to SEARCHING to find a new match. A new matchmaking request for these players can be submitted as needed. Learn more Add FlexMatch to a game client FlexMatch events (reference)
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*/
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acceptMatch(callback?: (err: AWSError, data: GameLift.Types.AcceptMatchOutput) => void): Request<GameLift.Types.AcceptMatchOutput, AWSError>;
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/**
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* 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
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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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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
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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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claimGameServer(callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
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/**
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* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias. Related actions
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* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias. Related actions All APIs by task
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createAlias(params: GameLift.Types.CreateAliasInput, callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
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/**
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* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias. Related actions
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* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias. Related actions All APIs by task
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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.
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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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createBuild(params: GameLift.Types.CreateBuildInput, callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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* Creates a new Amazon GameLift build resource for your game server binary files.
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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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createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
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* Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) 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 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 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 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 GameLift to initiate the fleet creation workflow.
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* Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) 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 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 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 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 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 Elastic Compute Cloud) 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 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 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 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 GameLift to initiate the fleet creation workflow.
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* Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) 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 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 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 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 GameLift to initiate the fleet creation workflow. Learn more Setting up fleets Debug fleet creation issues 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
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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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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
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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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* 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 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 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 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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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
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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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createGameSession(params: GameLift.Types.CreateGameSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
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* Creates a multiplayer game session for players 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
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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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createGameSession(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
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createGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionQueueOutput) => void): Request<GameLift.Types.CreateGameSessionQueueOutput, AWSError>;
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createLocation(params: GameLift.Types.CreateLocationInput, 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 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
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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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* Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set. Learn more Build a rule set Design a matchmaker Matchmaking with FlexMatch
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createMatchmakingRuleSet(params: GameLift.Types.CreateMatchmakingRuleSetInput, callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.CreateMatchmakingRuleSetOutput, AWSError>;
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* Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set. Learn more Build a rule set Design a matchmaker Matchmaking with FlexMatch
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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
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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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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
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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 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
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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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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
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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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createPlayerSessions(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
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* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions
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* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions All APIs by task
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createScript(params: GameLift.Types.CreateScriptInput, callback?: (err: AWSError, data: GameLift.Types.CreateScriptOutput) => void): Request<GameLift.Types.CreateScriptOutput, AWSError>;
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* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions
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* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions All APIs by task
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createScript(callback?: (err: AWSError, data: GameLift.Types.CreateScriptOutput) => void): Request<GameLift.Types.CreateScriptOutput, AWSError>;
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* Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources.
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* Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. After you've received authorization, use CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets. You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC. To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon GameLift. The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid. Related actions All APIs by task
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createVpcPeeringAuthorization(params: GameLift.Types.CreateVpcPeeringAuthorizationInput, callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.CreateVpcPeeringAuthorizationOutput, AWSError>;
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* Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources.
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* Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. After you've received authorization, use CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets. You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC. To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon GameLift. The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid. Related actions All APIs by task
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createVpcPeeringAuthorization(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.CreateVpcPeeringAuthorizationOutput, AWSError>;
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* Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to
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* Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to use CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc. To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents . Related actions All APIs by task
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createVpcPeeringConnection(params: GameLift.Types.CreateVpcPeeringConnectionInput, callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
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* Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to
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* Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to use CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc. To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents . Related actions All APIs by task
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createVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
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* Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. Related actions
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* Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. Related actions All APIs by task
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deleteAlias(params: GameLift.Types.DeleteAliasInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. Related actions
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* Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. Related actions All APIs by task
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deleteAlias(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID. Learn more Upload a Custom Server Build
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* Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID. Learn more Upload a Custom Server Build All APIs by task
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deleteBuild(params: GameLift.Types.DeleteBuildInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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* Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID. Learn more Upload a Custom Server Build
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* Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID. Learn more Upload a Custom Server Build All APIs by task
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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
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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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deleteFleet(params: GameLift.Types.DeleteFleetInput, 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
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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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deleteFleet(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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/**
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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 GameLift fleets
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*/
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deleteFleetLocations(params: GameLift.Types.DeleteFleetLocationsInput, callback?: (err: AWSError, data: GameLift.Types.DeleteFleetLocationsOutput) => void): Request<GameLift.Types.DeleteFleetLocationsOutput, AWSError>;
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/**
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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 GameLift fleets
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deleteFleetLocations(callback?: (err: AWSError, data: GameLift.Types.DeleteFleetLocationsOutput) => void): Request<GameLift.Types.DeleteFleetLocationsOutput, AWSError>;
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/**
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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 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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deleteGameServerGroup(params: GameLift.Types.DeleteGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.DeleteGameServerGroupOutput) => void): Request<GameLift.Types.DeleteGameServerGroupOutput, AWSError>;
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/**
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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 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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deleteGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.DeleteGameServerGroupOutput) => void): Request<GameLift.Types.DeleteGameServerGroupOutput, AWSError>;
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/**
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* Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
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* Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
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deleteGameSessionQueue(params: GameLift.Types.DeleteGameSessionQueueInput, callback?: (err: AWSError, data: GameLift.Types.DeleteGameSessionQueueOutput) => void): Request<GameLift.Types.DeleteGameSessionQueueOutput, AWSError>;
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/**
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* Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
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* Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
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deleteGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.DeleteGameSessionQueueOutput) => void): Request<GameLift.Types.DeleteGameSessionQueueOutput, AWSError>;
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/**
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*
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* Deletes a custom location. Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information see, DeregisterCompute.
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*/
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deleteLocation(params: GameLift.Types.DeleteLocationInput, callback?: (err: AWSError, data: GameLift.Types.DeleteLocationOutput) => void): Request<GameLift.Types.DeleteLocationOutput, AWSError>;
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* Deletes a custom location. Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information see, DeregisterCompute.
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deleteLocation(callback?: (err: AWSError, data: GameLift.Types.DeleteLocationOutput) => void): Request<GameLift.Types.DeleteLocationOutput, AWSError>;
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/**
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* Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.
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deleteMatchmakingConfiguration(params: GameLift.Types.DeleteMatchmakingConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingConfigurationOutput) => void): Request<GameLift.Types.DeleteMatchmakingConfigurationOutput, AWSError>;
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* Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.
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* Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.
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deleteMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingConfigurationOutput) => void): Request<GameLift.Types.DeleteMatchmakingConfigurationOutput, AWSError>;
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* Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration. Learn more Build a rule set
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* Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration. Learn more Build a rule set
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deleteMatchmakingRuleSet(params: GameLift.Types.DeleteMatchmakingRuleSetInput, callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingRuleSetOutput) => void): Request<GameLift.Types.DeleteMatchmakingRuleSetOutput, AWSError>;
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/**
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* Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration. Learn more Build a rule set
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* Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration. Learn more Build a rule set
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deleteMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingRuleSetOutput) => void): Request<GameLift.Types.DeleteMatchmakingRuleSetOutput, AWSError>;
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/**
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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,
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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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deleteScalingPolicy(params: GameLift.Types.DeleteScalingPolicyInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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/**
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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,
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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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deleteScalingPolicy(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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/**
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* Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon GameLift Realtime Servers Related actions
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* Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon GameLift Realtime Servers Related actions All APIs by task
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deleteScript(params: GameLift.Types.DeleteScriptInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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/**
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* Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon GameLift Realtime Servers Related actions
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* Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon GameLift Realtime Servers Related actions All APIs by task
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deleteScript(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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/**
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* Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection,
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* Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection. Related actions All APIs by task
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deleteVpcPeeringAuthorization(params: GameLift.Types.DeleteVpcPeeringAuthorizationInput, callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.DeleteVpcPeeringAuthorizationOutput, AWSError>;
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/**
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* Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection,
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* Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection. Related actions All APIs by task
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deleteVpcPeeringAuthorization(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.DeleteVpcPeeringAuthorizationOutput, AWSError>;
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/**
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* Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete
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* Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete.. Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions All APIs by task
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deleteVpcPeeringConnection(params: GameLift.Types.DeleteVpcPeeringConnectionInput, callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
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/**
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* Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete
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* Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete.. Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions All APIs by task
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deleteVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
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/**
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*
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* Removes a compute resource from the specified fleet. Deregister your compute resources before you delete the compute.
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*/
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deregisterCompute(params: GameLift.Types.DeregisterComputeInput, callback?: (err: AWSError, data: GameLift.Types.DeregisterComputeOutput) => void): Request<GameLift.Types.DeregisterComputeOutput, AWSError>;
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/**
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* Removes a compute resource from the specified fleet. Deregister your compute resources before you delete the compute.
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deregisterCompute(callback?: (err: AWSError, data: GameLift.Types.DeregisterComputeOutput) => void): Request<GameLift.Types.DeregisterComputeOutput, AWSError>;
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/**
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* 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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deregisterGameServer(params: GameLift.Types.DeregisterGameServerInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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/**
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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 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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deregisterGameServer(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
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/**
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* Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias. To get alias properties, specify the alias ID. If successful, the requested alias record is returned. Related actions
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* Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias. To get alias properties, specify the alias ID. If successful, the requested alias record is returned. Related actions All APIs by task
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describeAlias(params: GameLift.Types.DescribeAliasInput, callback?: (err: AWSError, data: GameLift.Types.DescribeAliasOutput) => void): Request<GameLift.Types.DescribeAliasOutput, AWSError>;
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/**
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* Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias. To get alias properties, specify the alias ID. If successful, the requested alias record is returned. Related actions
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* Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias. To get alias properties, specify the alias ID. If successful, the requested alias record is returned. Related actions All APIs by task
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describeAlias(callback?: (err: AWSError, data: GameLift.Types.DescribeAliasOutput) => void): Request<GameLift.Types.DescribeAliasOutput, AWSError>;
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/**
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* Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned. Learn more Upload a Custom Server Build
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* Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned. Learn more Upload a Custom Server Build All APIs by task
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describeBuild(params: GameLift.Types.DescribeBuildInput, callback?: (err: AWSError, data: GameLift.Types.DescribeBuildOutput) => void): Request<GameLift.Types.DescribeBuildOutput, AWSError>;
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/**
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* Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned. Learn more Upload a Custom Server Build
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* Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned. Learn more Upload a Custom Server Build All APIs by task
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describeBuild(callback?: (err: AWSError, data: GameLift.Types.DescribeBuildOutput) => void): Request<GameLift.Types.DescribeBuildOutput, AWSError>;
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/**
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* Retrieves
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* Retrieves properties for a compute resource. To request a compute resource specify the fleet ID and compute name. If successful, GameLift returns an object containing the build properties.
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*/
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describeCompute(params: GameLift.Types.DescribeComputeInput, callback?: (err: AWSError, data: GameLift.Types.DescribeComputeOutput) => void): Request<GameLift.Types.DescribeComputeOutput, AWSError>;
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/**
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* Retrieves properties for a compute resource. To request a compute resource specify the fleet ID and compute name. If successful, GameLift returns an object containing the build properties.
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*/
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describeCompute(callback?: (err: AWSError, data: GameLift.Types.DescribeComputeOutput) => void): Request<GameLift.Types.DescribeComputeOutput, AWSError>;
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/**
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* 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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*/
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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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/**
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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 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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*/
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describeEC2InstanceLimits(callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
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/**
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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 GameLift fleets
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*/
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describeFleetAttributes(params: GameLift.Types.DescribeFleetAttributesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetAttributesOutput) => void): Request<GameLift.Types.DescribeFleetAttributesOutput, AWSError>;
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/**
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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 GameLift fleets
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*/
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describeFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetAttributesOutput) => void): Request<GameLift.Types.DescribeFleetAttributesOutput, AWSError>;
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/**
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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.
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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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describeFleetCapacity(params: GameLift.Types.DescribeFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetCapacityOutput) => void): Request<GameLift.Types.DescribeFleetCapacityOutput, AWSError>;
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/**
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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.
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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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describeFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetCapacityOutput) => void): Request<GameLift.Types.DescribeFleetCapacityOutput, AWSError>;
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/**
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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 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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/**
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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 GameLift fleets
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describeFleetEvents(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetEventsOutput) => void): Request<GameLift.Types.DescribeFleetEventsOutput, AWSError>;
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/**
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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 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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/**
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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 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 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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/**
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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 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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/**
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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 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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347
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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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describeFleetLocationUtilization(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetLocationUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetLocationUtilizationOutput, 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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351
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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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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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323
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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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355
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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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*/
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describeFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetPortSettingsOutput) => void): Request<GameLift.Types.DescribeFleetPortSettingsOutput, AWSError>;
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/**
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327
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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 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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/**
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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 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 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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*/
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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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371
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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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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 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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*/
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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 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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*/
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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.
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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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*/
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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.
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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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describeGameServerInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerInstancesOutput) => void): Request<GameLift.Types.DescribeGameServerInstancesOutput, AWSError>;
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/**
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* Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
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* Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. This operation can be used in the following ways: To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations. To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each game session that matches the request. Learn more Find a game session All APIs by task
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describeGameSessionDetails(params: GameLift.Types.DescribeGameSessionDetailsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
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/**
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* Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
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* Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. This operation can be used in the following ways: To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations. To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each game session that matches the request. Learn more Find a game session All APIs by task
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describeGameSessionDetails(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
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/**
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* Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage.
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* Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage.
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describeGameSessionPlacement(params: GameLift.Types.DescribeGameSessionPlacementInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionPlacementOutput) => void): Request<GameLift.Types.DescribeGameSessionPlacementOutput, AWSError>;
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/**
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* Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage.
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* Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage.
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describeGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionPlacementOutput) => void): Request<GameLift.Types.DescribeGameSessionPlacementOutput, AWSError>;
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/**
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* Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages.
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* Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. When specifying a list of queues, objects are returned only for queues that currently exist in the Region. Learn more View Your Queues
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*/
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describeGameSessionQueues(params: GameLift.Types.DescribeGameSessionQueuesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionQueuesOutput) => void): Request<GameLift.Types.DescribeGameSessionQueuesOutput, AWSError>;
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/**
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* Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages.
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* Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. When specifying a list of queues, objects are returned only for queues that currently exist in the Region. Learn more View Your Queues
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*/
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describeGameSessionQueues(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionQueuesOutput) => void): Request<GameLift.Types.DescribeGameSessionQueuesOutput, AWSError>;
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/**
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* Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
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* Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. This operation can be used in the following ways: To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations. To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions should only be used for games in development with low game session usage. Available in Amazon GameLift Local. Learn more Find a game session All APIs by task
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describeGameSessions(params: GameLift.Types.DescribeGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
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/**
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* Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
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* Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. This operation can be used in the following ways: To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations. To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions should only be used for games in development with low game session usage. Available in Amazon GameLift Local. Learn more Find a game session All APIs by task
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describeGameSessions(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
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/**
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* Retrieves information about a fleet's instances, including instance IDs, connection data, and status. This operation can be used in the following ways: To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID. To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name. To get information on a specific instance in a fleet, provide the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each requested instance. Instances are not returned in any particular order. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions
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* Retrieves information about a fleet's instances, including instance IDs, connection data, and status. This operation can be used in the following ways: To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID. To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name. To get information on a specific instance in a fleet, provide the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each requested instance. Instances are not returned in any particular order. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions All APIs by task
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describeInstances(params: GameLift.Types.DescribeInstancesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
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/**
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* Retrieves information about a fleet's instances, including instance IDs, connection data, and status. This operation can be used in the following ways: To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID. To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name. To get information on a specific instance in a fleet, provide the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each requested instance. Instances are not returned in any particular order. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions
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* Retrieves information about a fleet's instances, including instance IDs, connection data, and status. This operation can be used in the following ways: To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID. To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name. To get information on a specific instance in a fleet, provide the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each requested instance. Instances are not returned in any particular order. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions All APIs by task
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*/
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describeInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
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/**
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* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration.
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* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification
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*/
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describeMatchmaking(params: GameLift.Types.DescribeMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingOutput) => void): Request<GameLift.Types.DescribeMatchmakingOutput, AWSError>;
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/**
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403
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* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration.
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435
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+
* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification
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*/
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describeMatchmaking(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingOutput) => void): Request<GameLift.Types.DescribeMatchmakingOutput, AWSError>;
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/**
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407
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* Retrieves the details of FlexMatch matchmaking configurations. This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. Learn more Setting up FlexMatch matchmakers
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439
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+
* Retrieves the details of FlexMatch matchmaking configurations. This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. Learn more Setting up FlexMatch matchmakers
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*/
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describeMatchmakingConfigurations(params: GameLift.Types.DescribeMatchmakingConfigurationsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingConfigurationsOutput) => void): Request<GameLift.Types.DescribeMatchmakingConfigurationsOutput, AWSError>;
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410
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/**
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411
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* Retrieves the details of FlexMatch matchmaking configurations. This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. Learn more Setting up FlexMatch matchmakers
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+
* Retrieves the details of FlexMatch matchmaking configurations. This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. Learn more Setting up FlexMatch matchmakers
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412
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*/
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describeMatchmakingConfigurations(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingConfigurationsOutput) => void): Request<GameLift.Types.DescribeMatchmakingConfigurationsOutput, AWSError>;
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414
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/**
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415
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* Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name. Learn more Build a rule set
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447
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+
* Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name. Learn more Build a rule set
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*/
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describeMatchmakingRuleSets(params: GameLift.Types.DescribeMatchmakingRuleSetsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingRuleSetsOutput) => void): Request<GameLift.Types.DescribeMatchmakingRuleSetsOutput, AWSError>;
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/**
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* Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name. Learn more Build a rule set
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+
* Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name. Learn more Build a rule set
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*/
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describeMatchmakingRuleSets(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingRuleSetsOutput) => void): Request<GameLift.Types.DescribeMatchmakingRuleSetsOutput, AWSError>;
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/**
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* Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request.
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+
* Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request. Related actions All APIs by task
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*/
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describePlayerSessions(params: GameLift.Types.DescribePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
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/**
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* Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request.
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+
* Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request. Related actions All APIs by task
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*/
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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 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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*/
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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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/**
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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 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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*/
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describeRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.DescribeRuntimeConfigurationOutput) => void): Request<GameLift.Types.DescribeRuntimeConfigurationOutput, AWSError>;
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/**
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* Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended
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* Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE.
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*/
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describeScalingPolicies(params: GameLift.Types.DescribeScalingPoliciesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
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442
474
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/**
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443
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* Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended
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475
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+
* Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE.
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444
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*/
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445
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describeScalingPolicies(callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
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446
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/**
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447
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* Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon GameLift Realtime Servers Related actions
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479
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+
* Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon GameLift Realtime Servers Related actions All APIs by task
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448
480
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*/
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449
481
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describeScript(params: GameLift.Types.DescribeScriptInput, callback?: (err: AWSError, data: GameLift.Types.DescribeScriptOutput) => void): Request<GameLift.Types.DescribeScriptOutput, AWSError>;
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450
482
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/**
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451
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-
* Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon GameLift Realtime Servers Related actions
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483
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+
* Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon GameLift Realtime Servers Related actions All APIs by task
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452
484
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*/
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453
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describeScript(callback?: (err: AWSError, data: GameLift.Types.DescribeScriptOutput) => void): Request<GameLift.Types.DescribeScriptOutput, AWSError>;
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454
486
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/**
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455
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* Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. Related actions
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487
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+
* Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. Related actions All APIs by task
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456
488
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*/
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489
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describeVpcPeeringAuthorizations(params: GameLift.Types.DescribeVpcPeeringAuthorizationsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringAuthorizationsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringAuthorizationsOutput, AWSError>;
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458
490
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/**
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459
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* Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. Related actions
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491
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+
* Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. Related actions All APIs by task
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460
492
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*/
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461
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describeVpcPeeringAuthorizations(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringAuthorizationsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringAuthorizationsOutput, AWSError>;
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462
494
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/**
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463
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* Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions
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495
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+
* Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions All APIs by task
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464
496
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*/
|
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465
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describeVpcPeeringConnections(params: GameLift.Types.DescribeVpcPeeringConnectionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
|
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466
498
|
/**
|
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467
|
-
* Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions
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499
|
+
* Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions All APIs by task
|
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468
500
|
*/
|
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469
501
|
describeVpcPeeringConnections(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
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470
502
|
/**
|
|
471
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-
*
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503
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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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504
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+
*/
|
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505
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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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506
|
+
/**
|
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507
|
+
* 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
|
|
508
|
+
*/
|
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509
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+
getComputeAccess(callback?: (err: AWSError, data: GameLift.Types.GetComputeAccessOutput) => void): Request<GameLift.Types.GetComputeAccessOutput, AWSError>;
|
|
510
|
+
/**
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511
|
+
* Requests an authorization token from GameLift. The authorization token is used by your game server to authenticate with GameLift. Each authentication token has an expiration token. To continue using the compute resource to host your game server, regularly retrieve a new authorization token.
|
|
512
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+
*/
|
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513
|
+
getComputeAuthToken(params: GameLift.Types.GetComputeAuthTokenInput, callback?: (err: AWSError, data: GameLift.Types.GetComputeAuthTokenOutput) => void): Request<GameLift.Types.GetComputeAuthTokenOutput, AWSError>;
|
|
514
|
+
/**
|
|
515
|
+
* Requests an authorization token from GameLift. The authorization token is used by your game server to authenticate with GameLift. Each authentication token has an expiration token. To continue using the compute resource to host your game server, regularly retrieve a new authorization token.
|
|
516
|
+
*/
|
|
517
|
+
getComputeAuthToken(callback?: (err: AWSError, data: GameLift.Types.GetComputeAuthTokenOutput) => void): Request<GameLift.Types.GetComputeAuthTokenOutput, AWSError>;
|
|
518
|
+
/**
|
|
519
|
+
* 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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472
520
|
*/
|
|
473
521
|
getGameSessionLogUrl(params: GameLift.Types.GetGameSessionLogUrlInput, callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
|
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474
522
|
/**
|
|
475
|
-
* 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.
|
|
523
|
+
* 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
|
|
476
524
|
*/
|
|
477
525
|
getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
|
|
478
526
|
/**
|
|
479
|
-
* 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.
|
|
527
|
+
* 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
|
|
480
528
|
*/
|
|
481
529
|
getInstanceAccess(params: GameLift.Types.GetInstanceAccessInput, callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
|
|
482
530
|
/**
|
|
483
|
-
* 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.
|
|
531
|
+
* 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
|
|
484
532
|
*/
|
|
485
533
|
getInstanceAccess(callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
|
|
486
534
|
/**
|
|
487
|
-
* Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. Returned aliases are not listed in any particular order. Related actions
|
|
535
|
+
* Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. Returned aliases are not listed in any particular order. Related actions All APIs by task
|
|
488
536
|
*/
|
|
489
537
|
listAliases(params: GameLift.Types.ListAliasesInput, callback?: (err: AWSError, data: GameLift.Types.ListAliasesOutput) => void): Request<GameLift.Types.ListAliasesOutput, AWSError>;
|
|
490
538
|
/**
|
|
491
|
-
* Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. Returned aliases are not listed in any particular order. Related actions
|
|
539
|
+
* Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. Returned aliases are not listed in any particular order. Related actions All APIs by task
|
|
492
540
|
*/
|
|
493
541
|
listAliases(callback?: (err: AWSError, data: GameLift.Types.ListAliasesOutput) => void): Request<GameLift.Types.ListAliasesOutput, AWSError>;
|
|
494
542
|
/**
|
|
495
|
-
* Retrieves build resources for all builds associated with the Amazon Web Services account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build resources are not listed in any particular order. Learn more Upload a Custom Server Build
|
|
543
|
+
* Retrieves build resources for all builds associated with the Amazon Web Services account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build resources are not listed in any particular order. Learn more Upload a Custom Server Build All APIs by task
|
|
496
544
|
*/
|
|
497
545
|
listBuilds(params: GameLift.Types.ListBuildsInput, callback?: (err: AWSError, data: GameLift.Types.ListBuildsOutput) => void): Request<GameLift.Types.ListBuildsOutput, AWSError>;
|
|
498
546
|
/**
|
|
499
|
-
* Retrieves build resources for all builds associated with the Amazon Web Services account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build resources are not listed in any particular order. Learn more Upload a Custom Server Build
|
|
547
|
+
* Retrieves build resources for all builds associated with the Amazon Web Services account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build resources are not listed in any particular order. Learn more Upload a Custom Server Build All APIs by task
|
|
500
548
|
*/
|
|
501
549
|
listBuilds(callback?: (err: AWSError, data: GameLift.Types.ListBuildsOutput) => void): Request<GameLift.Types.ListBuildsOutput, AWSError>;
|
|
502
550
|
/**
|
|
503
|
-
* Retrieves
|
|
551
|
+
* Retrieves all compute resources registered to a fleet in your Amazon Web Services account. You can filter the result set by location.
|
|
552
|
+
*/
|
|
553
|
+
listCompute(params: GameLift.Types.ListComputeInput, callback?: (err: AWSError, data: GameLift.Types.ListComputeOutput) => void): Request<GameLift.Types.ListComputeOutput, AWSError>;
|
|
554
|
+
/**
|
|
555
|
+
* Retrieves all compute resources registered to a fleet in your Amazon Web Services account. You can filter the result set by location.
|
|
556
|
+
*/
|
|
557
|
+
listCompute(callback?: (err: AWSError, data: GameLift.Types.ListComputeOutput) => void): Request<GameLift.Types.ListComputeOutput, AWSError>;
|
|
558
|
+
/**
|
|
559
|
+
* 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
|
|
504
560
|
*/
|
|
505
561
|
listFleets(params: GameLift.Types.ListFleetsInput, callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
|
|
506
562
|
/**
|
|
507
|
-
* 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
|
|
563
|
+
* 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
|
|
508
564
|
*/
|
|
509
565
|
listFleets(callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
|
|
510
566
|
/**
|
|
511
|
-
*
|
|
567
|
+
* Lists a game server groups.
|
|
512
568
|
*/
|
|
513
569
|
listGameServerGroups(params: GameLift.Types.ListGameServerGroupsInput, callback?: (err: AWSError, data: GameLift.Types.ListGameServerGroupsOutput) => void): Request<GameLift.Types.ListGameServerGroupsOutput, AWSError>;
|
|
514
570
|
/**
|
|
515
|
-
*
|
|
571
|
+
* Lists a game server groups.
|
|
516
572
|
*/
|
|
517
573
|
listGameServerGroups(callback?: (err: AWSError, data: GameLift.Types.ListGameServerGroupsOutput) => void): Request<GameLift.Types.ListGameServerGroupsOutput, AWSError>;
|
|
518
574
|
/**
|
|
519
|
-
* 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
|
|
575
|
+
* 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
|
|
520
576
|
*/
|
|
521
577
|
listGameServers(params: GameLift.Types.ListGameServersInput, callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
|
|
522
578
|
/**
|
|
523
|
-
* 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
|
|
579
|
+
* 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
|
|
524
580
|
*/
|
|
525
581
|
listGameServers(callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
|
|
526
582
|
/**
|
|
527
|
-
*
|
|
583
|
+
* Lists all custom and Amazon Web Services locations.
|
|
584
|
+
*/
|
|
585
|
+
listLocations(params: GameLift.Types.ListLocationsInput, callback?: (err: AWSError, data: GameLift.Types.ListLocationsOutput) => void): Request<GameLift.Types.ListLocationsOutput, AWSError>;
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586
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+
/**
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587
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+
* Lists all custom and Amazon Web Services locations.
|
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588
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+
*/
|
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589
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+
listLocations(callback?: (err: AWSError, data: GameLift.Types.ListLocationsOutput) => void): Request<GameLift.Types.ListLocationsOutput, AWSError>;
|
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590
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+
/**
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591
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+
* Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon GameLift Realtime Servers Related actions All APIs by task
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528
592
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*/
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529
593
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listScripts(params: GameLift.Types.ListScriptsInput, callback?: (err: AWSError, data: GameLift.Types.ListScriptsOutput) => void): Request<GameLift.Types.ListScriptsOutput, AWSError>;
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530
594
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/**
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531
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-
* Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon GameLift Realtime Servers Related actions
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595
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+
* Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon GameLift Realtime Servers Related actions All APIs by task
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532
596
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*/
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533
597
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listScripts(callback?: (err: AWSError, data: GameLift.Types.ListScriptsOutput) => void): Request<GameLift.Types.ListScriptsOutput, AWSError>;
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534
598
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/**
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535
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-
*
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599
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+
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging 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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536
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*/
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537
601
|
listTagsForResource(params: GameLift.Types.ListTagsForResourceRequest, callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
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538
602
|
/**
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539
|
-
*
|
|
603
|
+
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging 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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540
604
|
*/
|
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541
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|
listTagsForResource(callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
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542
606
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/**
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543
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-
* Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling. Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
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607
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+
* Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling. Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences. Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling. Target-based policy A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target. For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer. To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted. Rule-based policy A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action. For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%." A policy's rule statement has the following structure: If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. To implement the example, the rule statement would look like this: If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
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544
608
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*/
|
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545
609
|
putScalingPolicy(params: GameLift.Types.PutScalingPolicyInput, callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
|
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546
610
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/**
|
|
547
|
-
* Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling. Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
|
|
611
|
+
* Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling. Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences. Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling. Target-based policy A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target. For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer. To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted. Rule-based policy A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action. For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%." A policy's rule statement has the following structure: If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. To implement the example, the rule statement would look like this: If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
|
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548
612
|
*/
|
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549
613
|
putScalingPolicy(callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
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550
614
|
/**
|
|
551
|
-
*
|
|
615
|
+
* 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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616
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+
*/
|
|
617
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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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618
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+
/**
|
|
619
|
+
* 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
|
|
620
|
+
*/
|
|
621
|
+
registerCompute(callback?: (err: AWSError, data: GameLift.Types.RegisterComputeOutput) => void): Request<GameLift.Types.RegisterComputeOutput, AWSError>;
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622
|
+
/**
|
|
623
|
+
* 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
|
|
552
624
|
*/
|
|
553
625
|
registerGameServer(params: GameLift.Types.RegisterGameServerInput, callback?: (err: AWSError, data: GameLift.Types.RegisterGameServerOutput) => void): Request<GameLift.Types.RegisterGameServerOutput, AWSError>;
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554
626
|
/**
|
|
555
|
-
* 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.
|
|
627
|
+
* 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
|
|
556
628
|
*/
|
|
557
629
|
registerGameServer(callback?: (err: AWSError, data: GameLift.Types.RegisterGameServerOutput) => void): Request<GameLift.Types.RegisterGameServerOutput, AWSError>;
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|
558
630
|
/**
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|
559
|
-
* Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see
|
|
631
|
+
* Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see GameSession. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Create a Build with Files in S3 All APIs by task
|
|
560
632
|
*/
|
|
561
633
|
requestUploadCredentials(params: GameLift.Types.RequestUploadCredentialsInput, callback?: (err: AWSError, data: GameLift.Types.RequestUploadCredentialsOutput) => void): Request<GameLift.Types.RequestUploadCredentialsOutput, AWSError>;
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|
562
634
|
/**
|
|
563
|
-
* Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see
|
|
635
|
+
* Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see GameSession. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Create a Build with Files in S3 All APIs by task
|
|
564
636
|
*/
|
|
565
637
|
requestUploadCredentials(callback?: (err: AWSError, data: GameLift.Types.RequestUploadCredentialsOutput) => void): Request<GameLift.Types.RequestUploadCredentialsOutput, AWSError>;
|
|
566
638
|
/**
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|
567
|
-
* Retrieves the fleet ID that an alias is currently pointing to. Related actions
|
|
639
|
+
* Retrieves the fleet ID that an alias is currently pointing to. Related actions All APIs by task
|
|
568
640
|
*/
|
|
569
641
|
resolveAlias(params: GameLift.Types.ResolveAliasInput, callback?: (err: AWSError, data: GameLift.Types.ResolveAliasOutput) => void): Request<GameLift.Types.ResolveAliasOutput, AWSError>;
|
|
570
642
|
/**
|
|
571
|
-
* Retrieves the fleet ID that an alias is currently pointing to. Related actions
|
|
643
|
+
* Retrieves the fleet ID that an alias is currently pointing to. Related actions All APIs by task
|
|
572
644
|
*/
|
|
573
645
|
resolveAlias(callback?: (err: AWSError, data: GameLift.Types.ResolveAliasOutput) => void): Request<GameLift.Types.ResolveAliasOutput, AWSError>;
|
|
574
646
|
/**
|
|
575
|
-
* 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
|
|
647
|
+
* 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
|
|
576
648
|
*/
|
|
577
649
|
resumeGameServerGroup(params: GameLift.Types.ResumeGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
|
|
578
650
|
/**
|
|
579
|
-
* 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
|
|
651
|
+
* 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
|
|
580
652
|
*/
|
|
581
653
|
resumeGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
|
|
582
654
|
/**
|
|
583
|
-
* Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status with DescribeGameSessions should only be used for games in development with low game session usage. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. You can search or sort by the following game session attributes: gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session.
|
|
655
|
+
* Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status with DescribeGameSessions should only be used for games in development with low game session usage. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions . You can search or sort by the following game session attributes: gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session. Game session names do not need to be unique to a game session. gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings. maximumSessions -- Maximum number of player sessions allowed for a game session. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. All APIs by task
|
|
584
656
|
*/
|
|
585
657
|
searchGameSessions(params: GameLift.Types.SearchGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.SearchGameSessionsOutput) => void): Request<GameLift.Types.SearchGameSessionsOutput, AWSError>;
|
|
586
658
|
/**
|
|
587
|
-
* Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status with DescribeGameSessions should only be used for games in development with low game session usage. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. You can search or sort by the following game session attributes: gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session.
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659
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+
* Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status with DescribeGameSessions should only be used for games in development with low game session usage. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions . You can search or sort by the following game session attributes: gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session. Game session names do not need to be unique to a game session. gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings. maximumSessions -- Maximum number of player sessions allowed for a game session. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. All APIs by task
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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.
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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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*/
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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.
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667
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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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*/
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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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* Places a request for a new game session in a queue
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* Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following: The queue name and a set of game session properties and settings A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player) Latency data for all players (if you want to optimize game play for the players) If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.
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*/
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startGameSessionPlacement(params: GameLift.Types.StartGameSessionPlacementInput, callback?: (err: AWSError, data: GameLift.Types.StartGameSessionPlacementOutput) => void): Request<GameLift.Types.StartGameSessionPlacementOutput, AWSError>;
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/**
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603
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* Places a request for a new game session in a queue
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* Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following: The queue name and a set of game session properties and settings A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player) Latency data for all players (if you want to optimize game play for the players) If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.
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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
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679
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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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*/
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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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610
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/**
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611
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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
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683
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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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612
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*/
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613
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startMatchBackfill(callback?: (err: AWSError, data: GameLift.Types.StartMatchBackfillOutput) => void): Request<GameLift.Types.StartMatchBackfillOutput, AWSError>;
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614
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/**
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615
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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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687
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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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*/
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617
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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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618
690
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/**
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619
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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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691
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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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620
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*/
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621
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startMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
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622
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/**
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623
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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.
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695
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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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624
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*/
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625
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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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626
698
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/**
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627
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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.
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699
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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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628
700
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*/
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629
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stopFleetActions(callback?: (err: AWSError, data: GameLift.Types.StopFleetActionsOutput) => void): Request<GameLift.Types.StopFleetActionsOutput, AWSError>;
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630
702
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/**
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631
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* Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.
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703
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+
* Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.
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632
704
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*/
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633
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stopGameSessionPlacement(params: GameLift.Types.StopGameSessionPlacementInput, callback?: (err: AWSError, data: GameLift.Types.StopGameSessionPlacementOutput) => void): Request<GameLift.Types.StopGameSessionPlacementOutput, AWSError>;
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634
706
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/**
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635
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* Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.
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707
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+
* Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.
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636
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*/
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637
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stopGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.StopGameSessionPlacementOutput) => void): Request<GameLift.Types.StopGameSessionPlacementOutput, AWSError>;
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638
710
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/**
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639
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* Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a game client
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711
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+
* Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a game client
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640
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*/
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641
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stopMatchmaking(params: GameLift.Types.StopMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.StopMatchmakingOutput) => void): Request<GameLift.Types.StopMatchmakingOutput, AWSError>;
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642
714
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/**
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643
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* Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a game client
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715
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+
* Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a game client
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644
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*/
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645
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stopMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StopMatchmakingOutput) => void): Request<GameLift.Types.StopMatchmakingOutput, AWSError>;
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646
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/**
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647
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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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719
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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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|
648
720
|
*/
|
|
649
721
|
suspendGameServerGroup(params: GameLift.Types.SuspendGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.SuspendGameServerGroupOutput) => void): Request<GameLift.Types.SuspendGameServerGroupOutput, AWSError>;
|
|
650
722
|
/**
|
|
651
|
-
* 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
|
|
723
|
+
* 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
|
|
652
724
|
*/
|
|
653
725
|
suspendGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.SuspendGameServerGroupOutput) => void): Request<GameLift.Types.SuspendGameServerGroupOutput, AWSError>;
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|
654
726
|
/**
|
|
655
|
-
* Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions
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|
727
|
+
* Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
|
|
656
728
|
*/
|
|
657
729
|
tagResource(params: GameLift.Types.TagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
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|
658
730
|
/**
|
|
659
|
-
* Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions
|
|
731
|
+
* Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
|
|
660
732
|
*/
|
|
661
733
|
tagResource(callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
|
|
662
734
|
/**
|
|
663
|
-
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions
|
|
735
|
+
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions All APIs by task
|
|
664
736
|
*/
|
|
665
737
|
untagResource(params: GameLift.Types.UntagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
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|
666
738
|
/**
|
|
667
|
-
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions
|
|
739
|
+
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging 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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|
668
740
|
*/
|
|
669
741
|
untagResource(callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
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670
742
|
/**
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|
671
|
-
* Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned. Related actions
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743
|
+
* Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned. Related actions All APIs by task
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672
744
|
*/
|
|
673
745
|
updateAlias(params: GameLift.Types.UpdateAliasInput, callback?: (err: AWSError, data: GameLift.Types.UpdateAliasOutput) => void): Request<GameLift.Types.UpdateAliasOutput, AWSError>;
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674
746
|
/**
|
|
675
|
-
* Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned. Related actions
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|
747
|
+
* Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned. Related actions All APIs by task
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676
748
|
*/
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|
677
749
|
updateAlias(callback?: (err: AWSError, data: GameLift.Types.UpdateAliasOutput) => void): Request<GameLift.Types.UpdateAliasOutput, AWSError>;
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678
750
|
/**
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|
679
|
-
* Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned. Learn more Upload a Custom Server Build
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751
|
+
* Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned. Learn more Upload a Custom Server Build All APIs by task
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|
680
752
|
*/
|
|
681
753
|
updateBuild(params: GameLift.Types.UpdateBuildInput, callback?: (err: AWSError, data: GameLift.Types.UpdateBuildOutput) => void): Request<GameLift.Types.UpdateBuildOutput, AWSError>;
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682
754
|
/**
|
|
683
|
-
* Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned. Learn more Upload a Custom Server Build
|
|
755
|
+
* Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned. Learn more Upload a Custom Server Build All APIs by task
|
|
684
756
|
*/
|
|
685
757
|
updateBuild(callback?: (err: AWSError, data: GameLift.Types.UpdateBuildOutput) => void): Request<GameLift.Types.UpdateBuildOutput, AWSError>;
|
|
686
758
|
/**
|
|
687
|
-
* 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
|
+
* 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
|
|
688
760
|
*/
|
|
689
761
|
updateFleetAttributes(params: GameLift.Types.UpdateFleetAttributesInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
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|
690
762
|
/**
|
|
691
|
-
* 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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763
|
+
* 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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|
692
764
|
*/
|
|
693
765
|
updateFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
|
|
694
766
|
/**
|
|
695
|
-
* 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
|
+
* 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
|
|
696
768
|
*/
|
|
697
769
|
updateFleetCapacity(params: GameLift.Types.UpdateFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
|
|
698
770
|
/**
|
|
699
|
-
* 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. 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
|
|
700
772
|
*/
|
|
701
773
|
updateFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
|
|
702
774
|
/**
|
|
703
|
-
* 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 GameLift fleets
|
|
704
776
|
*/
|
|
705
777
|
updateFleetPortSettings(params: GameLift.Types.UpdateFleetPortSettingsInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
|
|
706
778
|
/**
|
|
707
|
-
* 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 GameLift fleets
|
|
708
780
|
*/
|
|
709
781
|
updateFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
|
|
710
782
|
/**
|
|
711
|
-
* 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 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
|
|
712
784
|
*/
|
|
713
785
|
updateGameServer(params: GameLift.Types.UpdateGameServerInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerOutput) => void): Request<GameLift.Types.UpdateGameServerOutput, AWSError>;
|
|
714
786
|
/**
|
|
715
|
-
* 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 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
|
|
716
788
|
*/
|
|
717
789
|
updateGameServer(callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerOutput) => void): Request<GameLift.Types.UpdateGameServerOutput, AWSError>;
|
|
718
790
|
/**
|
|
719
|
-
* 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
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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
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720
792
|
*/
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721
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|
updateGameServerGroup(params: GameLift.Types.UpdateGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerGroupOutput) => void): Request<GameLift.Types.UpdateGameServerGroupOutput, AWSError>;
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|
/**
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723
|
-
* 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
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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
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724
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|
*/
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updateGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.UpdateGameServerGroupOutput) => void): Request<GameLift.Types.UpdateGameServerGroupOutput, AWSError>;
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/**
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* Updates the mutable properties of a game session. To update a game session, specify the game session ID and the values you want to change. If successful, the updated GameSession object is returned.
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* Updates the mutable properties of a game session. To update a game session, specify the game session ID and the values you want to change. If successful, the updated GameSession object is returned. All APIs by task
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728
800
|
*/
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updateGameSession(params: GameLift.Types.UpdateGameSessionInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionOutput) => void): Request<GameLift.Types.UpdateGameSessionOutput, AWSError>;
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/**
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-
* Updates the mutable properties of a game session. To update a game session, specify the game session ID and the values you want to change. If successful, the updated GameSession object is returned.
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+
* Updates the mutable properties of a game session. To update a game session, specify the game session ID and the values you want to change. If successful, the updated GameSession object is returned. All APIs by task
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*/
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updateGameSession(callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionOutput) => void): Request<GameLift.Types.UpdateGameSessionOutput, AWSError>;
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/**
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* Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations. Learn more Using Multi-Region Queues
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|
+
* Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations. Learn more Using Multi-Region Queues
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|
*/
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updateGameSessionQueue(params: GameLift.Types.UpdateGameSessionQueueInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionQueueOutput) => void): Request<GameLift.Types.UpdateGameSessionQueueOutput, AWSError>;
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/**
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-
* Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations. Learn more Using Multi-Region Queues
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+
* Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations. Learn more Using Multi-Region Queues
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|
*/
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updateGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionQueueOutput) => void): Request<GameLift.Types.UpdateGameSessionQueueOutput, AWSError>;
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/**
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-
* Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings. Learn more Design a FlexMatch matchmaker
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* Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings. Learn more Design a FlexMatch matchmaker
|
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|
*/
|
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updateMatchmakingConfiguration(params: GameLift.Types.UpdateMatchmakingConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.UpdateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.UpdateMatchmakingConfigurationOutput, AWSError>;
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/**
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* Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings. Learn more Design a FlexMatch matchmaker
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* Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings. Learn more Design a FlexMatch matchmaker
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|
*/
|
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updateMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.UpdateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.UpdateMatchmakingConfigurationOutput, 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
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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
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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
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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
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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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|
/**
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|
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|
-
* Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon GameLift Realtime Servers Related actions
|
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+
* Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon GameLift Realtime Servers Related actions All APIs by task
|
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|
*/
|
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|
updateScript(params: GameLift.Types.UpdateScriptInput, callback?: (err: AWSError, data: GameLift.Types.UpdateScriptOutput) => void): Request<GameLift.Types.UpdateScriptOutput, AWSError>;
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|
/**
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-
* Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon GameLift Realtime Servers Related actions
|
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+
* Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon GameLift Realtime Servers Related actions All APIs by task
|
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*/
|
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|
updateScript(callback?: (err: AWSError, data: GameLift.Types.UpdateScriptOutput) => void): Request<GameLift.Types.UpdateScriptOutput, AWSError>;
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/**
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|
-
* Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string. Learn more Build a rule set
|
|
839
|
+
* Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string. Learn more Build a rule set
|
|
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|
*/
|
|
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|
validateMatchmakingRuleSet(params: GameLift.Types.ValidateMatchmakingRuleSetInput, callback?: (err: AWSError, data: GameLift.Types.ValidateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.ValidateMatchmakingRuleSetOutput, AWSError>;
|
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|
/**
|
|
771
|
-
* Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string. Learn more Build a rule set
|
|
843
|
+
* Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string. Learn more Build a rule set
|
|
772
844
|
*/
|
|
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|
validateMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.ValidateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.ValidateMatchmakingRuleSetOutput, AWSError>;
|
|
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|
}
|
|
@@ -825,12 +897,18 @@ declare namespace GameLift {
|
|
|
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|
export type AliasIdOrArn = string;
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|
export type AliasList = Alias[];
|
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|
export type AmazonResourceName = string;
|
|
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|
+
export interface AnywhereConfiguration {
|
|
901
|
+
/**
|
|
902
|
+
* 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.
|
|
903
|
+
*/
|
|
904
|
+
Cost: NonNegativeLimitedLengthDouble;
|
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|
+
}
|
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|
export type ArnStringModel = string;
|
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|
export interface AttributeValue {
|
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|
/**
|
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|
* For single string values. Maximum string length is 100 characters.
|
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|
*/
|
|
833
|
-
S?:
|
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|
+
S?: PlayerAttributeString;
|
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|
/**
|
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|
* For number values, expressed as double.
|
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*/
|
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@@ -838,11 +916,11 @@ declare namespace GameLift {
|
|
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|
/**
|
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|
* For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
|
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|
*/
|
|
841
|
-
SL?:
|
|
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|
+
SL?: PlayerAttributeStringList;
|
|
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|
/**
|
|
843
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|
* For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.
|
|
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922
|
*/
|
|
845
|
-
SDM?:
|
|
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|
+
SDM?: PlayerAttributeStringDoubleMap;
|
|
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|
}
|
|
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|
export type AutoScalingGroupArn = string;
|
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|
export interface AwsCredentials {
|
|
@@ -868,15 +946,15 @@ declare namespace GameLift {
|
|
|
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|
*/
|
|
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|
BuildId?: BuildId;
|
|
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|
/**
|
|
871
|
-
* The Amazon Resource Name (ARN)
|
|
949
|
+
* 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.
|
|
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|
*/
|
|
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|
BuildArn?: BuildArn;
|
|
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|
/**
|
|
875
|
-
* A descriptive label
|
|
953
|
+
* A descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
|
|
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|
*/
|
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|
Name?: FreeText;
|
|
878
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|
/**
|
|
879
|
-
* Version information
|
|
957
|
+
* Version information associated with a build or script. Version strings do not need to be unique.
|
|
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|
*/
|
|
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|
Version?: FreeText;
|
|
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|
/**
|
|
@@ -895,6 +973,10 @@ declare namespace GameLift {
|
|
|
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|
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
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|
*/
|
|
897
975
|
CreationTime?: Timestamp;
|
|
976
|
+
/**
|
|
977
|
+
* The GameLift Server SDK version used to develop your game server.
|
|
978
|
+
*/
|
|
979
|
+
ServerSdkVersion?: ServerSdkVersion;
|
|
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|
}
|
|
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|
export type BuildArn = string;
|
|
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|
export type BuildId = string;
|
|
@@ -910,7 +992,7 @@ declare namespace GameLift {
|
|
|
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|
export type CertificateType = "DISABLED"|"GENERATED"|string;
|
|
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|
export interface ClaimGameServerInput {
|
|
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|
/**
|
|
913
|
-
* A unique identifier for the game server group where the game server is running.
|
|
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.
|
|
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|
*/
|
|
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|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
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|
/**
|
|
@@ -918,7 +1000,7 @@ declare namespace GameLift {
|
|
|
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|
*/
|
|
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|
GameServerId?: GameServerId;
|
|
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|
/**
|
|
921
|
-
* 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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|
+
* 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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|
*/
|
|
923
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|
GameServerData?: GameServerData;
|
|
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|
}
|
|
@@ -929,6 +1011,63 @@ declare namespace GameLift {
|
|
|
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|
GameServer?: GameServer;
|
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|
}
|
|
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|
export type ComparisonOperatorType = "GreaterThanOrEqualToThreshold"|"GreaterThanThreshold"|"LessThanThreshold"|"LessThanOrEqualToThreshold"|string;
|
|
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|
+
export interface Compute {
|
|
1015
|
+
/**
|
|
1016
|
+
* A unique identifier for the fleet that the compute is registered to.
|
|
1017
|
+
*/
|
|
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|
+
FleetId?: FleetId;
|
|
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|
+
/**
|
|
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|
+
* The Amazon Resource Name (ARN) of the fleet that the compute is registered to.
|
|
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|
+
*/
|
|
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|
+
FleetArn?: FleetArn;
|
|
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|
+
/**
|
|
1024
|
+
* A descriptive label that is associated with the compute resource registered to your fleet.
|
|
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|
+
*/
|
|
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|
+
ComputeName?: ComputeName;
|
|
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|
+
/**
|
|
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|
+
* The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.
|
|
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|
+
*/
|
|
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|
+
ComputeArn?: ComputeArn;
|
|
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|
+
/**
|
|
1032
|
+
* The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
|
|
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|
+
*/
|
|
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|
+
IpAddress?: IpAddress;
|
|
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|
+
/**
|
|
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|
+
* The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
|
|
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|
+
*/
|
|
1038
|
+
DnsName?: DnsName;
|
|
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|
+
/**
|
|
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|
+
* Current status of the compute. A compute must have an ACTIVE status to host game sessions.
|
|
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|
+
*/
|
|
1042
|
+
ComputeStatus?: ComputeStatus;
|
|
1043
|
+
/**
|
|
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|
+
* The name of the custom location you added to the fleet that this compute resource resides in.
|
|
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|
+
*/
|
|
1046
|
+
Location?: LocationStringModel;
|
|
1047
|
+
/**
|
|
1048
|
+
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
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|
+
*/
|
|
1050
|
+
CreationTime?: Timestamp;
|
|
1051
|
+
/**
|
|
1052
|
+
* The type of operating system on your compute resource.
|
|
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|
+
*/
|
|
1054
|
+
OperatingSystem?: OperatingSystem;
|
|
1055
|
+
/**
|
|
1056
|
+
* Which compute type that the fleet uses. A fleet can use Anywhere compute resources owned by you or managed Amazon EC2 instances.
|
|
1057
|
+
*/
|
|
1058
|
+
Type?: EC2InstanceType;
|
|
1059
|
+
/**
|
|
1060
|
+
* The endpoint connection details of the GameLift SDK endpoint that your game server connects to.
|
|
1061
|
+
*/
|
|
1062
|
+
GameLiftServiceSdkEndpoint?: GameLiftServiceSdkEndpointOutput;
|
|
1063
|
+
}
|
|
1064
|
+
export type ComputeArn = string;
|
|
1065
|
+
export type ComputeAuthToken = string;
|
|
1066
|
+
export type ComputeList = Compute[];
|
|
1067
|
+
export type ComputeName = string;
|
|
1068
|
+
export type ComputeNameOrArn = string;
|
|
1069
|
+
export type ComputeStatus = "PENDING"|"ACTIVE"|"TERMINATING"|string;
|
|
1070
|
+
export type ComputeType = "EC2"|"ANYWHERE"|string;
|
|
932
1071
|
export interface CreateAliasInput {
|
|
933
1072
|
/**
|
|
934
1073
|
* A descriptive label that is associated with an alias. Alias names do not need to be unique.
|
|
@@ -943,7 +1082,7 @@ declare namespace GameLift {
|
|
|
943
1082
|
*/
|
|
944
1083
|
RoutingStrategy: RoutingStrategy;
|
|
945
1084
|
/**
|
|
946
|
-
* A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1085
|
+
* A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
947
1086
|
*/
|
|
948
1087
|
Tags?: TagList;
|
|
949
1088
|
}
|
|
@@ -955,11 +1094,11 @@ declare namespace GameLift {
|
|
|
955
1094
|
}
|
|
956
1095
|
export interface CreateBuildInput {
|
|
957
1096
|
/**
|
|
958
|
-
* A descriptive label
|
|
1097
|
+
* A descriptive label associated with a build. Build names do not need to be unique. You can change this value later.
|
|
959
1098
|
*/
|
|
960
1099
|
Name?: NonZeroAndMaxString;
|
|
961
1100
|
/**
|
|
962
|
-
* Version information
|
|
1101
|
+
* Version information associated with a build or script. Version strings do not need to be unique. You can change this value later.
|
|
963
1102
|
*/
|
|
964
1103
|
Version?: NonZeroAndMaxString;
|
|
965
1104
|
/**
|
|
@@ -967,13 +1106,17 @@ declare namespace GameLift {
|
|
|
967
1106
|
*/
|
|
968
1107
|
StorageLocation?: S3Location;
|
|
969
1108
|
/**
|
|
970
|
-
* The operating system that the game server binaries
|
|
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 is not specified when creating a build, GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.
|
|
971
1110
|
*/
|
|
972
1111
|
OperatingSystem?: OperatingSystem;
|
|
973
1112
|
/**
|
|
974
|
-
* A list of labels to assign to the new build resource. Tags are developer
|
|
1113
|
+
* A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
|
|
975
1114
|
*/
|
|
976
1115
|
Tags?: TagList;
|
|
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.
|
|
1118
|
+
*/
|
|
1119
|
+
ServerSdkVersion?: ServerSdkVersion;
|
|
977
1120
|
}
|
|
978
1121
|
export interface CreateBuildOutput {
|
|
979
1122
|
/**
|
|
@@ -995,7 +1138,7 @@ declare namespace GameLift {
|
|
|
995
1138
|
*/
|
|
996
1139
|
Name: NonZeroAndMaxString;
|
|
997
1140
|
/**
|
|
998
|
-
* A
|
|
1141
|
+
* A description for the fleet.
|
|
999
1142
|
*/
|
|
1000
1143
|
Description?: NonZeroAndMaxString;
|
|
1001
1144
|
/**
|
|
@@ -1015,13 +1158,13 @@ declare namespace GameLift {
|
|
|
1015
1158
|
*/
|
|
1016
1159
|
ServerLaunchParameters?: LaunchParametersStringModel;
|
|
1017
1160
|
/**
|
|
1018
|
-
* 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.
|
|
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.
|
|
1019
1162
|
*/
|
|
1020
1163
|
LogPaths?: StringList;
|
|
1021
1164
|
/**
|
|
1022
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.
|
|
1023
1166
|
*/
|
|
1024
|
-
EC2InstanceType
|
|
1167
|
+
EC2InstanceType?: EC2InstanceType;
|
|
1025
1168
|
/**
|
|
1026
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.
|
|
1027
1170
|
*/
|
|
@@ -1047,7 +1190,7 @@ declare namespace GameLift {
|
|
|
1047
1190
|
*/
|
|
1048
1191
|
PeerVpcAwsAccountId?: NonZeroAndMaxString;
|
|
1049
1192
|
/**
|
|
1050
|
-
* 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 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.
|
|
1051
1194
|
*/
|
|
1052
1195
|
PeerVpcId?: NonZeroAndMaxString;
|
|
1053
1196
|
/**
|
|
@@ -1059,7 +1202,7 @@ declare namespace GameLift {
|
|
|
1059
1202
|
*/
|
|
1060
1203
|
InstanceRoleArn?: NonEmptyString;
|
|
1061
1204
|
/**
|
|
1062
|
-
* Prompts GameLift to generate a TLS/SSL certificate for the fleet.
|
|
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.
|
|
1063
1206
|
*/
|
|
1064
1207
|
CertificateConfiguration?: CertificateConfiguration;
|
|
1065
1208
|
/**
|
|
@@ -1067,9 +1210,17 @@ declare namespace GameLift {
|
|
|
1067
1210
|
*/
|
|
1068
1211
|
Locations?: LocationConfigurationList;
|
|
1069
1212
|
/**
|
|
1070
|
-
* A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1213
|
+
* A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1071
1214
|
*/
|
|
1072
1215
|
Tags?: TagList;
|
|
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.
|
|
1218
|
+
*/
|
|
1219
|
+
ComputeType?: ComputeType;
|
|
1220
|
+
/**
|
|
1221
|
+
* GameLift Anywhere configuration options.
|
|
1222
|
+
*/
|
|
1223
|
+
AnywhereConfiguration?: AnywhereConfiguration;
|
|
1073
1224
|
}
|
|
1074
1225
|
export interface CreateFleetLocationsInput {
|
|
1075
1226
|
/**
|
|
@@ -1147,7 +1298,7 @@ declare namespace GameLift {
|
|
|
1147
1298
|
*/
|
|
1148
1299
|
VpcSubnets?: VpcSubnets;
|
|
1149
1300
|
/**
|
|
1150
|
-
* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1301
|
+
* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1151
1302
|
*/
|
|
1152
1303
|
Tags?: TagList;
|
|
1153
1304
|
}
|
|
@@ -1175,7 +1326,7 @@ declare namespace GameLift {
|
|
|
1175
1326
|
*/
|
|
1176
1327
|
Name?: NonZeroAndMaxString;
|
|
1177
1328
|
/**
|
|
1178
|
-
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process
|
|
1329
|
+
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).
|
|
1179
1330
|
*/
|
|
1180
1331
|
GameProperties?: GamePropertyList;
|
|
1181
1332
|
/**
|
|
@@ -1183,7 +1334,7 @@ declare namespace GameLift {
|
|
|
1183
1334
|
*/
|
|
1184
1335
|
CreatorId?: NonZeroAndMaxString;
|
|
1185
1336
|
/**
|
|
1186
|
-
* This parameter is
|
|
1337
|
+
* This parameter is deprecated. Use IdempotencyToken instead. Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.
|
|
1187
1338
|
*/
|
|
1188
1339
|
GameSessionId?: IdStringModel;
|
|
1189
1340
|
/**
|
|
@@ -1191,7 +1342,7 @@ declare namespace GameLift {
|
|
|
1191
1342
|
*/
|
|
1192
1343
|
IdempotencyToken?: IdStringModel;
|
|
1193
1344
|
/**
|
|
1194
|
-
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process
|
|
1345
|
+
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
|
|
1195
1346
|
*/
|
|
1196
1347
|
GameSessionData?: LargeGameSessionData;
|
|
1197
1348
|
/**
|
|
@@ -1231,7 +1382,7 @@ declare namespace GameLift {
|
|
|
1231
1382
|
*/
|
|
1232
1383
|
PriorityConfiguration?: PriorityConfiguration;
|
|
1233
1384
|
/**
|
|
1234
|
-
*
|
|
1385
|
+
* Information to be added to all events that are related to this game session queue.
|
|
1235
1386
|
*/
|
|
1236
1387
|
CustomEventData?: QueueCustomEventData;
|
|
1237
1388
|
/**
|
|
@@ -1239,7 +1390,7 @@ declare namespace GameLift {
|
|
|
1239
1390
|
*/
|
|
1240
1391
|
NotificationTarget?: QueueSnsArnStringModel;
|
|
1241
1392
|
/**
|
|
1242
|
-
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1393
|
+
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1243
1394
|
*/
|
|
1244
1395
|
Tags?: TagList;
|
|
1245
1396
|
}
|
|
@@ -1249,6 +1400,22 @@ declare namespace GameLift {
|
|
|
1249
1400
|
*/
|
|
1250
1401
|
GameSessionQueue?: GameSessionQueue;
|
|
1251
1402
|
}
|
|
1403
|
+
export interface CreateLocationInput {
|
|
1404
|
+
/**
|
|
1405
|
+
* A descriptive name for the custom location.
|
|
1406
|
+
*/
|
|
1407
|
+
LocationName: CustomInputLocationStringModel;
|
|
1408
|
+
/**
|
|
1409
|
+
* A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Rareference.
|
|
1410
|
+
*/
|
|
1411
|
+
Tags?: TagList;
|
|
1412
|
+
}
|
|
1413
|
+
export interface CreateLocationOutput {
|
|
1414
|
+
/**
|
|
1415
|
+
* The details of the custom location you created.
|
|
1416
|
+
*/
|
|
1417
|
+
Location?: LocationModel;
|
|
1418
|
+
}
|
|
1252
1419
|
export interface CreateMatchmakingConfigurationInput {
|
|
1253
1420
|
/**
|
|
1254
1421
|
* A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
|
|
@@ -1291,15 +1458,15 @@ declare namespace GameLift {
|
|
|
1291
1458
|
*/
|
|
1292
1459
|
CustomEventData?: CustomEventData;
|
|
1293
1460
|
/**
|
|
1294
|
-
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process
|
|
1461
|
+
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.
|
|
1295
1462
|
*/
|
|
1296
1463
|
GameProperties?: GamePropertyList;
|
|
1297
1464
|
/**
|
|
1298
|
-
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process
|
|
1465
|
+
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.
|
|
1299
1466
|
*/
|
|
1300
1467
|
GameSessionData?: GameSessionData;
|
|
1301
1468
|
/**
|
|
1302
|
-
* 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
|
|
1469
|
+
* 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.
|
|
1303
1470
|
*/
|
|
1304
1471
|
BackfillMode?: BackfillMode;
|
|
1305
1472
|
/**
|
|
@@ -1307,7 +1474,7 @@ declare namespace GameLift {
|
|
|
1307
1474
|
*/
|
|
1308
1475
|
FlexMatchMode?: FlexMatchMode;
|
|
1309
1476
|
/**
|
|
1310
|
-
* A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1477
|
+
* A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1311
1478
|
*/
|
|
1312
1479
|
Tags?: TagList;
|
|
1313
1480
|
}
|
|
@@ -1327,7 +1494,7 @@ declare namespace GameLift {
|
|
|
1327
1494
|
*/
|
|
1328
1495
|
RuleSetBody: RuleSetBody;
|
|
1329
1496
|
/**
|
|
1330
|
-
* A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1497
|
+
* A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
|
|
1331
1498
|
*/
|
|
1332
1499
|
Tags?: TagList;
|
|
1333
1500
|
}
|
|
@@ -1383,7 +1550,7 @@ declare namespace GameLift {
|
|
|
1383
1550
|
*/
|
|
1384
1551
|
Name?: NonZeroAndMaxString;
|
|
1385
1552
|
/**
|
|
1386
|
-
* Version information
|
|
1553
|
+
* Version information associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.
|
|
1387
1554
|
*/
|
|
1388
1555
|
Version?: NonZeroAndMaxString;
|
|
1389
1556
|
/**
|
|
@@ -1438,6 +1605,8 @@ declare namespace GameLift {
|
|
|
1438
1605
|
export interface CreateVpcPeeringConnectionOutput {
|
|
1439
1606
|
}
|
|
1440
1607
|
export type CustomEventData = string;
|
|
1608
|
+
export type CustomInputLocationStringModel = string;
|
|
1609
|
+
export type CustomLocationNameOrArnModel = string;
|
|
1441
1610
|
export interface DeleteAliasInput {
|
|
1442
1611
|
/**
|
|
1443
1612
|
* A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.
|
|
@@ -1482,7 +1651,7 @@ declare namespace GameLift {
|
|
|
1482
1651
|
}
|
|
1483
1652
|
export interface DeleteGameServerGroupInput {
|
|
1484
1653
|
/**
|
|
1485
|
-
* A unique identifier for the game server group. Use either the
|
|
1654
|
+
* A unique identifier for the game server group. Use either the name or ARN value.
|
|
1486
1655
|
*/
|
|
1487
1656
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
1488
1657
|
/**
|
|
@@ -1504,6 +1673,14 @@ declare namespace GameLift {
|
|
|
1504
1673
|
}
|
|
1505
1674
|
export interface DeleteGameSessionQueueOutput {
|
|
1506
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}
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+
export interface DeleteLocationInput {
|
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/**
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+
* The location name of the custom location to be deleted.
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*/
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LocationName: CustomLocationNameOrArnModel;
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+
}
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export interface DeleteLocationOutput {
|
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+
}
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export interface DeleteMatchmakingConfigurationInput {
|
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/**
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* A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.
|
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@@ -1554,15 +1731,27 @@ declare namespace GameLift {
|
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*/
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FleetId: FleetId;
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/**
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-
* A unique identifier for a VPC peering connection.
|
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|
+
* A unique identifier for a VPC peering connection.
|
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*/
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VpcPeeringConnectionId: NonZeroAndMaxString;
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}
|
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export interface DeleteVpcPeeringConnectionOutput {
|
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|
}
|
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+
export interface DeregisterComputeInput {
|
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+
/**
|
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+
* >A unique identifier for the fleet the compute resource is registered to.
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+
*/
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|
+
FleetId: FleetIdOrArn;
|
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+
/**
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+
* The name of the compute resource you want to delete.
|
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+
*/
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|
+
ComputeName: ComputeNameOrArn;
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+
}
|
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+
export interface DeregisterComputeOutput {
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+
}
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export interface DeregisterGameServerInput {
|
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|
/**
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-
* A unique identifier for the game server group where the game server is running.
|
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+
* A unique identifier for the game server group where the game server is running.
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*/
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GameServerGroupName: GameServerGroupNameOrArn;
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/**
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@@ -1594,6 +1783,22 @@ declare namespace GameLift {
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*/
|
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Build?: Build;
|
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|
}
|
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|
+
export interface DescribeComputeInput {
|
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|
+
/**
|
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|
+
* A unique identifier for the fleet the compute is registered to.
|
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|
+
*/
|
|
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|
+
FleetId: FleetIdOrArn;
|
|
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|
+
/**
|
|
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|
+
* A descriptive label that is associated with the compute resource registered to your fleet.
|
|
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|
+
*/
|
|
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|
+
ComputeName: ComputeNameOrArn;
|
|
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|
+
}
|
|
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|
+
export interface DescribeComputeOutput {
|
|
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|
+
/**
|
|
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|
+
* The details of the compute resource you registered to the specified fleet.
|
|
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|
+
*/
|
|
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|
+
Compute?: Compute;
|
|
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|
+
}
|
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export interface DescribeEC2InstanceLimitsInput {
|
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|
/**
|
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* 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.
|
|
@@ -1636,7 +1841,7 @@ declare namespace GameLift {
|
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}
|
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export interface DescribeFleetCapacityInput {
|
|
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|
/**
|
|
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|
-
* A unique identifier for the fleet
|
|
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|
+
* A unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.
|
|
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|
*/
|
|
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|
FleetIds?: FleetIdOrArnList;
|
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|
/**
|
|
@@ -1700,7 +1905,7 @@ declare namespace GameLift {
|
|
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|
*/
|
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1701
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|
Locations?: LocationList;
|
|
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|
/**
|
|
1703
|
-
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This limit is not currently enforced.
|
|
1908
|
+
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This limit is not currently enforced.
|
|
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1909
|
*/
|
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|
Limit?: PositiveInteger;
|
|
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1911
|
/**
|
|
@@ -1714,11 +1919,11 @@ declare namespace GameLift {
|
|
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1714
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|
*/
|
|
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|
FleetId?: FleetIdOrArn;
|
|
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|
/**
|
|
1717
|
-
* 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 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.
|
|
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|
*/
|
|
1719
1924
|
FleetArn?: FleetArn;
|
|
1720
1925
|
/**
|
|
1721
|
-
* Location-specific information on the requested fleet's remote locations.
|
|
1926
|
+
* Location-specific information on the requested fleet's remote locations.
|
|
1722
1927
|
*/
|
|
1723
1928
|
LocationAttributes?: LocationAttributesList;
|
|
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1929
|
/**
|
|
@@ -1792,7 +1997,7 @@ declare namespace GameLift {
|
|
|
1792
1997
|
}
|
|
1793
1998
|
export interface DescribeFleetUtilizationInput {
|
|
1794
1999
|
/**
|
|
1795
|
-
* A unique identifier for the fleet
|
|
2000
|
+
* A unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
|
|
1796
2001
|
*/
|
|
1797
2002
|
FleetIds?: FleetIdOrArnList;
|
|
1798
2003
|
/**
|
|
@@ -1816,7 +2021,7 @@ declare namespace GameLift {
|
|
|
1816
2021
|
}
|
|
1817
2022
|
export interface DescribeGameServerGroupInput {
|
|
1818
2023
|
/**
|
|
1819
|
-
* A unique identifier for the game server group. Use either the
|
|
2024
|
+
* A unique identifier for the game server group. Use either the name or ARN value.
|
|
1820
2025
|
*/
|
|
1821
2026
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
1822
2027
|
}
|
|
@@ -1828,7 +2033,7 @@ declare namespace GameLift {
|
|
|
1828
2033
|
}
|
|
1829
2034
|
export interface DescribeGameServerInput {
|
|
1830
2035
|
/**
|
|
1831
|
-
* A unique identifier for the game server group where the game server is running.
|
|
2036
|
+
* A unique identifier for the game server group where the game server is running.
|
|
1832
2037
|
*/
|
|
1833
2038
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
1834
2039
|
/**
|
|
@@ -1838,7 +2043,7 @@ declare namespace GameLift {
|
|
|
1838
2043
|
}
|
|
1839
2044
|
export interface DescribeGameServerInstancesInput {
|
|
1840
2045
|
/**
|
|
1841
|
-
* A unique identifier for the game server group. Use either the
|
|
2046
|
+
* A unique identifier for the game server group. Use either the name or ARN value.
|
|
1842
2047
|
*/
|
|
1843
2048
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
1844
2049
|
/**
|
|
@@ -1846,21 +2051,21 @@ declare namespace GameLift {
|
|
|
1846
2051
|
*/
|
|
1847
2052
|
InstanceIds?: GameServerInstanceIds;
|
|
1848
2053
|
/**
|
|
1849
|
-
*
|
|
2054
|
+
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
|
|
1850
2055
|
*/
|
|
1851
2056
|
Limit?: PositiveInteger;
|
|
1852
2057
|
/**
|
|
1853
|
-
*
|
|
2058
|
+
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
1854
2059
|
*/
|
|
1855
2060
|
NextToken?: NonZeroAndMaxString;
|
|
1856
2061
|
}
|
|
1857
2062
|
export interface DescribeGameServerInstancesOutput {
|
|
1858
2063
|
/**
|
|
1859
|
-
*
|
|
2064
|
+
* The collection of requested game server instances.
|
|
1860
2065
|
*/
|
|
1861
2066
|
GameServerInstances?: GameServerInstances;
|
|
1862
2067
|
/**
|
|
1863
|
-
*
|
|
2068
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
1864
2069
|
*/
|
|
1865
2070
|
NextToken?: NonZeroAndMaxString;
|
|
1866
2071
|
}
|
|
@@ -1884,7 +2089,7 @@ declare namespace GameLift {
|
|
|
1884
2089
|
*/
|
|
1885
2090
|
AliasId?: AliasIdOrArn;
|
|
1886
2091
|
/**
|
|
1887
|
-
* A fleet location to get game
|
|
2092
|
+
* A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
|
|
1888
2093
|
*/
|
|
1889
2094
|
Location?: LocationStringModel;
|
|
1890
2095
|
/**
|
|
@@ -1960,7 +2165,7 @@ declare namespace GameLift {
|
|
|
1960
2165
|
*/
|
|
1961
2166
|
AliasId?: AliasIdOrArn;
|
|
1962
2167
|
/**
|
|
1963
|
-
* A fleet location to get game
|
|
2168
|
+
* A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
|
|
1964
2169
|
*/
|
|
1965
2170
|
Location?: LocationStringModel;
|
|
1966
2171
|
/**
|
|
@@ -2096,7 +2301,7 @@ declare namespace GameLift {
|
|
|
2096
2301
|
*/
|
|
2097
2302
|
PlayerSessionId?: PlayerSessionId;
|
|
2098
2303
|
/**
|
|
2099
|
-
* Player session status to filter results on. Possible player session statuses include the following: RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. ACTIVE -- The player has been validated by the server process and is currently connected. COMPLETED -- The player connection has been dropped. TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
|
|
2304
|
+
* Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response. Possible player session statuses include the following: RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. ACTIVE -- The player has been validated by the server process and is currently connected. COMPLETED -- The player connection has been dropped. TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
|
|
2100
2305
|
*/
|
|
2101
2306
|
PlayerSessionStatusFilter?: NonZeroAndMaxString;
|
|
2102
2307
|
/**
|
|
@@ -2206,6 +2411,7 @@ declare namespace GameLift {
|
|
|
2206
2411
|
}
|
|
2207
2412
|
export type DesiredPlayerSessionList = DesiredPlayerSession[];
|
|
2208
2413
|
export type DnsName = string;
|
|
2414
|
+
export type DnsNameInput = string;
|
|
2209
2415
|
export type Double = number;
|
|
2210
2416
|
export type DoubleObject = number;
|
|
2211
2417
|
export interface EC2InstanceCounts {
|
|
@@ -2268,7 +2474,7 @@ declare namespace GameLift {
|
|
|
2268
2474
|
*/
|
|
2269
2475
|
ResourceId?: NonZeroAndMaxString;
|
|
2270
2476
|
/**
|
|
2271
|
-
* 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
|
|
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.
|
|
2272
2478
|
*/
|
|
2273
2479
|
EventCode?: EventCode;
|
|
2274
2480
|
/**
|
|
@@ -2284,7 +2490,7 @@ declare namespace GameLift {
|
|
|
2284
2490
|
*/
|
|
2285
2491
|
PreSignedLogUrl?: NonZeroAndMaxString;
|
|
2286
2492
|
}
|
|
2287
|
-
export type EventCode = "GENERIC_EVENT"|"FLEET_CREATED"|"FLEET_DELETED"|"FLEET_SCALING_EVENT"|"FLEET_STATE_DOWNLOADING"|"FLEET_STATE_VALIDATING"|"FLEET_STATE_BUILDING"|"FLEET_STATE_ACTIVATING"|"FLEET_STATE_ACTIVE"|"FLEET_STATE_ERROR"|"FLEET_INITIALIZATION_FAILED"|"FLEET_BINARY_DOWNLOAD_FAILED"|"FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"|"FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"|"FLEET_VALIDATION_TIMED_OUT"|"FLEET_ACTIVATION_FAILED"|"FLEET_ACTIVATION_FAILED_NO_INSTANCES"|"FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"|"SERVER_PROCESS_INVALID_PATH"|"SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"|"SERVER_PROCESS_PROCESS_READY_TIMEOUT"|"SERVER_PROCESS_CRASHED"|"SERVER_PROCESS_TERMINATED_UNHEALTHY"|"SERVER_PROCESS_FORCE_TERMINATED"|"SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"|"GAME_SESSION_ACTIVATION_TIMEOUT"|"FLEET_CREATION_EXTRACTING_BUILD"|"FLEET_CREATION_RUNNING_INSTALLER"|"FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"|"FLEET_VPC_PEERING_SUCCEEDED"|"FLEET_VPC_PEERING_FAILED"|"FLEET_VPC_PEERING_DELETED"|"INSTANCE_INTERRUPTED"|string;
|
|
2493
|
+
export type EventCode = "GENERIC_EVENT"|"FLEET_CREATED"|"FLEET_DELETED"|"FLEET_SCALING_EVENT"|"FLEET_STATE_DOWNLOADING"|"FLEET_STATE_VALIDATING"|"FLEET_STATE_BUILDING"|"FLEET_STATE_ACTIVATING"|"FLEET_STATE_ACTIVE"|"FLEET_STATE_ERROR"|"FLEET_INITIALIZATION_FAILED"|"FLEET_BINARY_DOWNLOAD_FAILED"|"FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"|"FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"|"FLEET_VALIDATION_TIMED_OUT"|"FLEET_ACTIVATION_FAILED"|"FLEET_ACTIVATION_FAILED_NO_INSTANCES"|"FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"|"SERVER_PROCESS_INVALID_PATH"|"SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"|"SERVER_PROCESS_PROCESS_READY_TIMEOUT"|"SERVER_PROCESS_CRASHED"|"SERVER_PROCESS_TERMINATED_UNHEALTHY"|"SERVER_PROCESS_FORCE_TERMINATED"|"SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"|"GAME_SESSION_ACTIVATION_TIMEOUT"|"FLEET_CREATION_EXTRACTING_BUILD"|"FLEET_CREATION_RUNNING_INSTALLER"|"FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"|"FLEET_VPC_PEERING_SUCCEEDED"|"FLEET_VPC_PEERING_FAILED"|"FLEET_VPC_PEERING_DELETED"|"INSTANCE_INTERRUPTED"|"INSTANCE_RECYCLED"|string;
|
|
2288
2494
|
export type EventList = Event[];
|
|
2289
2495
|
export interface FilterConfiguration {
|
|
2290
2496
|
/**
|
|
@@ -2305,7 +2511,7 @@ declare namespace GameLift {
|
|
|
2305
2511
|
*/
|
|
2306
2512
|
FleetArn?: FleetArn;
|
|
2307
2513
|
/**
|
|
2308
|
-
*
|
|
2514
|
+
* Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
|
|
2309
2515
|
*/
|
|
2310
2516
|
FleetType?: FleetType;
|
|
2311
2517
|
/**
|
|
@@ -2349,11 +2555,11 @@ declare namespace GameLift {
|
|
|
2349
2555
|
*/
|
|
2350
2556
|
ScriptArn?: ScriptArn;
|
|
2351
2557
|
/**
|
|
2352
|
-
* This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration
|
|
2558
|
+
* This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration . Requests that use this parameter instead continue to be valid.
|
|
2353
2559
|
*/
|
|
2354
2560
|
ServerLaunchPath?: LaunchPathStringModel;
|
|
2355
2561
|
/**
|
|
2356
|
-
* This parameter is no longer used. Server launch parameters are now defined using the fleet's
|
|
2562
|
+
* This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration . Requests that use this parameter instead continue to be valid.
|
|
2357
2563
|
*/
|
|
2358
2564
|
ServerLaunchParameters?: LaunchParametersStringModel;
|
|
2359
2565
|
/**
|
|
@@ -2368,26 +2574,25 @@ declare namespace GameLift {
|
|
|
2368
2574
|
* The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.
|
|
2369
2575
|
*/
|
|
2370
2576
|
OperatingSystem?: OperatingSystem;
|
|
2371
|
-
/**
|
|
2372
|
-
* The fleet policy that limits the number of game sessions an individual player can create over a span of time.
|
|
2373
|
-
*/
|
|
2374
2577
|
ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy;
|
|
2375
2578
|
/**
|
|
2376
2579
|
* Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.
|
|
2377
2580
|
*/
|
|
2378
2581
|
MetricGroups?: MetricGroupList;
|
|
2379
2582
|
/**
|
|
2380
|
-
* A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling.
|
|
2583
|
+
* A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.
|
|
2381
2584
|
*/
|
|
2382
2585
|
StoppedActions?: FleetActionList;
|
|
2383
2586
|
/**
|
|
2384
2587
|
* A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
|
|
2385
2588
|
*/
|
|
2386
2589
|
InstanceRoleArn?: NonEmptyString;
|
|
2590
|
+
CertificateConfiguration?: CertificateConfiguration;
|
|
2387
2591
|
/**
|
|
2388
|
-
*
|
|
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.
|
|
2389
2593
|
*/
|
|
2390
|
-
|
|
2594
|
+
ComputeType?: ComputeType;
|
|
2595
|
+
AnywhereConfiguration?: AnywhereConfiguration;
|
|
2391
2596
|
}
|
|
2392
2597
|
export type FleetAttributesList = FleetAttributes[];
|
|
2393
2598
|
export interface FleetCapacity {
|
|
@@ -2403,9 +2608,6 @@ declare namespace GameLift {
|
|
|
2403
2608
|
* The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
|
|
2404
2609
|
*/
|
|
2405
2610
|
InstanceType?: EC2InstanceType;
|
|
2406
|
-
/**
|
|
2407
|
-
* The current instance count and capacity settings for the fleet location.
|
|
2408
|
-
*/
|
|
2409
2611
|
InstanceCounts?: EC2InstanceCounts;
|
|
2410
2612
|
/**
|
|
2411
2613
|
* The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2.
|
|
@@ -2417,7 +2619,7 @@ declare namespace GameLift {
|
|
|
2417
2619
|
export type FleetIdList = FleetId[];
|
|
2418
2620
|
export type FleetIdOrArn = string;
|
|
2419
2621
|
export type FleetIdOrArnList = FleetIdOrArn[];
|
|
2420
|
-
export type FleetStatus = "NEW"|"DOWNLOADING"|"VALIDATING"|"BUILDING"|"ACTIVATING"|"ACTIVE"|"DELETING"|"ERROR"|"TERMINATED"|string;
|
|
2622
|
+
export type FleetStatus = "NEW"|"DOWNLOADING"|"VALIDATING"|"BUILDING"|"ACTIVATING"|"ACTIVE"|"DELETING"|"ERROR"|"TERMINATED"|"NOT_FOUND"|string;
|
|
2421
2623
|
export type FleetType = "ON_DEMAND"|"SPOT"|string;
|
|
2422
2624
|
export interface FleetUtilization {
|
|
2423
2625
|
/**
|
|
@@ -2453,6 +2655,7 @@ declare namespace GameLift {
|
|
|
2453
2655
|
export type FlexMatchMode = "STANDALONE"|"WITH_QUEUE"|string;
|
|
2454
2656
|
export type Float = number;
|
|
2455
2657
|
export type FreeText = string;
|
|
2658
|
+
export type GameLiftServiceSdkEndpointOutput = string;
|
|
2456
2659
|
export interface GameProperty {
|
|
2457
2660
|
/**
|
|
2458
2661
|
* The game property identifier.
|
|
@@ -2468,7 +2671,7 @@ declare namespace GameLift {
|
|
|
2468
2671
|
export type GamePropertyValue = string;
|
|
2469
2672
|
export interface GameServer {
|
|
2470
2673
|
/**
|
|
2471
|
-
* A unique identifier for the game server group where the game server is running.
|
|
2674
|
+
* A unique identifier for the game server group where the game server is running.
|
|
2472
2675
|
*/
|
|
2473
2676
|
GameServerGroupName?: GameServerGroupName;
|
|
2474
2677
|
/**
|
|
@@ -2488,7 +2691,7 @@ declare namespace GameLift {
|
|
|
2488
2691
|
*/
|
|
2489
2692
|
ConnectionInfo?: GameServerConnectionInfo;
|
|
2490
2693
|
/**
|
|
2491
|
-
* 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
|
|
2694
|
+
* 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.
|
|
2492
2695
|
*/
|
|
2493
2696
|
GameServerData?: GameServerData;
|
|
2494
2697
|
/**
|
|
@@ -2500,15 +2703,15 @@ declare namespace GameLift {
|
|
|
2500
2703
|
*/
|
|
2501
2704
|
UtilizationStatus?: GameServerUtilizationStatus;
|
|
2502
2705
|
/**
|
|
2503
|
-
* Timestamp that indicates when the game server
|
|
2706
|
+
* Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
2504
2707
|
*/
|
|
2505
2708
|
RegistrationTime?: Timestamp;
|
|
2506
2709
|
/**
|
|
2507
|
-
* Timestamp that indicates the last time the game server was claimed
|
|
2710
|
+
* Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.
|
|
2508
2711
|
*/
|
|
2509
2712
|
LastClaimTime?: Timestamp;
|
|
2510
2713
|
/**
|
|
2511
|
-
* Timestamp that indicates the last time the game server was updated with health status
|
|
2714
|
+
* Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.
|
|
2512
2715
|
*/
|
|
2513
2716
|
LastHealthCheckTime?: Timestamp;
|
|
2514
2717
|
}
|
|
@@ -2600,7 +2803,7 @@ declare namespace GameLift {
|
|
|
2600
2803
|
*/
|
|
2601
2804
|
InstanceId?: GameServerInstanceId;
|
|
2602
2805
|
/**
|
|
2603
|
-
*
|
|
2806
|
+
* Current status of the game server instance
|
|
2604
2807
|
*/
|
|
2605
2808
|
InstanceStatus?: GameServerInstanceStatus;
|
|
2606
2809
|
}
|
|
@@ -2653,7 +2856,7 @@ declare namespace GameLift {
|
|
|
2653
2856
|
*/
|
|
2654
2857
|
StatusReason?: GameSessionStatusReason;
|
|
2655
2858
|
/**
|
|
2656
|
-
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process
|
|
2859
|
+
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).
|
|
2657
2860
|
*/
|
|
2658
2861
|
GameProperties?: GamePropertyList;
|
|
2659
2862
|
/**
|
|
@@ -2677,7 +2880,7 @@ declare namespace GameLift {
|
|
|
2677
2880
|
*/
|
|
2678
2881
|
CreatorId?: NonZeroAndMaxString;
|
|
2679
2882
|
/**
|
|
2680
|
-
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process
|
|
2883
|
+
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
|
|
2681
2884
|
*/
|
|
2682
2885
|
GameSessionData?: LargeGameSessionData;
|
|
2683
2886
|
/**
|
|
@@ -2698,7 +2901,7 @@ declare namespace GameLift {
|
|
|
2698
2901
|
/**
|
|
2699
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.
|
|
2700
2903
|
*/
|
|
2701
|
-
IpAddress?:
|
|
2904
|
+
IpAddress?: IpAddress;
|
|
2702
2905
|
/**
|
|
2703
2906
|
* The DNS identifier assigned to the instance that is running the game session. Values have the following format: TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
|
|
2704
2907
|
*/
|
|
@@ -2735,11 +2938,11 @@ declare namespace GameLift {
|
|
|
2735
2938
|
*/
|
|
2736
2939
|
GameSessionQueueName?: GameSessionQueueName;
|
|
2737
2940
|
/**
|
|
2738
|
-
* 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
|
|
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.
|
|
2739
2942
|
*/
|
|
2740
2943
|
Status?: GameSessionPlacementState;
|
|
2741
2944
|
/**
|
|
2742
|
-
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process
|
|
2945
|
+
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).
|
|
2743
2946
|
*/
|
|
2744
2947
|
GameProperties?: GamePropertyList;
|
|
2745
2948
|
/**
|
|
@@ -2763,7 +2966,7 @@ declare namespace GameLift {
|
|
|
2763
2966
|
*/
|
|
2764
2967
|
GameSessionRegion?: NonZeroAndMaxString;
|
|
2765
2968
|
/**
|
|
2766
|
-
* A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to
|
|
2969
|
+
* A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.
|
|
2767
2970
|
*/
|
|
2768
2971
|
PlayerLatencies?: PlayerLatencyList;
|
|
2769
2972
|
/**
|
|
@@ -2787,7 +2990,7 @@ declare namespace GameLift {
|
|
|
2787
2990
|
*/
|
|
2788
2991
|
Port?: PortNumber;
|
|
2789
2992
|
/**
|
|
2790
|
-
* A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID.
|
|
2993
|
+
* A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID.
|
|
2791
2994
|
*/
|
|
2792
2995
|
PlacedPlayerSessions?: PlacedPlayerSessionList;
|
|
2793
2996
|
/**
|
|
@@ -2830,7 +3033,7 @@ declare namespace GameLift {
|
|
|
2830
3033
|
*/
|
|
2831
3034
|
PriorityConfiguration?: PriorityConfiguration;
|
|
2832
3035
|
/**
|
|
2833
|
-
* Information that is added to all events that are related to this game session queue.
|
|
3036
|
+
* Information that is added to all events that are related to this game session queue.
|
|
2834
3037
|
*/
|
|
2835
3038
|
CustomEventData?: QueueCustomEventData;
|
|
2836
3039
|
/**
|
|
@@ -2841,7 +3044,7 @@ declare namespace GameLift {
|
|
|
2841
3044
|
export type GameSessionQueueArn = string;
|
|
2842
3045
|
export interface GameSessionQueueDestination {
|
|
2843
3046
|
/**
|
|
2844
|
-
* The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
|
|
3047
|
+
* The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
|
|
2845
3048
|
*/
|
|
2846
3049
|
DestinationArn?: ArnStringModel;
|
|
2847
3050
|
}
|
|
@@ -2852,6 +3055,74 @@ declare namespace GameLift {
|
|
|
2852
3055
|
export type GameSessionQueueNameOrArnList = GameSessionQueueNameOrArn[];
|
|
2853
3056
|
export type GameSessionStatus = "ACTIVE"|"ACTIVATING"|"TERMINATED"|"TERMINATING"|"ERROR"|string;
|
|
2854
3057
|
export type GameSessionStatusReason = "INTERRUPTED"|string;
|
|
3058
|
+
export interface GetComputeAccessInput {
|
|
3059
|
+
/**
|
|
3060
|
+
* A unique identifier for the fleet that the compute resource is registered to.
|
|
3061
|
+
*/
|
|
3062
|
+
FleetId: FleetIdOrArn;
|
|
3063
|
+
/**
|
|
3064
|
+
* The name of the compute resource you are requesting credentials for.
|
|
3065
|
+
*/
|
|
3066
|
+
ComputeName: ComputeNameOrArn;
|
|
3067
|
+
}
|
|
3068
|
+
export interface GetComputeAccessOutput {
|
|
3069
|
+
/**
|
|
3070
|
+
* The fleet ID of compute resource.
|
|
3071
|
+
*/
|
|
3072
|
+
FleetId?: FleetIdOrArn;
|
|
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.
|
|
3075
|
+
*/
|
|
3076
|
+
FleetArn?: FleetArn;
|
|
3077
|
+
/**
|
|
3078
|
+
* The name of the compute resource you requested credentials for.
|
|
3079
|
+
*/
|
|
3080
|
+
ComputeName?: ComputeNameOrArn;
|
|
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.
|
|
3083
|
+
*/
|
|
3084
|
+
ComputeArn?: ComputeArn;
|
|
3085
|
+
/**
|
|
3086
|
+
* The access credentials for the compute resource.
|
|
3087
|
+
*/
|
|
3088
|
+
Credentials?: AwsCredentials;
|
|
3089
|
+
}
|
|
3090
|
+
export interface GetComputeAuthTokenInput {
|
|
3091
|
+
/**
|
|
3092
|
+
* A unique identifier for the fleet that the compute is registered to.
|
|
3093
|
+
*/
|
|
3094
|
+
FleetId: FleetIdOrArn;
|
|
3095
|
+
/**
|
|
3096
|
+
* The name of the compute resource you are requesting the authorization token for.
|
|
3097
|
+
*/
|
|
3098
|
+
ComputeName: ComputeNameOrArn;
|
|
3099
|
+
}
|
|
3100
|
+
export interface GetComputeAuthTokenOutput {
|
|
3101
|
+
/**
|
|
3102
|
+
* A unique identifier for the fleet that the compute is registered to.
|
|
3103
|
+
*/
|
|
3104
|
+
FleetId?: FleetIdOrArn;
|
|
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.
|
|
3107
|
+
*/
|
|
3108
|
+
FleetArn?: FleetArn;
|
|
3109
|
+
/**
|
|
3110
|
+
* The name of the compute resource you are requesting the authorization token for.
|
|
3111
|
+
*/
|
|
3112
|
+
ComputeName?: ComputeNameOrArn;
|
|
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
|
|
3115
|
+
*/
|
|
3116
|
+
ComputeArn?: ComputeArn;
|
|
3117
|
+
/**
|
|
3118
|
+
* The authorization token that your game server uses to authenticate with GameLift.
|
|
3119
|
+
*/
|
|
3120
|
+
AuthToken?: ComputeAuthToken;
|
|
3121
|
+
/**
|
|
3122
|
+
* The amount of time until the authorization token is no longer valid. To continue using the compute resource for game server hosting, renew the authorization token by using this operation again.
|
|
3123
|
+
*/
|
|
3124
|
+
ExpirationTimestamp?: Timestamp;
|
|
3125
|
+
}
|
|
2855
3126
|
export interface GetGameSessionLogUrlInput {
|
|
2856
3127
|
/**
|
|
2857
3128
|
* A unique identifier for the game session to get logs for.
|
|
@@ -3065,6 +3336,34 @@ declare namespace GameLift {
|
|
|
3065
3336
|
*/
|
|
3066
3337
|
NextToken?: NonEmptyString;
|
|
3067
3338
|
}
|
|
3339
|
+
export interface ListComputeInput {
|
|
3340
|
+
/**
|
|
3341
|
+
* A unique identifier for the fleet the compute resources are registered to.
|
|
3342
|
+
*/
|
|
3343
|
+
FleetId: FleetIdOrArn;
|
|
3344
|
+
/**
|
|
3345
|
+
* The name of the custom location that the compute resources are assigned to.
|
|
3346
|
+
*/
|
|
3347
|
+
Location?: LocationStringModel;
|
|
3348
|
+
/**
|
|
3349
|
+
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
|
|
3350
|
+
*/
|
|
3351
|
+
Limit?: PositiveInteger;
|
|
3352
|
+
/**
|
|
3353
|
+
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
3354
|
+
*/
|
|
3355
|
+
NextToken?: NonZeroAndMaxString;
|
|
3356
|
+
}
|
|
3357
|
+
export interface ListComputeOutput {
|
|
3358
|
+
/**
|
|
3359
|
+
* A list of compute resources registered to the fleet you specified.
|
|
3360
|
+
*/
|
|
3361
|
+
ComputeList?: ComputeList;
|
|
3362
|
+
/**
|
|
3363
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
3364
|
+
*/
|
|
3365
|
+
NextToken?: NonZeroAndMaxString;
|
|
3366
|
+
}
|
|
3068
3367
|
export interface ListFleetsInput {
|
|
3069
3368
|
/**
|
|
3070
3369
|
* A unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.
|
|
@@ -3085,7 +3384,7 @@ declare namespace GameLift {
|
|
|
3085
3384
|
}
|
|
3086
3385
|
export interface ListFleetsOutput {
|
|
3087
3386
|
/**
|
|
3088
|
-
* A set of fleet IDs that match the list request.
|
|
3387
|
+
* A set of fleet IDs that match the list request.
|
|
3089
3388
|
*/
|
|
3090
3389
|
FleetIds?: FleetIdList;
|
|
3091
3390
|
/**
|
|
@@ -3095,27 +3394,27 @@ declare namespace GameLift {
|
|
|
3095
3394
|
}
|
|
3096
3395
|
export interface ListGameServerGroupsInput {
|
|
3097
3396
|
/**
|
|
3098
|
-
* The
|
|
3397
|
+
* The game server groups' limit.
|
|
3099
3398
|
*/
|
|
3100
3399
|
Limit?: PositiveInteger;
|
|
3101
3400
|
/**
|
|
3102
|
-
*
|
|
3401
|
+
* Specify the pagination token from a previous request to retrieve the next page of results.
|
|
3103
3402
|
*/
|
|
3104
3403
|
NextToken?: NonZeroAndMaxString;
|
|
3105
3404
|
}
|
|
3106
3405
|
export interface ListGameServerGroupsOutput {
|
|
3107
3406
|
/**
|
|
3108
|
-
*
|
|
3407
|
+
* The game server groups' game server groups.
|
|
3109
3408
|
*/
|
|
3110
3409
|
GameServerGroups?: GameServerGroups;
|
|
3111
3410
|
/**
|
|
3112
|
-
*
|
|
3411
|
+
* Specify the pagination token from a previous request to retrieve the next page of results.
|
|
3113
3412
|
*/
|
|
3114
3413
|
NextToken?: NonZeroAndMaxString;
|
|
3115
3414
|
}
|
|
3116
3415
|
export interface ListGameServersInput {
|
|
3117
3416
|
/**
|
|
3118
|
-
* An identifier for the game server group to retrieve a list of game servers from. Use either the
|
|
3417
|
+
* An identifier for the game server group to retrieve a list of game servers from. Use either the name or ARN value.
|
|
3119
3418
|
*/
|
|
3120
3419
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
3121
3420
|
/**
|
|
@@ -3141,6 +3440,31 @@ declare namespace GameLift {
|
|
|
3141
3440
|
*/
|
|
3142
3441
|
NextToken?: NonZeroAndMaxString;
|
|
3143
3442
|
}
|
|
3443
|
+
export interface ListLocationsInput {
|
|
3444
|
+
/**
|
|
3445
|
+
* Filters the list for AWS or CUSTOM locations.
|
|
3446
|
+
*/
|
|
3447
|
+
Filters?: LocationFilterList;
|
|
3448
|
+
/**
|
|
3449
|
+
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
|
|
3450
|
+
*/
|
|
3451
|
+
Limit?: ListLocationsLimit;
|
|
3452
|
+
/**
|
|
3453
|
+
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
|
|
3454
|
+
*/
|
|
3455
|
+
NextToken?: NonZeroAndMaxString;
|
|
3456
|
+
}
|
|
3457
|
+
export type ListLocationsLimit = number;
|
|
3458
|
+
export interface ListLocationsOutput {
|
|
3459
|
+
/**
|
|
3460
|
+
* A collection of locations.
|
|
3461
|
+
*/
|
|
3462
|
+
Locations?: LocationModelList;
|
|
3463
|
+
/**
|
|
3464
|
+
* A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
|
|
3465
|
+
*/
|
|
3466
|
+
NextToken?: NonZeroAndMaxString;
|
|
3467
|
+
}
|
|
3144
3468
|
export interface ListScriptsInput {
|
|
3145
3469
|
/**
|
|
3146
3470
|
* The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
|
|
@@ -3163,16 +3487,17 @@ declare namespace GameLift {
|
|
|
3163
3487
|
}
|
|
3164
3488
|
export interface ListTagsForResourceRequest {
|
|
3165
3489
|
/**
|
|
3166
|
-
*
|
|
3490
|
+
* The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to retrieve tags for. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
|
|
3167
3491
|
*/
|
|
3168
3492
|
ResourceARN: AmazonResourceName;
|
|
3169
3493
|
}
|
|
3170
3494
|
export interface ListTagsForResourceResponse {
|
|
3171
3495
|
/**
|
|
3172
|
-
*
|
|
3496
|
+
* The collection of tags that have been assigned to the specified resource.
|
|
3173
3497
|
*/
|
|
3174
3498
|
Tags?: TagList;
|
|
3175
3499
|
}
|
|
3500
|
+
export type LocationArnModel = string;
|
|
3176
3501
|
export interface LocationAttributes {
|
|
3177
3502
|
/**
|
|
3178
3503
|
* A fleet location and its current life-cycle state.
|
|
@@ -3192,10 +3517,23 @@ declare namespace GameLift {
|
|
|
3192
3517
|
/**
|
|
3193
3518
|
* An Amazon Web Services Region code, such as us-west-2.
|
|
3194
3519
|
*/
|
|
3195
|
-
Location
|
|
3520
|
+
Location: LocationStringModel;
|
|
3196
3521
|
}
|
|
3197
3522
|
export type LocationConfigurationList = LocationConfiguration[];
|
|
3523
|
+
export type LocationFilter = "AWS"|"CUSTOM"|string;
|
|
3524
|
+
export type LocationFilterList = LocationFilter[];
|
|
3198
3525
|
export type LocationList = LocationStringModel[];
|
|
3526
|
+
export interface LocationModel {
|
|
3527
|
+
/**
|
|
3528
|
+
* The location's name.
|
|
3529
|
+
*/
|
|
3530
|
+
LocationName?: LocationStringModel;
|
|
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.
|
|
3533
|
+
*/
|
|
3534
|
+
LocationArn?: LocationArnModel;
|
|
3535
|
+
}
|
|
3536
|
+
export type LocationModelList = LocationModel[];
|
|
3199
3537
|
export interface LocationState {
|
|
3200
3538
|
/**
|
|
3201
3539
|
* The fleet location, expressed as an Amazon Web Services Region code such as us-west-2.
|
|
@@ -3276,15 +3614,15 @@ declare namespace GameLift {
|
|
|
3276
3614
|
*/
|
|
3277
3615
|
CreationTime?: Timestamp;
|
|
3278
3616
|
/**
|
|
3279
|
-
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process
|
|
3617
|
+
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.
|
|
3280
3618
|
*/
|
|
3281
3619
|
GameProperties?: GamePropertyList;
|
|
3282
3620
|
/**
|
|
3283
|
-
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process
|
|
3621
|
+
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.
|
|
3284
3622
|
*/
|
|
3285
3623
|
GameSessionData?: GameSessionData;
|
|
3286
3624
|
/**
|
|
3287
|
-
* The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates
|
|
3625
|
+
* The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests 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.
|
|
3288
3626
|
*/
|
|
3289
3627
|
BackfillMode?: BackfillMode;
|
|
3290
3628
|
/**
|
|
@@ -3328,7 +3666,7 @@ declare namespace GameLift {
|
|
|
3328
3666
|
*/
|
|
3329
3667
|
TicketId?: MatchmakingIdStringModel;
|
|
3330
3668
|
/**
|
|
3331
|
-
* Name of the
|
|
3669
|
+
* Name of the matchmaking configuration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
|
|
3332
3670
|
*/
|
|
3333
3671
|
ConfigurationName?: MatchmakingIdStringModel;
|
|
3334
3672
|
/**
|
|
@@ -3336,7 +3674,7 @@ declare namespace GameLift {
|
|
|
3336
3674
|
*/
|
|
3337
3675
|
ConfigurationArn?: MatchmakingConfigurationArn;
|
|
3338
3676
|
/**
|
|
3339
|
-
* Current status of the matchmaking request. QUEUED -- The matchmaking request has been received and is currently waiting to be processed. SEARCHING -- The matchmaking request is currently being processed. REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match
|
|
3677
|
+
* Current status of the matchmaking request. QUEUED -- The matchmaking request has been received and is currently waiting to be processed. SEARCHING -- The matchmaking request is currently being processed. REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match. This status is used only with requests that use a matchmaking configuration with a player acceptance requirement. PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match. COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players. FAILED -- The matchmaking request was not completed. CANCELLED -- The matchmaking request was canceled. This may be the result of a StopMatchmaking operation or a proposed match that one or more players failed to accept. TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration. Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
|
|
3340
3678
|
*/
|
|
3341
3679
|
Status?: MatchmakingConfigurationStatus;
|
|
3342
3680
|
/**
|
|
@@ -3352,7 +3690,7 @@ declare namespace GameLift {
|
|
|
3352
3690
|
*/
|
|
3353
3691
|
StartTime?: Timestamp;
|
|
3354
3692
|
/**
|
|
3355
|
-
* Time stamp indicating when
|
|
3693
|
+
* Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
3356
3694
|
*/
|
|
3357
3695
|
EndTime?: Timestamp;
|
|
3358
3696
|
/**
|
|
@@ -3360,7 +3698,7 @@ declare namespace GameLift {
|
|
|
3360
3698
|
*/
|
|
3361
3699
|
Players?: PlayerList;
|
|
3362
3700
|
/**
|
|
3363
|
-
*
|
|
3701
|
+
* Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .
|
|
3364
3702
|
*/
|
|
3365
3703
|
GameSessionConnectionInfo?: GameSessionConnectionInfo;
|
|
3366
3704
|
/**
|
|
@@ -3372,11 +3710,12 @@ declare namespace GameLift {
|
|
|
3372
3710
|
export type MaxConcurrentGameSessionActivations = number;
|
|
3373
3711
|
export type MetricGroup = string;
|
|
3374
3712
|
export type MetricGroupList = MetricGroup[];
|
|
3375
|
-
export type MetricName = "ActivatingGameSessions"|"ActiveGameSessions"|"ActiveInstances"|"AvailableGameSessions"|"AvailablePlayerSessions"|"CurrentPlayerSessions"|"IdleInstances"|"PercentAvailableGameSessions"|"PercentIdleInstances"|"QueueDepth"|"WaitTime"|string;
|
|
3713
|
+
export type MetricName = "ActivatingGameSessions"|"ActiveGameSessions"|"ActiveInstances"|"AvailableGameSessions"|"AvailablePlayerSessions"|"CurrentPlayerSessions"|"IdleInstances"|"PercentAvailableGameSessions"|"PercentIdleInstances"|"QueueDepth"|"WaitTime"|"ConcurrentActivatableGameSessions"|string;
|
|
3376
3714
|
export type NonBlankAndLengthConstraintString = string;
|
|
3377
3715
|
export type NonBlankString = string;
|
|
3378
3716
|
export type NonEmptyString = string;
|
|
3379
3717
|
export type NonNegativeDouble = number;
|
|
3718
|
+
export type NonNegativeLimitedLengthDouble = string;
|
|
3380
3719
|
export type NonZeroAndMaxString = string;
|
|
3381
3720
|
export type OperatingSystem = "WINDOWS_2012"|"AMAZON_LINUX"|"AMAZON_LINUX_2"|string;
|
|
3382
3721
|
export interface PlacedPlayerSession {
|
|
@@ -3396,7 +3735,7 @@ declare namespace GameLift {
|
|
|
3396
3735
|
*/
|
|
3397
3736
|
PlayerId?: NonZeroAndMaxString;
|
|
3398
3737
|
/**
|
|
3399
|
-
* A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.
|
|
3738
|
+
* A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}. You can provide up to 10 PlayerAttributes.
|
|
3400
3739
|
*/
|
|
3401
3740
|
PlayerAttributes?: PlayerAttributeMap;
|
|
3402
3741
|
/**
|
|
@@ -3409,6 +3748,9 @@ declare namespace GameLift {
|
|
|
3409
3748
|
LatencyInMs?: LatencyMap;
|
|
3410
3749
|
}
|
|
3411
3750
|
export type PlayerAttributeMap = {[key: string]: AttributeValue};
|
|
3751
|
+
export type PlayerAttributeString = string;
|
|
3752
|
+
export type PlayerAttributeStringDoubleMap = {[key: string]: DoubleObject};
|
|
3753
|
+
export type PlayerAttributeStringList = PlayerAttributeString[];
|
|
3412
3754
|
export type PlayerData = string;
|
|
3413
3755
|
export type PlayerDataMap = {[key: string]: PlayerData};
|
|
3414
3756
|
export type PlayerIdList = NonZeroAndMaxString[];
|
|
@@ -3524,7 +3866,7 @@ declare namespace GameLift {
|
|
|
3524
3866
|
*/
|
|
3525
3867
|
ScalingAdjustment?: Integer;
|
|
3526
3868
|
/**
|
|
3527
|
-
* The type of adjustment to make to a fleet's instance count
|
|
3869
|
+
* The type of adjustment to make to a fleet's instance count: ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. ExactCapacity -- set the instance count to the scaling adjustment value. PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.
|
|
3528
3870
|
*/
|
|
3529
3871
|
ScalingAdjustmentType?: ScalingAdjustmentType;
|
|
3530
3872
|
/**
|
|
@@ -3561,9 +3903,41 @@ declare namespace GameLift {
|
|
|
3561
3903
|
export type QueueArnsList = ArnStringModel[];
|
|
3562
3904
|
export type QueueCustomEventData = string;
|
|
3563
3905
|
export type QueueSnsArnStringModel = string;
|
|
3906
|
+
export interface RegisterComputeInput {
|
|
3907
|
+
/**
|
|
3908
|
+
* A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.
|
|
3909
|
+
*/
|
|
3910
|
+
FleetId: FleetIdOrArn;
|
|
3911
|
+
/**
|
|
3912
|
+
* A descriptive label that is associated with the compute resource registered to your fleet.
|
|
3913
|
+
*/
|
|
3914
|
+
ComputeName: ComputeName;
|
|
3915
|
+
/**
|
|
3916
|
+
* The path to the TLS certificate on your compute resource. The path and certificate are not validated by GameLift.
|
|
3917
|
+
*/
|
|
3918
|
+
CertificatePath?: NonZeroAndMaxString;
|
|
3919
|
+
/**
|
|
3920
|
+
* The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
|
|
3921
|
+
*/
|
|
3922
|
+
DnsName?: DnsNameInput;
|
|
3923
|
+
/**
|
|
3924
|
+
* The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
|
|
3925
|
+
*/
|
|
3926
|
+
IpAddress?: IpAddress;
|
|
3927
|
+
/**
|
|
3928
|
+
* The name of the custom location you added to the fleet you are registering this compute resource to.
|
|
3929
|
+
*/
|
|
3930
|
+
Location?: LocationStringModel;
|
|
3931
|
+
}
|
|
3932
|
+
export interface RegisterComputeOutput {
|
|
3933
|
+
/**
|
|
3934
|
+
* The details of the compute resource you registered to the specified fleet.
|
|
3935
|
+
*/
|
|
3936
|
+
Compute?: Compute;
|
|
3937
|
+
}
|
|
3564
3938
|
export interface RegisterGameServerInput {
|
|
3565
3939
|
/**
|
|
3566
|
-
* A unique identifier for the game server group where the game server is running.
|
|
3940
|
+
* A unique identifier for the game server group where the game server is running.
|
|
3567
3941
|
*/
|
|
3568
3942
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
3569
3943
|
/**
|
|
@@ -3579,7 +3953,7 @@ declare namespace GameLift {
|
|
|
3579
3953
|
*/
|
|
3580
3954
|
ConnectionInfo?: GameServerConnectionInfo;
|
|
3581
3955
|
/**
|
|
3582
|
-
* 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
|
|
3956
|
+
* 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.
|
|
3583
3957
|
*/
|
|
3584
3958
|
GameServerData?: GameServerData;
|
|
3585
3959
|
}
|
|
@@ -3623,7 +3997,7 @@ declare namespace GameLift {
|
|
|
3623
3997
|
}
|
|
3624
3998
|
export interface ResourceCreationLimitPolicy {
|
|
3625
3999
|
/**
|
|
3626
|
-
*
|
|
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.
|
|
3627
4001
|
*/
|
|
3628
4002
|
NewGameSessionsPerCreator?: WholeNumber;
|
|
3629
4003
|
/**
|
|
@@ -3633,7 +4007,7 @@ declare namespace GameLift {
|
|
|
3633
4007
|
}
|
|
3634
4008
|
export interface ResumeGameServerGroupInput {
|
|
3635
4009
|
/**
|
|
3636
|
-
* A unique identifier for the game server group. Use either the
|
|
4010
|
+
* A unique identifier for the game server group. Use either the name or ARN value.
|
|
3637
4011
|
*/
|
|
3638
4012
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
3639
4013
|
/**
|
|
@@ -3649,7 +4023,7 @@ declare namespace GameLift {
|
|
|
3649
4023
|
}
|
|
3650
4024
|
export interface RoutingStrategy {
|
|
3651
4025
|
/**
|
|
3652
|
-
* The type of routing strategy for the alias. Possible routing types include the following: SIMPLE - The alias resolves to one specific fleet. Use this type when routing to active fleets. TERMINAL - The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the
|
|
4026
|
+
* The type of routing strategy for the alias. Possible routing types include the following: SIMPLE - The alias resolves to one specific fleet. Use this type when routing to active fleets. TERMINAL - The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the message embedded.
|
|
3653
4027
|
*/
|
|
3654
4028
|
Type?: RoutingStrategyType;
|
|
3655
4029
|
/**
|
|
@@ -3680,7 +4054,7 @@ declare namespace GameLift {
|
|
|
3680
4054
|
}
|
|
3681
4055
|
export interface S3Location {
|
|
3682
4056
|
/**
|
|
3683
|
-
* An Amazon S3 bucket identifier.
|
|
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 (.).
|
|
3684
4058
|
*/
|
|
3685
4059
|
Bucket?: NonEmptyString;
|
|
3686
4060
|
/**
|
|
@@ -3711,7 +4085,7 @@ declare namespace GameLift {
|
|
|
3711
4085
|
*/
|
|
3712
4086
|
Name?: NonZeroAndMaxString;
|
|
3713
4087
|
/**
|
|
3714
|
-
* Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets
|
|
4088
|
+
* Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets. If the policy is suspended for a fleet, the policy status does not change. ACTIVE -- The scaling policy can be used for auto-scaling a fleet. UPDATE_REQUESTED -- A request to update the scaling policy has been received. UPDATING -- A change is being made to the scaling policy. DELETE_REQUESTED -- A request to delete the scaling policy has been received. DELETING -- The scaling policy is being deleted. DELETED -- The scaling policy has been deleted. ERROR -- An error occurred in creating the policy. It should be removed and recreated.
|
|
3715
4089
|
*/
|
|
3716
4090
|
Status?: ScalingStatusType;
|
|
3717
4091
|
/**
|
|
@@ -3719,7 +4093,7 @@ declare namespace GameLift {
|
|
|
3719
4093
|
*/
|
|
3720
4094
|
ScalingAdjustment?: Integer;
|
|
3721
4095
|
/**
|
|
3722
|
-
* The type of adjustment to make to a fleet's instance count
|
|
4096
|
+
* The type of adjustment to make to a fleet's instance count. ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. ExactCapacity -- set the instance count to the scaling adjustment value. PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.
|
|
3723
4097
|
*/
|
|
3724
4098
|
ScalingAdjustmentType?: ScalingAdjustmentType;
|
|
3725
4099
|
/**
|
|
@@ -3771,7 +4145,7 @@ declare namespace GameLift {
|
|
|
3771
4145
|
*/
|
|
3772
4146
|
Name?: NonZeroAndMaxString;
|
|
3773
4147
|
/**
|
|
3774
|
-
* Version information
|
|
4148
|
+
* Version information associated with a build or script. Version strings do not need to be unique.
|
|
3775
4149
|
*/
|
|
3776
4150
|
Version?: NonZeroAndMaxString;
|
|
3777
4151
|
/**
|
|
@@ -3782,6 +4156,9 @@ declare namespace GameLift {
|
|
|
3782
4156
|
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
3783
4157
|
*/
|
|
3784
4158
|
CreationTime?: Timestamp;
|
|
4159
|
+
/**
|
|
4160
|
+
* The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.
|
|
4161
|
+
*/
|
|
3785
4162
|
StorageLocation?: S3Location;
|
|
3786
4163
|
}
|
|
3787
4164
|
export type ScriptArn = string;
|
|
@@ -3798,7 +4175,7 @@ declare namespace GameLift {
|
|
|
3798
4175
|
*/
|
|
3799
4176
|
AliasId?: AliasIdOrArn;
|
|
3800
4177
|
/**
|
|
3801
|
-
* A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
|
|
4178
|
+
* A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
|
|
3802
4179
|
*/
|
|
3803
4180
|
Location?: LocationStringModel;
|
|
3804
4181
|
/**
|
|
@@ -3843,6 +4220,7 @@ declare namespace GameLift {
|
|
|
3843
4220
|
ConcurrentExecutions: PositiveInteger;
|
|
3844
4221
|
}
|
|
3845
4222
|
export type ServerProcessList = ServerProcess[];
|
|
4223
|
+
export type ServerSdkVersion = string;
|
|
3846
4224
|
export type SnsArnStringModel = string;
|
|
3847
4225
|
export type SortOrder = "ASCENDING"|"DESCENDING"|string;
|
|
3848
4226
|
export interface StartFleetActionsInput {
|
|
@@ -3871,7 +4249,7 @@ declare namespace GameLift {
|
|
|
3871
4249
|
}
|
|
3872
4250
|
export interface StartGameSessionPlacementInput {
|
|
3873
4251
|
/**
|
|
3874
|
-
* A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused
|
|
4252
|
+
* A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.
|
|
3875
4253
|
*/
|
|
3876
4254
|
PlacementId: IdStringModel;
|
|
3877
4255
|
/**
|
|
@@ -3879,7 +4257,7 @@ declare namespace GameLift {
|
|
|
3879
4257
|
*/
|
|
3880
4258
|
GameSessionQueueName: GameSessionQueueNameOrArn;
|
|
3881
4259
|
/**
|
|
3882
|
-
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process
|
|
4260
|
+
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).
|
|
3883
4261
|
*/
|
|
3884
4262
|
GameProperties?: GamePropertyList;
|
|
3885
4263
|
/**
|
|
@@ -3891,7 +4269,7 @@ declare namespace GameLift {
|
|
|
3891
4269
|
*/
|
|
3892
4270
|
GameSessionName?: NonZeroAndMaxString;
|
|
3893
4271
|
/**
|
|
3894
|
-
* A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to
|
|
4272
|
+
* A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
|
|
3895
4273
|
*/
|
|
3896
4274
|
PlayerLatencies?: PlayerLatencyList;
|
|
3897
4275
|
/**
|
|
@@ -3923,7 +4301,7 @@ declare namespace GameLift {
|
|
|
3923
4301
|
*/
|
|
3924
4302
|
GameSessionArn?: ArnStringModel;
|
|
3925
4303
|
/**
|
|
3926
|
-
* Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game. PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data. The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill. LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
|
|
4304
|
+
* Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game. You can include up to 199 Players in a StartMatchBackfill request. PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data. The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill. LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
|
|
3927
4305
|
*/
|
|
3928
4306
|
Players: PlayerList;
|
|
3929
4307
|
}
|
|
@@ -3943,7 +4321,7 @@ declare namespace GameLift {
|
|
|
3943
4321
|
*/
|
|
3944
4322
|
ConfigurationName: MatchmakingConfigurationName;
|
|
3945
4323
|
/**
|
|
3946
|
-
* Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.
|
|
4324
|
+
* Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to. You can include up to 10 Players in a StartMatchmaking request.
|
|
3947
4325
|
*/
|
|
3948
4326
|
Players: PlayerList;
|
|
3949
4327
|
}
|
|
@@ -3979,7 +4357,7 @@ declare namespace GameLift {
|
|
|
3979
4357
|
}
|
|
3980
4358
|
export interface StopGameSessionPlacementInput {
|
|
3981
4359
|
/**
|
|
3982
|
-
* A unique identifier for a game session placement to
|
|
4360
|
+
* A unique identifier for a game session placement to stop.
|
|
3983
4361
|
*/
|
|
3984
4362
|
PlacementId: IdStringModel;
|
|
3985
4363
|
}
|
|
@@ -3997,12 +4375,11 @@ declare namespace GameLift {
|
|
|
3997
4375
|
}
|
|
3998
4376
|
export interface StopMatchmakingOutput {
|
|
3999
4377
|
}
|
|
4000
|
-
export type StringDoubleMap = {[key: string]: DoubleObject};
|
|
4001
4378
|
export type StringList = NonZeroAndMaxString[];
|
|
4002
4379
|
export type StringModel = string;
|
|
4003
4380
|
export interface SuspendGameServerGroupInput {
|
|
4004
4381
|
/**
|
|
4005
|
-
* A unique identifier for the game server group. Use either the
|
|
4382
|
+
* A unique identifier for the game server group. Use either the name or ARN value.
|
|
4006
4383
|
*/
|
|
4007
4384
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
4008
4385
|
/**
|
|
@@ -4018,11 +4395,11 @@ declare namespace GameLift {
|
|
|
4018
4395
|
}
|
|
4019
4396
|
export interface Tag {
|
|
4020
4397
|
/**
|
|
4021
|
-
*
|
|
4398
|
+
* The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
|
|
4022
4399
|
*/
|
|
4023
4400
|
Key: TagKey;
|
|
4024
4401
|
/**
|
|
4025
|
-
*
|
|
4402
|
+
* The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
|
|
4026
4403
|
*/
|
|
4027
4404
|
Value: TagValue;
|
|
4028
4405
|
}
|
|
@@ -4031,7 +4408,7 @@ declare namespace GameLift {
|
|
|
4031
4408
|
export type TagList = Tag[];
|
|
4032
4409
|
export interface TagResourceRequest {
|
|
4033
4410
|
/**
|
|
4034
|
-
*
|
|
4411
|
+
* The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to assign tags to. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
|
|
4035
4412
|
*/
|
|
4036
4413
|
ResourceARN: AmazonResourceName;
|
|
4037
4414
|
/**
|
|
@@ -4097,11 +4474,11 @@ declare namespace GameLift {
|
|
|
4097
4474
|
*/
|
|
4098
4475
|
BuildId: BuildIdOrArn;
|
|
4099
4476
|
/**
|
|
4100
|
-
* A descriptive label
|
|
4477
|
+
* A descriptive label associated with a build. Build names do not need to be unique.
|
|
4101
4478
|
*/
|
|
4102
4479
|
Name?: NonZeroAndMaxString;
|
|
4103
4480
|
/**
|
|
4104
|
-
* Version information
|
|
4481
|
+
* Version information associated with a build or script. Version strings do not need to be unique.
|
|
4105
4482
|
*/
|
|
4106
4483
|
Version?: NonZeroAndMaxString;
|
|
4107
4484
|
}
|
|
@@ -4125,7 +4502,7 @@ declare namespace GameLift {
|
|
|
4125
4502
|
*/
|
|
4126
4503
|
Description?: NonZeroAndMaxString;
|
|
4127
4504
|
/**
|
|
4128
|
-
* The game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession. NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
|
|
4505
|
+
* The game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession . NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
|
|
4129
4506
|
*/
|
|
4130
4507
|
NewGameSessionProtectionPolicy?: ProtectionPolicy;
|
|
4131
4508
|
/**
|
|
@@ -4136,12 +4513,20 @@ declare namespace GameLift {
|
|
|
4136
4513
|
* The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.
|
|
4137
4514
|
*/
|
|
4138
4515
|
MetricGroups?: MetricGroupList;
|
|
4516
|
+
/**
|
|
4517
|
+
* GameLift Anywhere configuration options.
|
|
4518
|
+
*/
|
|
4519
|
+
AnywhereConfiguration?: AnywhereConfiguration;
|
|
4139
4520
|
}
|
|
4140
4521
|
export interface UpdateFleetAttributesOutput {
|
|
4141
4522
|
/**
|
|
4142
4523
|
* A unique identifier for the fleet that was updated.
|
|
4143
4524
|
*/
|
|
4144
4525
|
FleetId?: FleetId;
|
|
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.
|
|
4528
|
+
*/
|
|
4529
|
+
FleetArn?: FleetArn;
|
|
4145
4530
|
}
|
|
4146
4531
|
export interface UpdateFleetCapacityInput {
|
|
4147
4532
|
/**
|
|
@@ -4198,10 +4583,14 @@ declare namespace GameLift {
|
|
|
4198
4583
|
* A unique identifier for the fleet that was updated.
|
|
4199
4584
|
*/
|
|
4200
4585
|
FleetId?: FleetId;
|
|
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.
|
|
4588
|
+
*/
|
|
4589
|
+
FleetArn?: FleetArn;
|
|
4201
4590
|
}
|
|
4202
4591
|
export interface UpdateGameServerGroupInput {
|
|
4203
4592
|
/**
|
|
4204
|
-
* A unique identifier for the game server group. Use either the
|
|
4593
|
+
* A unique identifier for the game server group. Use either the name or ARN value.
|
|
4205
4594
|
*/
|
|
4206
4595
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
4207
4596
|
/**
|
|
@@ -4229,7 +4618,7 @@ declare namespace GameLift {
|
|
|
4229
4618
|
}
|
|
4230
4619
|
export interface UpdateGameServerInput {
|
|
4231
4620
|
/**
|
|
4232
|
-
* A unique identifier for the game server group where the game server is running.
|
|
4621
|
+
* A unique identifier for the game server group where the game server is running.
|
|
4233
4622
|
*/
|
|
4234
4623
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
4235
4624
|
/**
|
|
@@ -4237,7 +4626,7 @@ declare namespace GameLift {
|
|
|
4237
4626
|
*/
|
|
4238
4627
|
GameServerId: GameServerId;
|
|
4239
4628
|
/**
|
|
4240
|
-
* 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
|
|
4629
|
+
* 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.
|
|
4241
4630
|
*/
|
|
4242
4631
|
GameServerData?: GameServerData;
|
|
4243
4632
|
/**
|
|
@@ -4309,7 +4698,7 @@ declare namespace GameLift {
|
|
|
4309
4698
|
*/
|
|
4310
4699
|
PriorityConfiguration?: PriorityConfiguration;
|
|
4311
4700
|
/**
|
|
4312
|
-
*
|
|
4701
|
+
* Information to be added to all events that are related to this game session queue.
|
|
4313
4702
|
*/
|
|
4314
4703
|
CustomEventData?: QueueCustomEventData;
|
|
4315
4704
|
/**
|
|
@@ -4329,7 +4718,7 @@ declare namespace GameLift {
|
|
|
4329
4718
|
*/
|
|
4330
4719
|
Name: MatchmakingConfigurationName;
|
|
4331
4720
|
/**
|
|
4332
|
-
* A
|
|
4721
|
+
* A description for the matchmaking configuration.
|
|
4333
4722
|
*/
|
|
4334
4723
|
Description?: NonZeroAndMaxString;
|
|
4335
4724
|
/**
|
|
@@ -4365,15 +4754,15 @@ declare namespace GameLift {
|
|
|
4365
4754
|
*/
|
|
4366
4755
|
CustomEventData?: CustomEventData;
|
|
4367
4756
|
/**
|
|
4368
|
-
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process
|
|
4757
|
+
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.
|
|
4369
4758
|
*/
|
|
4370
4759
|
GameProperties?: GamePropertyList;
|
|
4371
4760
|
/**
|
|
4372
|
-
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process
|
|
4761
|
+
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the game session that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.
|
|
4373
4762
|
*/
|
|
4374
4763
|
GameSessionData?: GameSessionData;
|
|
4375
4764
|
/**
|
|
4376
|
-
* The method that is used to backfill game sessions 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
|
|
4765
|
+
* The method that is used to backfill game sessions 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 match 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.
|
|
4377
4766
|
*/
|
|
4378
4767
|
BackfillMode?: BackfillMode;
|
|
4379
4768
|
/**
|
|
@@ -4393,7 +4782,7 @@ declare namespace GameLift {
|
|
|
4393
4782
|
*/
|
|
4394
4783
|
FleetId: FleetIdOrArn;
|
|
4395
4784
|
/**
|
|
4396
|
-
* Instructions for
|
|
4785
|
+
* Instructions for alaunching 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.
|
|
4397
4786
|
*/
|
|
4398
4787
|
RuntimeConfiguration: RuntimeConfiguration;
|
|
4399
4788
|
}
|
|
@@ -4413,7 +4802,7 @@ declare namespace GameLift {
|
|
|
4413
4802
|
*/
|
|
4414
4803
|
Name?: NonZeroAndMaxString;
|
|
4415
4804
|
/**
|
|
4416
|
-
* Version information
|
|
4805
|
+
* Version information associated with a build or script. Version strings do not need to be unique.
|
|
4417
4806
|
*/
|
|
4418
4807
|
Version?: NonZeroAndMaxString;
|
|
4419
4808
|
/**
|
|
@@ -4449,7 +4838,7 @@ declare namespace GameLift {
|
|
|
4449
4838
|
*/
|
|
4450
4839
|
GameLiftAwsAccountId?: NonZeroAndMaxString;
|
|
4451
4840
|
/**
|
|
4452
|
-
*
|
|
4841
|
+
* The authorization's peer VPC Amazon Web Services account ID.
|
|
4453
4842
|
*/
|
|
4454
4843
|
PeerVpcAwsAccountId?: NonZeroAndMaxString;
|
|
4455
4844
|
/**
|
|
@@ -4472,7 +4861,7 @@ declare namespace GameLift {
|
|
|
4472
4861
|
*/
|
|
4473
4862
|
FleetId?: FleetId;
|
|
4474
4863
|
/**
|
|
4475
|
-
*
|
|
4864
|
+
* The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.
|
|
4476
4865
|
*/
|
|
4477
4866
|
FleetArn?: FleetArn;
|
|
4478
4867
|
/**
|
|
@@ -4480,7 +4869,7 @@ declare namespace GameLift {
|
|
|
4480
4869
|
*/
|
|
4481
4870
|
IpV4CidrBlock?: NonZeroAndMaxString;
|
|
4482
4871
|
/**
|
|
4483
|
-
* A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection
|
|
4872
|
+
* A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection.
|
|
4484
4873
|
*/
|
|
4485
4874
|
VpcPeeringConnectionId?: NonZeroAndMaxString;
|
|
4486
4875
|
/**
|