cdk-lambda-subminute 2.0.324 → 2.0.326

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Files changed (41) hide show
  1. package/.jsii +16 -3
  2. package/lib/cdk-lambda-subminute.js +3 -3
  3. package/node_modules/aws-sdk/README.md +1 -1
  4. package/node_modules/aws-sdk/apis/b2bi-2022-06-23.examples.json +0 -709
  5. package/node_modules/aws-sdk/apis/billingconductor-2021-07-30.min.json +84 -20
  6. package/node_modules/aws-sdk/apis/connect-2017-08-08.min.json +269 -201
  7. package/node_modules/aws-sdk/apis/drs-2020-02-26.min.json +56 -54
  8. package/node_modules/aws-sdk/apis/firehose-2015-08-04.min.json +85 -65
  9. package/node_modules/aws-sdk/apis/gamelift-2015-10-01.min.json +4 -1
  10. package/node_modules/aws-sdk/apis/iot-2015-05-28.min.json +479 -317
  11. package/node_modules/aws-sdk/apis/metadata.json +4 -0
  12. package/node_modules/aws-sdk/apis/neptune-graph-2023-11-29.examples.json +5 -0
  13. package/node_modules/aws-sdk/apis/neptune-graph-2023-11-29.min.json +1286 -0
  14. package/node_modules/aws-sdk/apis/neptune-graph-2023-11-29.paginators.json +28 -0
  15. package/node_modules/aws-sdk/apis/quicksight-2018-04-01.min.json +548 -466
  16. package/node_modules/aws-sdk/clients/all.d.ts +1 -0
  17. package/node_modules/aws-sdk/clients/all.js +2 -1
  18. package/node_modules/aws-sdk/clients/appstream.d.ts +1 -1
  19. package/node_modules/aws-sdk/clients/b2bi.d.ts +45 -45
  20. package/node_modules/aws-sdk/clients/billingconductor.d.ts +98 -3
  21. package/node_modules/aws-sdk/clients/connect.d.ts +94 -38
  22. package/node_modules/aws-sdk/clients/controltower.d.ts +3 -3
  23. package/node_modules/aws-sdk/clients/drs.d.ts +9 -0
  24. package/node_modules/aws-sdk/clients/firehose.d.ts +24 -0
  25. package/node_modules/aws-sdk/clients/gamelift.d.ts +14 -10
  26. package/node_modules/aws-sdk/clients/iot.d.ts +173 -1
  27. package/node_modules/aws-sdk/clients/neptunegraph.d.ts +1394 -0
  28. package/node_modules/aws-sdk/clients/neptunegraph.js +19 -0
  29. package/node_modules/aws-sdk/clients/opensearch.d.ts +23 -23
  30. package/node_modules/aws-sdk/clients/quicksight.d.ts +75 -3
  31. package/node_modules/aws-sdk/clients/workspaces.d.ts +3 -3
  32. package/node_modules/aws-sdk/dist/aws-sdk-core-react-native.js +2 -2
  33. package/node_modules/aws-sdk/dist/aws-sdk-react-native.js +69 -11
  34. package/node_modules/aws-sdk/dist/aws-sdk.js +844 -587
  35. package/node_modules/aws-sdk/dist/aws-sdk.min.js +82 -82
  36. package/node_modules/aws-sdk/dist-tools/service-collector.js +1 -1
  37. package/node_modules/aws-sdk/lib/config_service_placeholders.d.ts +2 -0
  38. package/node_modules/aws-sdk/lib/core.js +1 -1
  39. package/node_modules/aws-sdk/lib/services/neptunegraph.js +14 -0
  40. package/node_modules/aws-sdk/package.json +1 -1
  41. package/package.json +3 -3
@@ -652,11 +652,11 @@ declare class GameLift extends Service {
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  */
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  resumeGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
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  /**
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- * 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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+ * 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 continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or game session placement queue. 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 . To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic. 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 -- A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. The filter expression must specify the GameProperty -- a Key and a string Value to search for the game sessions. For example, to search for the above key-value pair, specify the following search filter: gameSessionProperties.difficulty = "novice". All game property values are searched as strings. For examples of searching game sessions, see the ones below, and also see Search game sessions by game property. 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(params: GameLift.Types.SearchGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.SearchGameSessionsOutput) => void): Request<GameLift.Types.SearchGameSessionsOutput, AWSError>;
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  /**
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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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+ * 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 continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or game session placement queue. 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 . To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic. 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 -- A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. The filter expression must specify the GameProperty -- a Key and a string Value to search for the game sessions. For example, to search for the above key-value pair, specify the following search filter: gameSessionProperties.difficulty = "novice". All game property values are searched as strings. For examples of searching game sessions, see the ones below, and also see Search game sessions by game property. 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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  /**
@@ -1340,7 +1340,7 @@ declare namespace GameLift {
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  Name?: NonZeroAndMaxString;
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  /**
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- * 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).
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+ * A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties.
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  */
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  GameProperties?: GamePropertyList;
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  /**
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  */
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  CustomEventData?: CustomEventData;
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  /**
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- * 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.
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+ * A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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.
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  */
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  GameProperties?: GamePropertyList;
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  /**
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  */
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  ResourceId?: NonZeroAndMaxString;
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  /**
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- * The type of event being logged. Fleet state transition events: FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID. FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation. FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. Amazon GameLift has successfully downloaded the build and is now validating the build files. FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. Amazon GameLift has successfully verified the build files and is now running the installation scripts. FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift Service via the Server SDK. FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions. FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more details. Fleet creation events (ordered by fleet creation activity): FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl. FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues. FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc. FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details. VPC peering events: FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions. 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.
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+ * The type of event being logged. Fleet state transition events: FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID. FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation. FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. Amazon GameLift has successfully downloaded the build and is now validating the build files. FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. Amazon GameLift has successfully verified the build files and is now running the installation scripts. FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift Service via the Server SDK. FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions. FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more details. Fleet creation events (ordered by fleet creation activity): FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl. FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues. FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc. FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details. VPC peering events: FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions. 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 (5 minutes). 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 (5 minutes) 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 within the time expected after OnProcessTerminate() was sent. 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 (30 seconds) 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.
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  GameProperties?: GamePropertyList;
2882
2882
  /**
@@ -2962,7 +2962,7 @@ declare namespace GameLift {
2962
2962
  */
2963
2963
  Status?: GameSessionPlacementState;
2964
2964
  /**
2965
- * 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).
2965
+ * A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.
2966
2966
  */
2967
2967
  GameProperties?: GamePropertyList;
2968
2968
  /**
@@ -3636,7 +3636,7 @@ declare namespace GameLift {
3636
3636
  */
3637
3637
  CreationTime?: Timestamp;
3638
3638
  /**
3639
- * 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.
3639
+ * A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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.
3640
3640
  */
3641
3641
  GameProperties?: GamePropertyList;
3642
3642
  /**
@@ -4280,7 +4280,7 @@ declare namespace GameLift {
4280
4280
  */
4281
4281
  GameSessionQueueName: GameSessionQueueNameOrArn;
4282
4282
  /**
4283
- * 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).
4283
+ * A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.
4284
4284
  */
4285
4285
  GameProperties?: GamePropertyList;
4286
4286
  /**
@@ -4688,6 +4688,10 @@ declare namespace GameLift {
4688
4688
  * Game session protection policy to apply to this game session only. 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.
4689
4689
  */
4690
4690
  ProtectionPolicy?: ProtectionPolicy;
4691
+ /**
4692
+ * A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. You can use this parameter to modify game properties in an active game session. This action adds new properties and modifies existing properties. There is no way to delete properties. For an example, see Update the value of a game property.
4693
+ */
4694
+ GameProperties?: GamePropertyList;
4691
4695
  }
4692
4696
  export interface UpdateGameSessionOutput {
4693
4697
  /**
@@ -4777,7 +4781,7 @@ declare namespace GameLift {
4777
4781
  */
4778
4782
  CustomEventData?: CustomEventData;
4779
4783
  /**
4780
- * 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.
4784
+ * A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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.
4781
4785
  */
4782
4786
  GameProperties?: GamePropertyList;
4783
4787
  /**
@@ -171,6 +171,14 @@ declare class Iot extends Service {
171
171
  * Creates an X.509 certificate using the specified certificate signing request. Requires permission to access the CreateCertificateFromCsr action. The CSR must include a public key that is either an RSA key with a length of at least 2048 bits or an ECC key from NIST P-256, NIST P-384, or NIST P-521 curves. For supported certificates, consult Certificate signing algorithms supported by IoT. Reusing the same certificate signing request (CSR) results in a distinct certificate. You can create multiple certificates in a batch by creating a directory, copying multiple .csr files into that directory, and then specifying that directory on the command line. The following commands show how to create a batch of certificates given a batch of CSRs. In the following commands, we assume that a set of CSRs are located inside of the directory my-csr-directory: On Linux and OS X, the command is: $ ls my-csr-directory/ | xargs -I {} aws iot create-certificate-from-csr --certificate-signing-request file://my-csr-directory/{} This command lists all of the CSRs in my-csr-directory and pipes each CSR file name to the aws iot create-certificate-from-csr Amazon Web Services CLI command to create a certificate for the corresponding CSR. You can also run the aws iot create-certificate-from-csr part of the command in parallel to speed up the certificate creation process: $ ls my-csr-directory/ | xargs -P 10 -I {} aws iot create-certificate-from-csr --certificate-signing-request file://my-csr-directory/{} On Windows PowerShell, the command to create certificates for all CSRs in my-csr-directory is: &gt; ls -Name my-csr-directory | %{aws iot create-certificate-from-csr --certificate-signing-request file://my-csr-directory/$_} On a Windows command prompt, the command to create certificates for all CSRs in my-csr-directory is: &gt; forfiles /p my-csr-directory /c "cmd /c aws iot create-certificate-from-csr --certificate-signing-request file://@path"
172
172
  */
173
173
  createCertificateFromCsr(callback?: (err: AWSError, data: Iot.Types.CreateCertificateFromCsrResponse) => void): Request<Iot.Types.CreateCertificateFromCsrResponse, AWSError>;
174
+ /**
175
+ * Creates an Amazon Web Services IoT Core certificate provider. You can use Amazon Web Services IoT Core certificate provider to customize how to sign a certificate signing request (CSR) in IoT fleet provisioning. For more information, see Customizing certificate signing using Amazon Web Services IoT Core certificate provider from Amazon Web Services IoT Core Developer Guide. Requires permission to access the CreateCertificateProvider action. After you create a certificate provider, the behavior of CreateCertificateFromCsr API for fleet provisioning will change and all API calls to CreateCertificateFromCsr will invoke the certificate provider to create the certificates. It can take up to a few minutes for this behavior to change after a certificate provider is created.
176
+ */
177
+ createCertificateProvider(params: Iot.Types.CreateCertificateProviderRequest, callback?: (err: AWSError, data: Iot.Types.CreateCertificateProviderResponse) => void): Request<Iot.Types.CreateCertificateProviderResponse, AWSError>;
178
+ /**
179
+ * Creates an Amazon Web Services IoT Core certificate provider. You can use Amazon Web Services IoT Core certificate provider to customize how to sign a certificate signing request (CSR) in IoT fleet provisioning. For more information, see Customizing certificate signing using Amazon Web Services IoT Core certificate provider from Amazon Web Services IoT Core Developer Guide. Requires permission to access the CreateCertificateProvider action. After you create a certificate provider, the behavior of CreateCertificateFromCsr API for fleet provisioning will change and all API calls to CreateCertificateFromCsr will invoke the certificate provider to create the certificates. It can take up to a few minutes for this behavior to change after a certificate provider is created.
180
+ */
181
+ createCertificateProvider(callback?: (err: AWSError, data: Iot.Types.CreateCertificateProviderResponse) => void): Request<Iot.Types.CreateCertificateProviderResponse, AWSError>;
174
182
  /**
175
183
  * Use this API to define a Custom Metric published by your devices to Device Defender. Requires permission to access the CreateCustomMetric action.
176
184
  */
@@ -427,6 +435,14 @@ declare class Iot extends Service {
427
435
  * Deletes the specified certificate. A certificate cannot be deleted if it has a policy or IoT thing attached to it or if its status is set to ACTIVE. To delete a certificate, first use the DetachPolicy action to detach all policies. Next, use the UpdateCertificate action to set the certificate to the INACTIVE status. Requires permission to access the DeleteCertificate action.
428
436
  */
429
437
  deleteCertificate(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
438
+ /**
439
+ * Deletes a certificate provider. Requires permission to access the DeleteCertificateProvider action. If you delete the certificate provider resource, the behavior of CreateCertificateFromCsr will resume, and IoT will create certificates signed by IoT from a certificate signing request (CSR).
440
+ */
441
+ deleteCertificateProvider(params: Iot.Types.DeleteCertificateProviderRequest, callback?: (err: AWSError, data: Iot.Types.DeleteCertificateProviderResponse) => void): Request<Iot.Types.DeleteCertificateProviderResponse, AWSError>;
442
+ /**
443
+ * Deletes a certificate provider. Requires permission to access the DeleteCertificateProvider action. If you delete the certificate provider resource, the behavior of CreateCertificateFromCsr will resume, and IoT will create certificates signed by IoT from a certificate signing request (CSR).
444
+ */
445
+ deleteCertificateProvider(callback?: (err: AWSError, data: Iot.Types.DeleteCertificateProviderResponse) => void): Request<Iot.Types.DeleteCertificateProviderResponse, AWSError>;
430
446
  /**
431
447
  * Deletes a Device Defender detect custom metric. Requires permission to access the DeleteCustomMetric action. Before you can delete a custom metric, you must first remove the custom metric from all security profiles it's a part of. The security profile associated with the custom metric can be found using the ListSecurityProfiles API with metricName set to your custom metric name.
432
448
  */
@@ -723,6 +739,14 @@ declare class Iot extends Service {
723
739
  * Gets information about the specified certificate. Requires permission to access the DescribeCertificate action.
724
740
  */
725
741
  describeCertificate(callback?: (err: AWSError, data: Iot.Types.DescribeCertificateResponse) => void): Request<Iot.Types.DescribeCertificateResponse, AWSError>;
742
+ /**
743
+ * Describes a certificate provider. Requires permission to access the DescribeCertificateProvider action.
744
+ */
745
+ describeCertificateProvider(params: Iot.Types.DescribeCertificateProviderRequest, callback?: (err: AWSError, data: Iot.Types.DescribeCertificateProviderResponse) => void): Request<Iot.Types.DescribeCertificateProviderResponse, AWSError>;
746
+ /**
747
+ * Describes a certificate provider. Requires permission to access the DescribeCertificateProvider action.
748
+ */
749
+ describeCertificateProvider(callback?: (err: AWSError, data: Iot.Types.DescribeCertificateProviderResponse) => void): Request<Iot.Types.DescribeCertificateProviderResponse, AWSError>;
726
750
  /**
727
751
  * Gets information about a Device Defender detect custom metric. Requires permission to access the DescribeCustomMetric action.
728
752
  */
@@ -1195,6 +1219,14 @@ declare class Iot extends Service {
1195
1219
  * Lists the CA certificates registered for your Amazon Web Services account. The results are paginated with a default page size of 25. You can use the returned marker to retrieve additional results. Requires permission to access the ListCACertificates action.
1196
1220
  */
1197
1221
  listCACertificates(callback?: (err: AWSError, data: Iot.Types.ListCACertificatesResponse) => void): Request<Iot.Types.ListCACertificatesResponse, AWSError>;
1222
+ /**
1223
+ * Lists all your certificate providers in your Amazon Web Services account. Requires permission to access the ListCertificateProviders action.
1224
+ */
1225
+ listCertificateProviders(params: Iot.Types.ListCertificateProvidersRequest, callback?: (err: AWSError, data: Iot.Types.ListCertificateProvidersResponse) => void): Request<Iot.Types.ListCertificateProvidersResponse, AWSError>;
1226
+ /**
1227
+ * Lists all your certificate providers in your Amazon Web Services account. Requires permission to access the ListCertificateProviders action.
1228
+ */
1229
+ listCertificateProviders(callback?: (err: AWSError, data: Iot.Types.ListCertificateProvidersResponse) => void): Request<Iot.Types.ListCertificateProvidersResponse, AWSError>;
1198
1230
  /**
1199
1231
  * Lists the certificates registered in your Amazon Web Services account. The results are paginated with a default page size of 25. You can use the returned marker to retrieve additional results. Requires permission to access the ListCertificates action.
1200
1232
  */
@@ -1835,6 +1867,14 @@ declare class Iot extends Service {
1835
1867
  * Updates the status of the specified certificate. This operation is idempotent. Requires permission to access the UpdateCertificate action. Certificates must be in the ACTIVE state to authenticate devices that use a certificate to connect to IoT. Within a few minutes of updating a certificate from the ACTIVE state to any other state, IoT disconnects all devices that used that certificate to connect. Devices cannot use a certificate that is not in the ACTIVE state to reconnect.
1836
1868
  */
1837
1869
  updateCertificate(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
1870
+ /**
1871
+ * Updates a certificate provider. Requires permission to access the UpdateCertificateProvider action.
1872
+ */
1873
+ updateCertificateProvider(params: Iot.Types.UpdateCertificateProviderRequest, callback?: (err: AWSError, data: Iot.Types.UpdateCertificateProviderResponse) => void): Request<Iot.Types.UpdateCertificateProviderResponse, AWSError>;
1874
+ /**
1875
+ * Updates a certificate provider. Requires permission to access the UpdateCertificateProvider action.
1876
+ */
1877
+ updateCertificateProvider(callback?: (err: AWSError, data: Iot.Types.UpdateCertificateProviderResponse) => void): Request<Iot.Types.UpdateCertificateProviderResponse, AWSError>;
1838
1878
  /**
1839
1879
  * Updates a Device Defender detect custom metric. Requires permission to access the UpdateCustomMetric action.
1840
1880
  */
@@ -3204,6 +3244,22 @@ declare namespace Iot {
3204
3244
  export type CertificateName = string;
3205
3245
  export type CertificatePathOnDevice = string;
3206
3246
  export type CertificatePem = string;
3247
+ export type CertificateProviderAccountDefaultForOperations = CertificateProviderOperation[];
3248
+ export type CertificateProviderArn = string;
3249
+ export type CertificateProviderFunctionArn = string;
3250
+ export type CertificateProviderName = string;
3251
+ export type CertificateProviderOperation = "CreateCertificateFromCsr"|string;
3252
+ export interface CertificateProviderSummary {
3253
+ /**
3254
+ * The name of the certificate provider.
3255
+ */
3256
+ certificateProviderName?: CertificateProviderName;
3257
+ /**
3258
+ * The ARN of the certificate provider.
3259
+ */
3260
+ certificateProviderArn?: CertificateProviderArn;
3261
+ }
3262
+ export type CertificateProviders = CertificateProviderSummary[];
3207
3263
  export type CertificateSigningRequest = string;
3208
3264
  export type CertificateStatus = "ACTIVE"|"INACTIVE"|"REVOKED"|"PENDING_TRANSFER"|"REGISTER_INACTIVE"|"PENDING_ACTIVATION"|string;
3209
3265
  export interface CertificateValidity {
@@ -3462,6 +3518,38 @@ declare namespace Iot {
3462
3518
  */
3463
3519
  certificatePem?: CertificatePem;
3464
3520
  }
3521
+ export interface CreateCertificateProviderRequest {
3522
+ /**
3523
+ * The name of the certificate provider.
3524
+ */
3525
+ certificateProviderName: CertificateProviderName;
3526
+ /**
3527
+ * The ARN of the Lambda function that defines the authentication logic.
3528
+ */
3529
+ lambdaFunctionArn: CertificateProviderFunctionArn;
3530
+ /**
3531
+ * A list of the operations that the certificate provider will use to generate certificates. Valid value: CreateCertificateFromCsr.
3532
+ */
3533
+ accountDefaultForOperations: CertificateProviderAccountDefaultForOperations;
3534
+ /**
3535
+ * A string that you can optionally pass in the CreateCertificateProvider request to make sure the request is idempotent.
3536
+ */
3537
+ clientToken?: ClientToken;
3538
+ /**
3539
+ * Metadata which can be used to manage the certificate provider.
3540
+ */
3541
+ tags?: TagList;
3542
+ }
3543
+ export interface CreateCertificateProviderResponse {
3544
+ /**
3545
+ * The name of the certificate provider.
3546
+ */
3547
+ certificateProviderName?: CertificateProviderName;
3548
+ /**
3549
+ * The ARN of the certificate provider.
3550
+ */
3551
+ certificateProviderArn?: CertificateProviderArn;
3552
+ }
3465
3553
  export interface CreateCustomMetricRequest {
3466
3554
  /**
3467
3555
  * The name of the custom metric. This will be used in the metric report submitted from the device/thing. The name can't begin with aws:. You can't change the name after you define it.
@@ -4531,6 +4619,14 @@ declare namespace Iot {
4531
4619
  }
4532
4620
  export interface DeleteCACertificateResponse {
4533
4621
  }
4622
+ export interface DeleteCertificateProviderRequest {
4623
+ /**
4624
+ * The name of the certificate provider.
4625
+ */
4626
+ certificateProviderName: CertificateProviderName;
4627
+ }
4628
+ export interface DeleteCertificateProviderResponse {
4629
+ }
4534
4630
  export interface DeleteCertificateRequest {
4535
4631
  /**
4536
4632
  * The ID of the certificate. (The last part of the certificate ARN contains the certificate ID.)
@@ -5013,6 +5109,38 @@ declare namespace Iot {
5013
5109
  */
5014
5110
  registrationConfig?: RegistrationConfig;
5015
5111
  }
5112
+ export interface DescribeCertificateProviderRequest {
5113
+ /**
5114
+ * The name of the certificate provider.
5115
+ */
5116
+ certificateProviderName: CertificateProviderName;
5117
+ }
5118
+ export interface DescribeCertificateProviderResponse {
5119
+ /**
5120
+ * The name of the certificate provider.
5121
+ */
5122
+ certificateProviderName?: CertificateProviderName;
5123
+ /**
5124
+ * The ARN of the certificate provider.
5125
+ */
5126
+ certificateProviderArn?: CertificateProviderArn;
5127
+ /**
5128
+ * The Lambda function ARN that's associated with the certificate provider.
5129
+ */
5130
+ lambdaFunctionArn?: CertificateProviderFunctionArn;
5131
+ /**
5132
+ * A list of the operations that the certificate provider will use to generate certificates. Valid value: CreateCertificateFromCsr.
5133
+ */
5134
+ accountDefaultForOperations?: CertificateProviderAccountDefaultForOperations;
5135
+ /**
5136
+ * The date-time string that indicates when the certificate provider was created.
5137
+ */
5138
+ creationDate?: DateType;
5139
+ /**
5140
+ * The date-time string that indicates when the certificate provider was last updated.
5141
+ */
5142
+ lastModifiedDate?: DateType;
5143
+ }
5016
5144
  export interface DescribeCertificateRequest {
5017
5145
  /**
5018
5146
  * The ID of the certificate. (The last part of the certificate ARN contains the certificate ID.)
@@ -7590,6 +7718,26 @@ declare namespace Iot {
7590
7718
  */
7591
7719
  nextMarker?: Marker;
7592
7720
  }
7721
+ export interface ListCertificateProvidersRequest {
7722
+ /**
7723
+ * The token for the next set of results, or null if there are no more results.
7724
+ */
7725
+ nextToken?: Marker;
7726
+ /**
7727
+ * Returns the list of certificate providers in ascending alphabetical order.
7728
+ */
7729
+ ascendingOrder?: AscendingOrder;
7730
+ }
7731
+ export interface ListCertificateProvidersResponse {
7732
+ /**
7733
+ * The list of certificate providers in your Amazon Web Services account.
7734
+ */
7735
+ certificateProviders?: CertificateProviders;
7736
+ /**
7737
+ * The token for the next set of results, or null if there are no more results.
7738
+ */
7739
+ nextToken?: Marker;
7740
+ }
7593
7741
  export interface ListCertificatesByCARequest {
7594
7742
  /**
7595
7743
  * The ID of the CA certificate. This operation will list all registered device certificate that were signed by this CA certificate.
@@ -9028,7 +9176,7 @@ declare namespace Iot {
9028
9176
  */
9029
9177
  metricDimension?: MetricDimension;
9030
9178
  /**
9031
- * Value added in both Behavior and AdditionalMetricsToRetainV2 to indicate if Device Defender Detect should export the corresponding metrics.
9179
+ * The value indicates exporting metrics related to the MetricToRetain when it's true.
9032
9180
  */
9033
9181
  exportMetric?: ExportMetric;
9034
9182
  }
@@ -11402,6 +11550,30 @@ declare namespace Iot {
11402
11550
  */
11403
11551
  removeAutoRegistration?: RemoveAutoRegistration;
11404
11552
  }
11553
+ export interface UpdateCertificateProviderRequest {
11554
+ /**
11555
+ * The name of the certificate provider.
11556
+ */
11557
+ certificateProviderName: CertificateProviderName;
11558
+ /**
11559
+ * The Lambda function ARN that's associated with the certificate provider.
11560
+ */
11561
+ lambdaFunctionArn?: CertificateProviderFunctionArn;
11562
+ /**
11563
+ * A list of the operations that the certificate provider will use to generate certificates. Valid value: CreateCertificateFromCsr.
11564
+ */
11565
+ accountDefaultForOperations?: CertificateProviderAccountDefaultForOperations;
11566
+ }
11567
+ export interface UpdateCertificateProviderResponse {
11568
+ /**
11569
+ * The name of the certificate provider.
11570
+ */
11571
+ certificateProviderName?: CertificateProviderName;
11572
+ /**
11573
+ * The ARN of the certificate provider.
11574
+ */
11575
+ certificateProviderArn?: CertificateProviderArn;
11576
+ }
11405
11577
  export interface UpdateCertificateRequest {
11406
11578
  /**
11407
11579
  * The ID of the certificate. (The last part of the certificate ARN contains the certificate ID.)