diff --git a/clients/client-gamelift/README.md b/clients/client-gamelift/README.md index 922f4f4c6f05..2959afe3635b 100644 --- a/clients/client-gamelift/README.md +++ b/clients/client-gamelift/README.md @@ -291,6 +291,14 @@ CreateBuild [Command API Reference](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/client/gamelift/command/CreateBuildCommand/) / [Input](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/CreateBuildCommandInput/) / [Output](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/CreateBuildCommandOutput/) + +
+ +CreateContainerGroupDefinition + + +[Command API Reference](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/client/gamelift/command/CreateContainerGroupDefinitionCommand/) / [Input](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/CreateContainerGroupDefinitionCommandInput/) / [Output](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/CreateContainerGroupDefinitionCommandOutput/) +
@@ -411,6 +419,14 @@ DeleteBuild [Command API Reference](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/client/gamelift/command/DeleteBuildCommand/) / [Input](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/DeleteBuildCommandInput/) / [Output](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/DeleteBuildCommandOutput/) +
+
+ +DeleteContainerGroupDefinition + + +[Command API Reference](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/client/gamelift/command/DeleteContainerGroupDefinitionCommand/) / [Input](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/DeleteContainerGroupDefinitionCommandInput/) / [Output](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/DeleteContainerGroupDefinitionCommandOutput/) +
@@ -539,6 +555,14 @@ DescribeCompute [Command API Reference](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/client/gamelift/command/DescribeComputeCommand/) / [Input](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/DescribeComputeCommandInput/) / [Output](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/DescribeComputeCommandOutput/) +
+
+ +DescribeContainerGroupDefinition + + +[Command API Reference](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/client/gamelift/command/DescribeContainerGroupDefinitionCommand/) / [Input](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/DescribeContainerGroupDefinitionCommandInput/) / [Output](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/DescribeContainerGroupDefinitionCommandOutput/) +
@@ -803,6 +827,14 @@ ListCompute [Command API Reference](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/client/gamelift/command/ListComputeCommand/) / [Input](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/ListComputeCommandInput/) / [Output](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/ListComputeCommandOutput/) +
+
+ +ListContainerGroupDefinitions + + +[Command API Reference](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/client/gamelift/command/ListContainerGroupDefinitionsCommand/) / [Input](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/ListContainerGroupDefinitionsCommandInput/) / [Output](https://docs.aws.amazon.com/AWSJavaScriptSDK/v3/latest/Package/-aws-sdk-client-gamelift/Interface/ListContainerGroupDefinitionsCommandOutput/) +
diff --git a/clients/client-gamelift/src/GameLift.ts b/clients/client-gamelift/src/GameLift.ts index b273402e8bba..c6af4da598e2 100644 --- a/clients/client-gamelift/src/GameLift.ts +++ b/clients/client-gamelift/src/GameLift.ts @@ -10,6 +10,11 @@ import { } from "./commands/ClaimGameServerCommand"; import { CreateAliasCommand, CreateAliasCommandInput, CreateAliasCommandOutput } from "./commands/CreateAliasCommand"; import { CreateBuildCommand, CreateBuildCommandInput, CreateBuildCommandOutput } from "./commands/CreateBuildCommand"; +import { + CreateContainerGroupDefinitionCommand, + CreateContainerGroupDefinitionCommandInput, + CreateContainerGroupDefinitionCommandOutput, +} from "./commands/CreateContainerGroupDefinitionCommand"; import { CreateFleetCommand, CreateFleetCommandInput, CreateFleetCommandOutput } from "./commands/CreateFleetCommand"; import { CreateFleetLocationsCommand, @@ -73,6 +78,11 @@ import { } from "./commands/CreateVpcPeeringConnectionCommand"; import { DeleteAliasCommand, DeleteAliasCommandInput, DeleteAliasCommandOutput } from "./commands/DeleteAliasCommand"; import { DeleteBuildCommand, DeleteBuildCommandInput, DeleteBuildCommandOutput } from "./commands/DeleteBuildCommand"; +import { + DeleteContainerGroupDefinitionCommand, + DeleteContainerGroupDefinitionCommandInput, + DeleteContainerGroupDefinitionCommandOutput, +} from "./commands/DeleteContainerGroupDefinitionCommand"; import { DeleteFleetCommand, DeleteFleetCommandInput, DeleteFleetCommandOutput } from "./commands/DeleteFleetCommand"; import { DeleteFleetLocationsCommand, @@ -149,6 +159,11 @@ import { DescribeComputeCommandInput, DescribeComputeCommandOutput, } from "./commands/DescribeComputeCommand"; +import { + DescribeContainerGroupDefinitionCommand, + DescribeContainerGroupDefinitionCommandInput, + DescribeContainerGroupDefinitionCommandOutput, +} from "./commands/DescribeContainerGroupDefinitionCommand"; import { DescribeEC2InstanceLimitsCommand, DescribeEC2InstanceLimitsCommandInput, @@ -302,6 +317,11 @@ import { import { ListAliasesCommand, ListAliasesCommandInput, ListAliasesCommandOutput } from "./commands/ListAliasesCommand"; import { ListBuildsCommand, ListBuildsCommandInput, ListBuildsCommandOutput } from "./commands/ListBuildsCommand"; import { ListComputeCommand, ListComputeCommandInput, ListComputeCommandOutput } from "./commands/ListComputeCommand"; +import { + ListContainerGroupDefinitionsCommand, + ListContainerGroupDefinitionsCommandInput, + ListContainerGroupDefinitionsCommandOutput, +} from "./commands/ListContainerGroupDefinitionsCommand"; import { ListFleetsCommand, ListFleetsCommandInput, ListFleetsCommandOutput } from "./commands/ListFleetsCommand"; import { ListGameServerGroupsCommand, @@ -469,6 +489,7 @@ const commands = { ClaimGameServerCommand, CreateAliasCommand, CreateBuildCommand, + CreateContainerGroupDefinitionCommand, CreateFleetCommand, CreateFleetLocationsCommand, CreateGameServerGroupCommand, @@ -484,6 +505,7 @@ const commands = { CreateVpcPeeringConnectionCommand, DeleteAliasCommand, DeleteBuildCommand, + DeleteContainerGroupDefinitionCommand, DeleteFleetCommand, DeleteFleetLocationsCommand, DeleteGameServerGroupCommand, @@ -500,6 +522,7 @@ const commands = { DescribeAliasCommand, DescribeBuildCommand, DescribeComputeCommand, + DescribeContainerGroupDefinitionCommand, DescribeEC2InstanceLimitsCommand, DescribeFleetAttributesCommand, DescribeFleetCapacityCommand, @@ -533,6 +556,7 @@ const commands = { ListAliasesCommand, ListBuildsCommand, ListComputeCommand, + ListContainerGroupDefinitionsCommand, ListFleetsCommand, ListGameServerGroupsCommand, ListGameServersCommand, @@ -620,6 +644,23 @@ export interface GameLift { cb: (err: any, data?: CreateBuildCommandOutput) => void ): void; + /** + * @see {@link CreateContainerGroupDefinitionCommand} + */ + createContainerGroupDefinition( + args: CreateContainerGroupDefinitionCommandInput, + options?: __HttpHandlerOptions + ): Promise; + createContainerGroupDefinition( + args: CreateContainerGroupDefinitionCommandInput, + cb: (err: any, data?: CreateContainerGroupDefinitionCommandOutput) => void + ): void; + createContainerGroupDefinition( + args: CreateContainerGroupDefinitionCommandInput, + options: __HttpHandlerOptions, + cb: (err: any, data?: CreateContainerGroupDefinitionCommandOutput) => void + ): void; + /** * @see {@link CreateFleetCommand} */ @@ -849,6 +890,23 @@ export interface GameLift { cb: (err: any, data?: DeleteBuildCommandOutput) => void ): void; + /** + * @see {@link DeleteContainerGroupDefinitionCommand} + */ + deleteContainerGroupDefinition( + args: DeleteContainerGroupDefinitionCommandInput, + options?: __HttpHandlerOptions + ): Promise; + deleteContainerGroupDefinition( + args: DeleteContainerGroupDefinitionCommandInput, + cb: (err: any, data?: DeleteContainerGroupDefinitionCommandOutput) => void + ): void; + deleteContainerGroupDefinition( + args: DeleteContainerGroupDefinitionCommandInput, + options: __HttpHandlerOptions, + cb: (err: any, data?: DeleteContainerGroupDefinitionCommandOutput) => void + ): void; + /** * @see {@link DeleteFleetCommand} */ @@ -1091,6 +1149,23 @@ export interface GameLift { cb: (err: any, data?: DescribeComputeCommandOutput) => void ): void; + /** + * @see {@link DescribeContainerGroupDefinitionCommand} + */ + describeContainerGroupDefinition( + args: DescribeContainerGroupDefinitionCommandInput, + options?: __HttpHandlerOptions + ): Promise; + describeContainerGroupDefinition( + args: DescribeContainerGroupDefinitionCommandInput, + cb: (err: any, data?: DescribeContainerGroupDefinitionCommandOutput) => void + ): void; + describeContainerGroupDefinition( + args: DescribeContainerGroupDefinitionCommandInput, + options: __HttpHandlerOptions, + cb: (err: any, data?: DescribeContainerGroupDefinitionCommandOutput) => void + ): void; + /** * @see {@link DescribeEC2InstanceLimitsCommand} */ @@ -1645,6 +1720,24 @@ export interface GameLift { cb: (err: any, data?: ListComputeCommandOutput) => void ): void; + /** + * @see {@link ListContainerGroupDefinitionsCommand} + */ + listContainerGroupDefinitions(): Promise; + listContainerGroupDefinitions( + args: ListContainerGroupDefinitionsCommandInput, + options?: __HttpHandlerOptions + ): Promise; + listContainerGroupDefinitions( + args: ListContainerGroupDefinitionsCommandInput, + cb: (err: any, data?: ListContainerGroupDefinitionsCommandOutput) => void + ): void; + listContainerGroupDefinitions( + args: ListContainerGroupDefinitionsCommandInput, + options: __HttpHandlerOptions, + cb: (err: any, data?: ListContainerGroupDefinitionsCommandOutput) => void + ): void; + /** * @see {@link ListFleetsCommand} */ diff --git a/clients/client-gamelift/src/GameLiftClient.ts b/clients/client-gamelift/src/GameLiftClient.ts index b98cc3e6f297..32bb00892f02 100644 --- a/clients/client-gamelift/src/GameLiftClient.ts +++ b/clients/client-gamelift/src/GameLiftClient.ts @@ -57,6 +57,10 @@ import { AcceptMatchCommandInput, AcceptMatchCommandOutput } from "./commands/Ac import { ClaimGameServerCommandInput, ClaimGameServerCommandOutput } from "./commands/ClaimGameServerCommand"; import { CreateAliasCommandInput, CreateAliasCommandOutput } from "./commands/CreateAliasCommand"; import { CreateBuildCommandInput, CreateBuildCommandOutput } from "./commands/CreateBuildCommand"; +import { + CreateContainerGroupDefinitionCommandInput, + CreateContainerGroupDefinitionCommandOutput, +} from "./commands/CreateContainerGroupDefinitionCommand"; import { CreateFleetCommandInput, CreateFleetCommandOutput } from "./commands/CreateFleetCommand"; import { CreateFleetLocationsCommandInput, @@ -99,6 +103,10 @@ import { } from "./commands/CreateVpcPeeringConnectionCommand"; import { DeleteAliasCommandInput, DeleteAliasCommandOutput } from "./commands/DeleteAliasCommand"; import { DeleteBuildCommandInput, DeleteBuildCommandOutput } from "./commands/DeleteBuildCommand"; +import { + DeleteContainerGroupDefinitionCommandInput, + DeleteContainerGroupDefinitionCommandOutput, +} from "./commands/DeleteContainerGroupDefinitionCommand"; import { DeleteFleetCommandInput, DeleteFleetCommandOutput } from "./commands/DeleteFleetCommand"; import { DeleteFleetLocationsCommandInput, @@ -142,6 +150,10 @@ import { import { DescribeAliasCommandInput, DescribeAliasCommandOutput } from "./commands/DescribeAliasCommand"; import { DescribeBuildCommandInput, DescribeBuildCommandOutput } from "./commands/DescribeBuildCommand"; import { DescribeComputeCommandInput, DescribeComputeCommandOutput } from "./commands/DescribeComputeCommand"; +import { + DescribeContainerGroupDefinitionCommandInput, + DescribeContainerGroupDefinitionCommandOutput, +} from "./commands/DescribeContainerGroupDefinitionCommand"; import { DescribeEC2InstanceLimitsCommandInput, DescribeEC2InstanceLimitsCommandOutput, @@ -250,6 +262,10 @@ import { GetInstanceAccessCommandInput, GetInstanceAccessCommandOutput } from ". import { ListAliasesCommandInput, ListAliasesCommandOutput } from "./commands/ListAliasesCommand"; import { ListBuildsCommandInput, ListBuildsCommandOutput } from "./commands/ListBuildsCommand"; import { ListComputeCommandInput, ListComputeCommandOutput } from "./commands/ListComputeCommand"; +import { + ListContainerGroupDefinitionsCommandInput, + ListContainerGroupDefinitionsCommandOutput, +} from "./commands/ListContainerGroupDefinitionsCommand"; import { ListFleetsCommandInput, ListFleetsCommandOutput } from "./commands/ListFleetsCommand"; import { ListGameServerGroupsCommandInput, @@ -350,6 +366,7 @@ export type ServiceInputTypes = | ClaimGameServerCommandInput | CreateAliasCommandInput | CreateBuildCommandInput + | CreateContainerGroupDefinitionCommandInput | CreateFleetCommandInput | CreateFleetLocationsCommandInput | CreateGameServerGroupCommandInput @@ -365,6 +382,7 @@ export type ServiceInputTypes = | CreateVpcPeeringConnectionCommandInput | DeleteAliasCommandInput | DeleteBuildCommandInput + | DeleteContainerGroupDefinitionCommandInput | DeleteFleetCommandInput | DeleteFleetLocationsCommandInput | DeleteGameServerGroupCommandInput @@ -381,6 +399,7 @@ export type ServiceInputTypes = | DescribeAliasCommandInput | DescribeBuildCommandInput | DescribeComputeCommandInput + | DescribeContainerGroupDefinitionCommandInput | DescribeEC2InstanceLimitsCommandInput | DescribeFleetAttributesCommandInput | DescribeFleetCapacityCommandInput @@ -414,6 +433,7 @@ export type ServiceInputTypes = | ListAliasesCommandInput | ListBuildsCommandInput | ListComputeCommandInput + | ListContainerGroupDefinitionsCommandInput | ListFleetsCommandInput | ListGameServerGroupsCommandInput | ListGameServersCommandInput @@ -459,6 +479,7 @@ export type ServiceOutputTypes = | ClaimGameServerCommandOutput | CreateAliasCommandOutput | CreateBuildCommandOutput + | CreateContainerGroupDefinitionCommandOutput | CreateFleetCommandOutput | CreateFleetLocationsCommandOutput | CreateGameServerGroupCommandOutput @@ -474,6 +495,7 @@ export type ServiceOutputTypes = | CreateVpcPeeringConnectionCommandOutput | DeleteAliasCommandOutput | DeleteBuildCommandOutput + | DeleteContainerGroupDefinitionCommandOutput | DeleteFleetCommandOutput | DeleteFleetLocationsCommandOutput | DeleteGameServerGroupCommandOutput @@ -490,6 +512,7 @@ export type ServiceOutputTypes = | DescribeAliasCommandOutput | DescribeBuildCommandOutput | DescribeComputeCommandOutput + | DescribeContainerGroupDefinitionCommandOutput | DescribeEC2InstanceLimitsCommandOutput | DescribeFleetAttributesCommandOutput | DescribeFleetCapacityCommandOutput @@ -523,6 +546,7 @@ export type ServiceOutputTypes = | ListAliasesCommandOutput | ListBuildsCommandOutput | ListComputeCommandOutput + | ListContainerGroupDefinitionsCommandOutput | ListFleetsCommandOutput | ListGameServerGroupsCommandOutput | ListGameServersCommandOutput diff --git a/clients/client-gamelift/src/commands/CreateContainerGroupDefinitionCommand.ts b/clients/client-gamelift/src/commands/CreateContainerGroupDefinitionCommand.ts new file mode 100644 index 000000000000..a66eafcb3bd9 --- /dev/null +++ b/clients/client-gamelift/src/commands/CreateContainerGroupDefinitionCommand.ts @@ -0,0 +1,294 @@ +// smithy-typescript generated code +import { getEndpointPlugin } from "@smithy/middleware-endpoint"; +import { getSerdePlugin } from "@smithy/middleware-serde"; +import { Command as $Command } from "@smithy/smithy-client"; +import { MetadataBearer as __MetadataBearer } from "@smithy/types"; + +import { commonParams } from "../endpoint/EndpointParameters"; +import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; +import { + CreateContainerGroupDefinitionInput, + CreateContainerGroupDefinitionInputFilterSensitiveLog, + CreateContainerGroupDefinitionOutput, + CreateContainerGroupDefinitionOutputFilterSensitiveLog, +} from "../models/models_0"; +import { + de_CreateContainerGroupDefinitionCommand, + se_CreateContainerGroupDefinitionCommand, +} from "../protocols/Aws_json1_1"; + +/** + * @public + */ +export { __MetadataBearer, $Command }; +/** + * @public + * + * The input for {@link CreateContainerGroupDefinitionCommand}. + */ +export interface CreateContainerGroupDefinitionCommandInput extends CreateContainerGroupDefinitionInput {} +/** + * @public + * + * The output of {@link CreateContainerGroupDefinitionCommand}. + */ +export interface CreateContainerGroupDefinitionCommandOutput + extends CreateContainerGroupDefinitionOutput, + __MetadataBearer {} + +/** + *

+ * This operation is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Creates a ContainerGroupDefinition resource that describes a set of + * containers for hosting your game server with Amazon GameLift managed EC2 hosting. An Amazon GameLift container + * group is similar to a container "task" and "pod". Each container group can have one or more + * containers.

+ *

Use container group definitions when you create a container fleet. Container group + * definitions determine how Amazon GameLift deploys your containers to each instance in a container + * fleet.

+ *

You can create two types of container groups, based on scheduling strategy:

+ *
    + *
  • + *

    A replica container group manages the containers that run + * your game server application and supporting software. Replica container groups might be + * replicated multiple times on each fleet instance, depending on instance resources.

    + *
  • + *
  • + *

    A daemon container group manages containers that run other + * software, such as background services, logging, or test processes. You might use a daemon + * container group for processes that need to run only once per fleet instance, or processes + * that need to persist independently of the replica container group.

    + *
  • + *
+ *

To create a container group definition, specify a group name, a list of container + * definitions, and maximum total CPU and memory requirements for the container group. Specify an + * operating system and scheduling strategy or use the default values. When using the Amazon Web Services CLI + * tool, you can pass in your container definitions as a JSON file.

+ * + *

This operation requires Identity and Access Management (IAM) permissions to access container images in + * Amazon ECR repositories. See IAM permissions + * for Amazon GameLift for help setting the appropriate permissions.

+ *
+ *

If successful, this operation creates a new ContainerGroupDefinition resource + * with an ARN value assigned. You can't change the properties of a container group definition. + * Instead, create a new one.

+ *

+ * Learn more + *

+ * + * @example + * Use a bare-bones client and the command you need to make an API call. + * ```javascript + * import { GameLiftClient, CreateContainerGroupDefinitionCommand } from "@aws-sdk/client-gamelift"; // ES Modules import + * // const { GameLiftClient, CreateContainerGroupDefinitionCommand } = require("@aws-sdk/client-gamelift"); // CommonJS import + * const client = new GameLiftClient(config); + * const input = { // CreateContainerGroupDefinitionInput + * Name: "STRING_VALUE", // required + * SchedulingStrategy: "REPLICA" || "DAEMON", + * TotalMemoryLimit: Number("int"), // required + * TotalCpuLimit: Number("int"), // required + * ContainerDefinitions: [ // ContainerDefinitionInputList // required + * { // ContainerDefinitionInput + * ContainerName: "STRING_VALUE", // required + * ImageUri: "STRING_VALUE", // required + * MemoryLimits: { // ContainerMemoryLimits + * SoftLimit: Number("int"), + * HardLimit: Number("int"), + * }, + * PortConfiguration: { // ContainerPortConfiguration + * ContainerPortRanges: [ // ContainerPortRangeList // required + * { // ContainerPortRange + * FromPort: Number("int"), // required + * ToPort: Number("int"), // required + * Protocol: "TCP" || "UDP", // required + * }, + * ], + * }, + * Cpu: Number("int"), + * HealthCheck: { // ContainerHealthCheck + * Command: [ // ContainerCommandStringList // required + * "STRING_VALUE", + * ], + * Interval: Number("int"), + * Timeout: Number("int"), + * Retries: Number("int"), + * StartPeriod: Number("int"), + * }, + * Command: [ + * "STRING_VALUE", + * ], + * Essential: true || false, + * EntryPoint: [ // ContainerEntryPointList + * "STRING_VALUE", + * ], + * WorkingDirectory: "STRING_VALUE", + * Environment: [ // ContainerEnvironmentList + * { // ContainerEnvironment + * Name: "STRING_VALUE", // required + * Value: "STRING_VALUE", // required + * }, + * ], + * DependsOn: [ // ContainerDependencyList + * { // ContainerDependency + * ContainerName: "STRING_VALUE", // required + * Condition: "START" || "COMPLETE" || "SUCCESS" || "HEALTHY", // required + * }, + * ], + * }, + * ], + * OperatingSystem: "AMAZON_LINUX_2023", // required + * Tags: [ // TagList + * { // Tag + * Key: "STRING_VALUE", // required + * Value: "STRING_VALUE", // required + * }, + * ], + * }; + * const command = new CreateContainerGroupDefinitionCommand(input); + * const response = await client.send(command); + * // { // CreateContainerGroupDefinitionOutput + * // ContainerGroupDefinition: { // ContainerGroupDefinition + * // ContainerGroupDefinitionArn: "STRING_VALUE", + * // CreationTime: new Date("TIMESTAMP"), + * // OperatingSystem: "AMAZON_LINUX_2023", + * // Name: "STRING_VALUE", + * // SchedulingStrategy: "REPLICA" || "DAEMON", + * // TotalMemoryLimit: Number("int"), + * // TotalCpuLimit: Number("int"), + * // ContainerDefinitions: [ // ContainerDefinitionList + * // { // ContainerDefinition + * // ContainerName: "STRING_VALUE", // required + * // ImageUri: "STRING_VALUE", // required + * // ResolvedImageDigest: "STRING_VALUE", + * // MemoryLimits: { // ContainerMemoryLimits + * // SoftLimit: Number("int"), + * // HardLimit: Number("int"), + * // }, + * // PortConfiguration: { // ContainerPortConfiguration + * // ContainerPortRanges: [ // ContainerPortRangeList // required + * // { // ContainerPortRange + * // FromPort: Number("int"), // required + * // ToPort: Number("int"), // required + * // Protocol: "TCP" || "UDP", // required + * // }, + * // ], + * // }, + * // Cpu: Number("int"), + * // HealthCheck: { // ContainerHealthCheck + * // Command: [ // ContainerCommandStringList // required + * // "STRING_VALUE", + * // ], + * // Interval: Number("int"), + * // Timeout: Number("int"), + * // Retries: Number("int"), + * // StartPeriod: Number("int"), + * // }, + * // Command: [ + * // "STRING_VALUE", + * // ], + * // Essential: true || false, + * // EntryPoint: [ // ContainerEntryPointList + * // "STRING_VALUE", + * // ], + * // WorkingDirectory: "STRING_VALUE", + * // Environment: [ // ContainerEnvironmentList + * // { // ContainerEnvironment + * // Name: "STRING_VALUE", // required + * // Value: "STRING_VALUE", // required + * // }, + * // ], + * // DependsOn: [ // ContainerDependencyList + * // { // ContainerDependency + * // ContainerName: "STRING_VALUE", // required + * // Condition: "START" || "COMPLETE" || "SUCCESS" || "HEALTHY", // required + * // }, + * // ], + * // }, + * // ], + * // Status: "READY" || "COPYING" || "FAILED", + * // StatusReason: "STRING_VALUE", + * // }, + * // }; + * + * ``` + * + * @param CreateContainerGroupDefinitionCommandInput - {@link CreateContainerGroupDefinitionCommandInput} + * @returns {@link CreateContainerGroupDefinitionCommandOutput} + * @see {@link CreateContainerGroupDefinitionCommandInput} for command's `input` shape. + * @see {@link CreateContainerGroupDefinitionCommandOutput} for command's `response` shape. + * @see {@link GameLiftClientResolvedConfig | config} for GameLiftClient's `config` shape. + * + * @throws {@link ConflictException} (client fault) + *

The requested operation would cause a conflict with the current state of a service + * resource associated with the request. Resolve the conflict before retrying this + * request.

+ *

+ * + * @throws {@link InternalServiceException} (server fault) + *

The service encountered an unrecoverable internal failure while processing the + * request. Clients can retry such requests immediately or after a waiting period.

+ * + * @throws {@link InvalidRequestException} (client fault) + *

One or more parameter values in the request are invalid. Correct the invalid parameter + * values before retrying.

+ * + * @throws {@link LimitExceededException} (client fault) + *

The requested operation would cause the resource to exceed the allowed service limit. + * Resolve the issue before retrying.

+ * + * @throws {@link TaggingFailedException} (client fault) + *

The requested tagging operation did not succeed. This may be due to invalid tag format + * or the maximum tag limit may have been exceeded. Resolve the issue before + * retrying.

+ * + * @throws {@link UnauthorizedException} (client fault) + *

The client failed authentication. Clients should not retry such requests.

+ * + * @throws {@link UnsupportedRegionException} (client fault) + *

The requested operation is not supported in the Region specified.

+ * + * @throws {@link GameLiftServiceException} + *

Base exception class for all service exceptions from GameLift service.

+ * + * @public + */ +export class CreateContainerGroupDefinitionCommand extends $Command + .classBuilder< + CreateContainerGroupDefinitionCommandInput, + CreateContainerGroupDefinitionCommandOutput, + GameLiftClientResolvedConfig, + ServiceInputTypes, + ServiceOutputTypes + >() + .ep({ + ...commonParams, + }) + .m(function (this: any, Command: any, cs: any, config: GameLiftClientResolvedConfig, o: any) { + return [ + getSerdePlugin(config, this.serialize, this.deserialize), + getEndpointPlugin(config, Command.getEndpointParameterInstructions()), + ]; + }) + .s("GameLift", "CreateContainerGroupDefinition", {}) + .n("GameLiftClient", "CreateContainerGroupDefinitionCommand") + .f(CreateContainerGroupDefinitionInputFilterSensitiveLog, CreateContainerGroupDefinitionOutputFilterSensitiveLog) + .ser(se_CreateContainerGroupDefinitionCommand) + .de(de_CreateContainerGroupDefinitionCommand) + .build() {} diff --git a/clients/client-gamelift/src/commands/CreateFleetCommand.ts b/clients/client-gamelift/src/commands/CreateFleetCommand.ts index 1d4ca93ae0d2..7b478c4dd922 100644 --- a/clients/client-gamelift/src/commands/CreateFleetCommand.ts +++ b/clients/client-gamelift/src/commands/CreateFleetCommand.ts @@ -6,7 +6,12 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { CreateFleetInput, CreateFleetInputFilterSensitiveLog, CreateFleetOutput } from "../models/models_0"; +import { + CreateFleetInput, + CreateFleetInputFilterSensitiveLog, + CreateFleetOutput, + CreateFleetOutputFilterSensitiveLog, +} from "../models/models_0"; import { de_CreateFleetCommand, se_CreateFleetCommand } from "../protocols/Aws_json1_1"; /** @@ -27,33 +32,139 @@ export interface CreateFleetCommandInput extends CreateFleetInput {} export interface CreateFleetCommandOutput extends CreateFleetOutput, __MetadataBearer {} /** - *

Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or - * Realtime Servers. Use this operation to configure the computing resources for your fleet and - * provide instructions for running game servers on each instance.

- *

Most Amazon GameLift fleets can deploy instances to multiple locations, including the home - * Region (where the fleet is created) and an optional set of remote locations. Fleets that - * are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. - * Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), - * ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that - * are created in other Amazon GameLift Regions can deploy instances in the fleet's home Region - * only. All fleet instances use the same configuration regardless of location; however, - * you can adjust capacity settings and turn auto-scaling on/off for each location.

- *

To create a fleet, choose the hardware for your instances, specify a game server build - * or Realtime script to deploy, and provide a runtime configuration to direct Amazon GameLift how - * to start and run game servers on each instance in the fleet. Set permissions for inbound - * traffic to your game servers, and enable optional features as needed. When creating a - * multi-location fleet, provide a list of additional remote locations.

- *

If you need to debug your fleet, fetch logs, view performance metrics or other actions - * on the fleet, create the development fleet with port 22/3389 open. As a best practice, - * we recommend opening ports for remote access only when you need them and closing them - * when you're finished.

- *

If successful, this operation creates a new Fleet resource and places it in - * NEW status, which prompts Amazon GameLift to initiate the fleet creation - * workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events - * using DescribeFleetEvents.

- *

When the fleet status changes to ACTIVE, you can enable automatic scaling - * with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches - * ACTIVE, you can set capacity by location using UpdateFleetCapacity.

+ *

+ * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Creates a fleet of compute resources to host your game servers. Use this operation to + * set up the following types of fleets based on compute type:

+ *

+ * Managed EC2 fleet + *

+ *

An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is + * deployed to each fleet instance. Amazon GameLift manages the fleet's instances and controls the + * lifecycle of game server processes, which host game sessions for players. EC2 fleets can + * have instances in multiple locations. Each instance in the fleet is designated a + * Compute.

+ *

To create an EC2 fleet, provide these required parameters:

+ *
    + *
  • + *

    Either BuildId or ScriptId + *

    + *
  • + *
  • + *

    + * ComputeType set to EC2 (the default value)

    + *
  • + *
  • + *

    + * EC2InboundPermissions + *

    + *
  • + *
  • + *

    + * EC2InstanceType + *

    + *
  • + *
  • + *

    + * FleetType + *

    + *
  • + *
  • + *

    + * Name + *

    + *
  • + *
  • + *

    + * RuntimeConfiguration with at least one ServerProcesses + * configuration

    + *
  • + *
+ *

If successful, this operation creates a new fleet resource and places it in + * NEW status while Amazon GameLift initiates the fleet creation workflow. To debug your fleet, fetch logs, view performance + * metrics or other actions on the fleet, create a 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.

+ *

When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling + * on/off for each location.

+ *

+ * Managed container fleet + *

+ *

A container fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your container architecture + * is deployed to each fleet instance based on the fleet configuration. Amazon GameLift manages the + * containers on each fleet instance and controls the lifecycle of game server processes, + * which host game sessions for players. Container fleets can have instances in multiple + * locations. Each container on an instance that runs game server processes is registered + * as a Compute.

+ *

To create a container fleet, provide these required parameters:

+ *
    + *
  • + *

    + * ComputeType set to CONTAINER + *

    + *
  • + *
  • + *

    + * ContainerGroupsConfiguration + *

    + *
  • + *
  • + *

    + * EC2InboundPermissions + *

    + *
  • + *
  • + *

    + * EC2InstanceType + *

    + *
  • + *
  • + *

    + * FleetType set to ON_DEMAND + *

    + *
  • + *
  • + *

    + * Name + *

    + *
  • + *
  • + *

    + * RuntimeConfiguration with at least one ServerProcesses + * configuration

    + *
  • + *
+ *

If successful, this operation creates a new fleet resource and places it in + * NEW status while Amazon GameLift initiates the fleet creation workflow.

+ *

When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling + * on/off for each location.

+ *

+ * Anywhere fleet + *

+ *

An Anywhere fleet represents compute resources that are not owned or managed by + * Amazon GameLift. You might create an Anywhere fleet with your local machine for testing, or use + * one to host game servers with on-premises hardware or other game hosting solutions.

+ *

To create an Anywhere fleet, provide these required parameters:

+ *
    + *
  • + *

    + * ComputeType set to ANYWHERE + *

    + *
  • + *
  • + *

    + * Locations specifying a custom location

    + *
  • + *
  • + *

    + * Name + *

    + *
  • + *
+ *

If successful, this operation creates a new fleet resource and places it in + * ACTIVE status. You can register computes with a fleet in + * ACTIVE status.

*

* Learn more *

@@ -62,6 +173,9 @@ export interface CreateFleetCommandOutput extends CreateFleetOutput, __MetadataB * fleets *

*

+ * Setting up a container fleet + *

+ *

* Debug fleet creation issues *

*

@@ -129,11 +243,21 @@ export interface CreateFleetCommandOutput extends CreateFleetOutput, __MetadataB * Value: "STRING_VALUE", // required * }, * ], - * ComputeType: "EC2" || "ANYWHERE", + * ComputeType: "EC2" || "ANYWHERE" || "CONTAINER", * AnywhereConfiguration: { // AnywhereConfiguration * Cost: "STRING_VALUE", // required * }, * InstanceRoleCredentialsProvider: "SHARED_CREDENTIAL_FILE", + * ContainerGroupsConfiguration: { // ContainerGroupsConfiguration + * ContainerGroupDefinitionNames: [ // ContainerGroupDefinitionNameOrArnLimitedList // required + * "STRING_VALUE", + * ], + * ConnectionPortRange: { // ConnectionPortRange + * FromPort: Number("int"), // required + * ToPort: Number("int"), // required + * }, + * DesiredReplicaContainerGroupsPerInstance: Number("int"), + * }, * }; * const command = new CreateFleetCommand(input); * const response = await client.send(command); @@ -173,11 +297,27 @@ export interface CreateFleetCommandOutput extends CreateFleetOutput, __MetadataB * // CertificateConfiguration: { // CertificateConfiguration * // CertificateType: "DISABLED" || "GENERATED", // required * // }, - * // ComputeType: "EC2" || "ANYWHERE", + * // ComputeType: "EC2" || "ANYWHERE" || "CONTAINER", * // AnywhereConfiguration: { // AnywhereConfiguration * // Cost: "STRING_VALUE", // required * // }, * // InstanceRoleCredentialsProvider: "SHARED_CREDENTIAL_FILE", + * // ContainerGroupsAttributes: { // ContainerGroupsAttributes + * // ContainerGroupDefinitionProperties: [ // ContainerGroupDefinitionPropertiesList + * // { // ContainerGroupDefinitionProperty + * // SchedulingStrategy: "REPLICA" || "DAEMON", + * // ContainerGroupDefinitionName: "STRING_VALUE", + * // }, + * // ], + * // ConnectionPortRange: { // ConnectionPortRange + * // FromPort: Number("int"), // required + * // ToPort: Number("int"), // required + * // }, + * // ContainerGroupsPerInstance: { // ContainerGroupsPerInstance + * // DesiredReplicaContainerGroupsPerInstance: Number("int"), + * // MaxReplicaContainerGroupsPerInstance: Number("int"), + * // }, + * // }, * // }, * // LocationStates: [ // LocationStateList * // { // LocationState @@ -216,6 +356,11 @@ export interface CreateFleetCommandOutput extends CreateFleetOutput, __MetadataB * @throws {@link NotFoundException} (client fault) *

THe requested resources was not found. The resource was either not created yet or deleted.

* + * @throws {@link NotReadyException} (client fault) + *

The operation failed because Amazon GameLift has not yet finished validating this compute. We + * recommend attempting 8 to 10 retries over 3 to 5 minutes with exponential + * backoffs and jitter.

+ * * @throws {@link TaggingFailedException} (client fault) *

The requested tagging operation did not succeed. This may be due to invalid tag format * or the maximum tag limit may have been exceeded. Resolve the issue before @@ -251,7 +396,7 @@ export class CreateFleetCommand extends $Command }) .s("GameLift", "CreateFleet", {}) .n("GameLiftClient", "CreateFleetCommand") - .f(CreateFleetInputFilterSensitiveLog, void 0) + .f(CreateFleetInputFilterSensitiveLog, CreateFleetOutputFilterSensitiveLog) .ser(se_CreateFleetCommand) .de(de_CreateFleetCommand) .build() {} diff --git a/clients/client-gamelift/src/commands/CreateFleetLocationsCommand.ts b/clients/client-gamelift/src/commands/CreateFleetLocationsCommand.ts index 8ea72a483328..1997867a2a80 100644 --- a/clients/client-gamelift/src/commands/CreateFleetLocationsCommand.ts +++ b/clients/client-gamelift/src/commands/CreateFleetLocationsCommand.ts @@ -27,13 +27,16 @@ export interface CreateFleetLocationsCommandInput extends CreateFleetLocationsIn export interface CreateFleetLocationsCommandOutput extends CreateFleetLocationsOutput, __MetadataBearer {} /** - *

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 has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Adds remote locations to an EC2 or container fleet and begins populating the new + * locations with 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.

+ *

You can't add remote locations to a fleet that resides in an Amazon Web Services Region that + * doesn't support multiple locations. Fleets created prior to March 2021 can't support + * multiple locations.

*
*

To add fleet locations, specify the fleet to be updated and provide a list of one or * more locations.

@@ -112,6 +115,11 @@ export interface CreateFleetLocationsCommandOutput extends CreateFleetLocationsO * @throws {@link NotFoundException} (client fault) *

THe requested resources was not found. The resource was either not created yet or deleted.

* + * @throws {@link NotReadyException} (client fault) + *

The operation failed because Amazon GameLift has not yet finished validating this compute. We + * recommend attempting 8 to 10 retries over 3 to 5 minutes with exponential + * backoffs and jitter.

+ * * @throws {@link UnauthorizedException} (client fault) *

The client failed authentication. Clients should not retry such requests.

* diff --git a/clients/client-gamelift/src/commands/DeleteContainerGroupDefinitionCommand.ts b/clients/client-gamelift/src/commands/DeleteContainerGroupDefinitionCommand.ts new file mode 100644 index 000000000000..8332e349afc9 --- /dev/null +++ b/clients/client-gamelift/src/commands/DeleteContainerGroupDefinitionCommand.ts @@ -0,0 +1,119 @@ +// smithy-typescript generated code +import { getEndpointPlugin } from "@smithy/middleware-endpoint"; +import { getSerdePlugin } from "@smithy/middleware-serde"; +import { Command as $Command } from "@smithy/smithy-client"; +import { MetadataBearer as __MetadataBearer } from "@smithy/types"; + +import { commonParams } from "../endpoint/EndpointParameters"; +import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; +import { DeleteContainerGroupDefinitionInput } from "../models/models_0"; +import { + de_DeleteContainerGroupDefinitionCommand, + se_DeleteContainerGroupDefinitionCommand, +} from "../protocols/Aws_json1_1"; + +/** + * @public + */ +export { __MetadataBearer, $Command }; +/** + * @public + * + * The input for {@link DeleteContainerGroupDefinitionCommand}. + */ +export interface DeleteContainerGroupDefinitionCommandInput extends DeleteContainerGroupDefinitionInput {} +/** + * @public + * + * The output of {@link DeleteContainerGroupDefinitionCommand}. + */ +export interface DeleteContainerGroupDefinitionCommandOutput extends __MetadataBearer {} + +/** + *

+ * This operation is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Deletes a container group definition resource. You can delete a container group definition + * if there are no fleets using the definition.

+ *

To delete a container group definition, identify the resource to delete.

+ *

+ * Learn more + *

+ * + * @example + * Use a bare-bones client and the command you need to make an API call. + * ```javascript + * import { GameLiftClient, DeleteContainerGroupDefinitionCommand } from "@aws-sdk/client-gamelift"; // ES Modules import + * // const { GameLiftClient, DeleteContainerGroupDefinitionCommand } = require("@aws-sdk/client-gamelift"); // CommonJS import + * const client = new GameLiftClient(config); + * const input = { // DeleteContainerGroupDefinitionInput + * Name: "STRING_VALUE", // required + * }; + * const command = new DeleteContainerGroupDefinitionCommand(input); + * const response = await client.send(command); + * // {}; + * + * ``` + * + * @param DeleteContainerGroupDefinitionCommandInput - {@link DeleteContainerGroupDefinitionCommandInput} + * @returns {@link DeleteContainerGroupDefinitionCommandOutput} + * @see {@link DeleteContainerGroupDefinitionCommandInput} for command's `input` shape. + * @see {@link DeleteContainerGroupDefinitionCommandOutput} for command's `response` shape. + * @see {@link GameLiftClientResolvedConfig | config} for GameLiftClient's `config` shape. + * + * @throws {@link InternalServiceException} (server fault) + *

The service encountered an unrecoverable internal failure while processing the + * request. Clients can retry such requests immediately or after a waiting period.

+ * + * @throws {@link InvalidRequestException} (client fault) + *

One or more parameter values in the request are invalid. Correct the invalid parameter + * values before retrying.

+ * + * @throws {@link NotFoundException} (client fault) + *

THe requested resources was not found. The resource was either not created yet or deleted.

+ * + * @throws {@link TaggingFailedException} (client fault) + *

The requested tagging operation did not succeed. This may be due to invalid tag format + * or the maximum tag limit may have been exceeded. Resolve the issue before + * retrying.

+ * + * @throws {@link UnauthorizedException} (client fault) + *

The client failed authentication. Clients should not retry such requests.

+ * + * @throws {@link UnsupportedRegionException} (client fault) + *

The requested operation is not supported in the Region specified.

+ * + * @throws {@link GameLiftServiceException} + *

Base exception class for all service exceptions from GameLift service.

+ * + * @public + */ +export class DeleteContainerGroupDefinitionCommand extends $Command + .classBuilder< + DeleteContainerGroupDefinitionCommandInput, + DeleteContainerGroupDefinitionCommandOutput, + GameLiftClientResolvedConfig, + ServiceInputTypes, + ServiceOutputTypes + >() + .ep({ + ...commonParams, + }) + .m(function (this: any, Command: any, cs: any, config: GameLiftClientResolvedConfig, o: any) { + return [ + getSerdePlugin(config, this.serialize, this.deserialize), + getEndpointPlugin(config, Command.getEndpointParameterInstructions()), + ]; + }) + .s("GameLift", "DeleteContainerGroupDefinition", {}) + .n("GameLiftClient", "DeleteContainerGroupDefinitionCommand") + .f(void 0, void 0) + .ser(se_DeleteContainerGroupDefinitionCommand) + .de(de_DeleteContainerGroupDefinitionCommand) + .build() {} diff --git a/clients/client-gamelift/src/commands/DeleteFleetCommand.ts b/clients/client-gamelift/src/commands/DeleteFleetCommand.ts index 260b4d5e5598..e94233a5db0e 100644 --- a/clients/client-gamelift/src/commands/DeleteFleetCommand.ts +++ b/clients/client-gamelift/src/commands/DeleteFleetCommand.ts @@ -27,18 +27,17 @@ export interface DeleteFleetCommandInput extends DeleteFleetInput {} export interface DeleteFleetCommandOutput extends __MetadataBearer {} /** - *

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.

+ *

Deletes all resources and information related to a fleet and shuts down any currently + * running fleet instances, including those in remote locations.

* *

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 + * valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You don't need to explicitly delete the * VPC peering connection.

*
- *

To delete a fleet, specify the fleet ID to be terminated. During the deletion process + *

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.

+ * emitted.

*

* Learn more *

diff --git a/clients/client-gamelift/src/commands/DeregisterComputeCommand.ts b/clients/client-gamelift/src/commands/DeregisterComputeCommand.ts index 8c0029905774..9ed052a967d7 100644 --- a/clients/client-gamelift/src/commands/DeregisterComputeCommand.ts +++ b/clients/client-gamelift/src/commands/DeregisterComputeCommand.ts @@ -27,8 +27,16 @@ export interface DeregisterComputeCommandInput extends DeregisterComputeInput {} export interface DeregisterComputeCommandOutput extends DeregisterComputeOutput, __MetadataBearer {} /** - *

Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered computes can no - * longer host game sessions through Amazon GameLift.

+ *

+ * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Removes a compute resource from an Amazon GameLift Anywhere fleet or container fleet. + * Deregistered computes can no longer host game sessions through Amazon GameLift.

+ *

For an Anywhere fleet or a container fleet that's running the Amazon GameLift Agent, the Agent + * handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the + * Agent, call this operation to deregister fleet computes.

+ *

To deregister a compute, call this operation from the compute that's being + * deregistered and specify the compute name and the fleet ID.

* @example * Use a bare-bones client and the command you need to make an API call. * ```javascript diff --git a/clients/client-gamelift/src/commands/DescribeComputeCommand.ts b/clients/client-gamelift/src/commands/DescribeComputeCommand.ts index 008f57d704dc..155626d2704e 100644 --- a/clients/client-gamelift/src/commands/DescribeComputeCommand.ts +++ b/clients/client-gamelift/src/commands/DescribeComputeCommand.ts @@ -31,12 +31,30 @@ export interface DescribeComputeCommandInput extends DescribeComputeInput {} export interface DescribeComputeCommandOutput extends DescribeComputeOutput, __MetadataBearer {} /** - *

Retrieves properties for a compute resource in an Amazon GameLift fleet. Call ListCompute to get a list of compute resources in a fleet. You can - * request information for computes in either managed EC2 fleets or Anywhere fleets.

- *

To request compute properties, specify the compute name and fleet ID.

- *

If successful, this operation returns details for the requested compute resource. For - * managed EC2 fleets, this operation returns the fleet's EC2 instances. For Anywhere - * fleets, this operation returns the fleet's registered computes.

+ *

+ * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all + * computes in a fleet, call ListCompute.

+ *

To request information on a specific compute, provide the fleet ID and compute + * name.

+ *

If successful, this operation returns details for the requested compute resource. + * Depending on the fleet's compute type, the result includes the following information:

+ *
    + *
  • + *

    For EC2 fleets, this operation returns information about the EC2 + * instance.

    + *
  • + *
  • + *

    For ANYWHERE fleets, this operation returns information about the + * registered compute.

    + *
  • + *
  • + *

    For CONTAINER fleets, this operation returns information about + * the container that's registered as a compute, and the instance it's running on. + * The compute name is the container name.

    + *
  • + *
* @example * Use a bare-bones client and the command you need to make an API call. * ```javascript @@ -63,6 +81,17 @@ export interface DescribeComputeCommandOutput extends DescribeComputeOutput, __M * // OperatingSystem: "WINDOWS_2012" || "AMAZON_LINUX" || "AMAZON_LINUX_2" || "WINDOWS_2016" || "AMAZON_LINUX_2023", * // Type: "t2.micro" || "t2.small" || "t2.medium" || "t2.large" || "c3.large" || "c3.xlarge" || "c3.2xlarge" || "c3.4xlarge" || "c3.8xlarge" || "c4.large" || "c4.xlarge" || "c4.2xlarge" || "c4.4xlarge" || "c4.8xlarge" || "c5.large" || "c5.xlarge" || "c5.2xlarge" || "c5.4xlarge" || "c5.9xlarge" || "c5.12xlarge" || "c5.18xlarge" || "c5.24xlarge" || "c5a.large" || "c5a.xlarge" || "c5a.2xlarge" || "c5a.4xlarge" || "c5a.8xlarge" || "c5a.12xlarge" || "c5a.16xlarge" || "c5a.24xlarge" || "r3.large" || "r3.xlarge" || "r3.2xlarge" || "r3.4xlarge" || "r3.8xlarge" || "r4.large" || "r4.xlarge" || "r4.2xlarge" || "r4.4xlarge" || "r4.8xlarge" || "r4.16xlarge" || "r5.large" || "r5.xlarge" || "r5.2xlarge" || "r5.4xlarge" || "r5.8xlarge" || "r5.12xlarge" || "r5.16xlarge" || "r5.24xlarge" || "r5a.large" || "r5a.xlarge" || "r5a.2xlarge" || "r5a.4xlarge" || "r5a.8xlarge" || "r5a.12xlarge" || "r5a.16xlarge" || "r5a.24xlarge" || "m3.medium" || "m3.large" || "m3.xlarge" || "m3.2xlarge" || "m4.large" || "m4.xlarge" || "m4.2xlarge" || "m4.4xlarge" || "m4.10xlarge" || "m5.large" || "m5.xlarge" || "m5.2xlarge" || "m5.4xlarge" || "m5.8xlarge" || "m5.12xlarge" || "m5.16xlarge" || "m5.24xlarge" || "m5a.large" || "m5a.xlarge" || "m5a.2xlarge" || "m5a.4xlarge" || "m5a.8xlarge" || "m5a.12xlarge" || "m5a.16xlarge" || "m5a.24xlarge" || "c5d.large" || "c5d.xlarge" || "c5d.2xlarge" || "c5d.4xlarge" || "c5d.9xlarge" || "c5d.12xlarge" || "c5d.18xlarge" || "c5d.24xlarge" || "c6a.large" || "c6a.xlarge" || "c6a.2xlarge" || "c6a.4xlarge" || "c6a.8xlarge" || "c6a.12xlarge" || "c6a.16xlarge" || "c6a.24xlarge" || "c6i.large" || "c6i.xlarge" || "c6i.2xlarge" || "c6i.4xlarge" || "c6i.8xlarge" || "c6i.12xlarge" || "c6i.16xlarge" || "c6i.24xlarge" || "r5d.large" || "r5d.xlarge" || "r5d.2xlarge" || "r5d.4xlarge" || "r5d.8xlarge" || "r5d.12xlarge" || "r5d.16xlarge" || "r5d.24xlarge" || "m6g.medium" || "m6g.large" || "m6g.xlarge" || "m6g.2xlarge" || "m6g.4xlarge" || "m6g.8xlarge" || "m6g.12xlarge" || "m6g.16xlarge" || "c6g.medium" || "c6g.large" || "c6g.xlarge" || "c6g.2xlarge" || "c6g.4xlarge" || "c6g.8xlarge" || "c6g.12xlarge" || "c6g.16xlarge" || "r6g.medium" || "r6g.large" || "r6g.xlarge" || "r6g.2xlarge" || "r6g.4xlarge" || "r6g.8xlarge" || "r6g.12xlarge" || "r6g.16xlarge" || "c6gn.medium" || "c6gn.large" || "c6gn.xlarge" || "c6gn.2xlarge" || "c6gn.4xlarge" || "c6gn.8xlarge" || "c6gn.12xlarge" || "c6gn.16xlarge" || "c7g.medium" || "c7g.large" || "c7g.xlarge" || "c7g.2xlarge" || "c7g.4xlarge" || "c7g.8xlarge" || "c7g.12xlarge" || "c7g.16xlarge" || "r7g.medium" || "r7g.large" || "r7g.xlarge" || "r7g.2xlarge" || "r7g.4xlarge" || "r7g.8xlarge" || "r7g.12xlarge" || "r7g.16xlarge" || "m7g.medium" || "m7g.large" || "m7g.xlarge" || "m7g.2xlarge" || "m7g.4xlarge" || "m7g.8xlarge" || "m7g.12xlarge" || "m7g.16xlarge" || "g5g.xlarge" || "g5g.2xlarge" || "g5g.4xlarge" || "g5g.8xlarge" || "g5g.16xlarge", * // GameLiftServiceSdkEndpoint: "STRING_VALUE", + * // GameLiftAgentEndpoint: "STRING_VALUE", + * // InstanceId: "STRING_VALUE", + * // ContainerAttributes: { // ContainerAttributes + * // ContainerPortMappings: [ // ContainerPortMappingList + * // { // ContainerPortMapping + * // ContainerPort: Number("int"), + * // ConnectionPort: Number("int"), + * // Protocol: "TCP" || "UDP", + * // }, + * // ], + * // }, * // }, * // }; * diff --git a/clients/client-gamelift/src/commands/DescribeContainerGroupDefinitionCommand.ts b/clients/client-gamelift/src/commands/DescribeContainerGroupDefinitionCommand.ts new file mode 100644 index 000000000000..982d0d2fa887 --- /dev/null +++ b/clients/client-gamelift/src/commands/DescribeContainerGroupDefinitionCommand.ts @@ -0,0 +1,183 @@ +// smithy-typescript generated code +import { getEndpointPlugin } from "@smithy/middleware-endpoint"; +import { getSerdePlugin } from "@smithy/middleware-serde"; +import { Command as $Command } from "@smithy/smithy-client"; +import { MetadataBearer as __MetadataBearer } from "@smithy/types"; + +import { commonParams } from "../endpoint/EndpointParameters"; +import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; +import { + DescribeContainerGroupDefinitionInput, + DescribeContainerGroupDefinitionOutput, + DescribeContainerGroupDefinitionOutputFilterSensitiveLog, +} from "../models/models_0"; +import { + de_DescribeContainerGroupDefinitionCommand, + se_DescribeContainerGroupDefinitionCommand, +} from "../protocols/Aws_json1_1"; + +/** + * @public + */ +export { __MetadataBearer, $Command }; +/** + * @public + * + * The input for {@link DescribeContainerGroupDefinitionCommand}. + */ +export interface DescribeContainerGroupDefinitionCommandInput extends DescribeContainerGroupDefinitionInput {} +/** + * @public + * + * The output of {@link DescribeContainerGroupDefinitionCommand}. + */ +export interface DescribeContainerGroupDefinitionCommandOutput + extends DescribeContainerGroupDefinitionOutput, + __MetadataBearer {} + +/** + *

+ * This operation is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Retrieves the properties of a container group definition, including all container + * definitions in the group.

+ *

To retrieve a container group definition, provide a resource identifier. If successful, + * this operation returns the complete properties of the container group definition.

+ *

+ * Learn more + *

+ * + * @example + * Use a bare-bones client and the command you need to make an API call. + * ```javascript + * import { GameLiftClient, DescribeContainerGroupDefinitionCommand } from "@aws-sdk/client-gamelift"; // ES Modules import + * // const { GameLiftClient, DescribeContainerGroupDefinitionCommand } = require("@aws-sdk/client-gamelift"); // CommonJS import + * const client = new GameLiftClient(config); + * const input = { // DescribeContainerGroupDefinitionInput + * Name: "STRING_VALUE", // required + * }; + * const command = new DescribeContainerGroupDefinitionCommand(input); + * const response = await client.send(command); + * // { // DescribeContainerGroupDefinitionOutput + * // ContainerGroupDefinition: { // ContainerGroupDefinition + * // ContainerGroupDefinitionArn: "STRING_VALUE", + * // CreationTime: new Date("TIMESTAMP"), + * // OperatingSystem: "AMAZON_LINUX_2023", + * // Name: "STRING_VALUE", + * // SchedulingStrategy: "REPLICA" || "DAEMON", + * // TotalMemoryLimit: Number("int"), + * // TotalCpuLimit: Number("int"), + * // ContainerDefinitions: [ // ContainerDefinitionList + * // { // ContainerDefinition + * // ContainerName: "STRING_VALUE", // required + * // ImageUri: "STRING_VALUE", // required + * // ResolvedImageDigest: "STRING_VALUE", + * // MemoryLimits: { // ContainerMemoryLimits + * // SoftLimit: Number("int"), + * // HardLimit: Number("int"), + * // }, + * // PortConfiguration: { // ContainerPortConfiguration + * // ContainerPortRanges: [ // ContainerPortRangeList // required + * // { // ContainerPortRange + * // FromPort: Number("int"), // required + * // ToPort: Number("int"), // required + * // Protocol: "TCP" || "UDP", // required + * // }, + * // ], + * // }, + * // Cpu: Number("int"), + * // HealthCheck: { // ContainerHealthCheck + * // Command: [ // ContainerCommandStringList // required + * // "STRING_VALUE", + * // ], + * // Interval: Number("int"), + * // Timeout: Number("int"), + * // Retries: Number("int"), + * // StartPeriod: Number("int"), + * // }, + * // Command: [ + * // "STRING_VALUE", + * // ], + * // Essential: true || false, + * // EntryPoint: [ // ContainerEntryPointList + * // "STRING_VALUE", + * // ], + * // WorkingDirectory: "STRING_VALUE", + * // Environment: [ // ContainerEnvironmentList + * // { // ContainerEnvironment + * // Name: "STRING_VALUE", // required + * // Value: "STRING_VALUE", // required + * // }, + * // ], + * // DependsOn: [ // ContainerDependencyList + * // { // ContainerDependency + * // ContainerName: "STRING_VALUE", // required + * // Condition: "START" || "COMPLETE" || "SUCCESS" || "HEALTHY", // required + * // }, + * // ], + * // }, + * // ], + * // Status: "READY" || "COPYING" || "FAILED", + * // StatusReason: "STRING_VALUE", + * // }, + * // }; + * + * ``` + * + * @param DescribeContainerGroupDefinitionCommandInput - {@link DescribeContainerGroupDefinitionCommandInput} + * @returns {@link DescribeContainerGroupDefinitionCommandOutput} + * @see {@link DescribeContainerGroupDefinitionCommandInput} for command's `input` shape. + * @see {@link DescribeContainerGroupDefinitionCommandOutput} for command's `response` shape. + * @see {@link GameLiftClientResolvedConfig | config} for GameLiftClient's `config` shape. + * + * @throws {@link InternalServiceException} (server fault) + *

The service encountered an unrecoverable internal failure while processing the + * request. Clients can retry such requests immediately or after a waiting period.

+ * + * @throws {@link InvalidRequestException} (client fault) + *

One or more parameter values in the request are invalid. Correct the invalid parameter + * values before retrying.

+ * + * @throws {@link NotFoundException} (client fault) + *

THe requested resources was not found. The resource was either not created yet or deleted.

+ * + * @throws {@link UnauthorizedException} (client fault) + *

The client failed authentication. Clients should not retry such requests.

+ * + * @throws {@link UnsupportedRegionException} (client fault) + *

The requested operation is not supported in the Region specified.

+ * + * @throws {@link GameLiftServiceException} + *

Base exception class for all service exceptions from GameLift service.

+ * + * @public + */ +export class DescribeContainerGroupDefinitionCommand extends $Command + .classBuilder< + DescribeContainerGroupDefinitionCommandInput, + DescribeContainerGroupDefinitionCommandOutput, + GameLiftClientResolvedConfig, + ServiceInputTypes, + ServiceOutputTypes + >() + .ep({ + ...commonParams, + }) + .m(function (this: any, Command: any, cs: any, config: GameLiftClientResolvedConfig, o: any) { + return [ + getSerdePlugin(config, this.serialize, this.deserialize), + getEndpointPlugin(config, Command.getEndpointParameterInstructions()), + ]; + }) + .s("GameLift", "DescribeContainerGroupDefinition", {}) + .n("GameLiftClient", "DescribeContainerGroupDefinitionCommand") + .f(void 0, DescribeContainerGroupDefinitionOutputFilterSensitiveLog) + .ser(se_DescribeContainerGroupDefinitionCommand) + .de(de_DescribeContainerGroupDefinitionCommand) + .build() {} diff --git a/clients/client-gamelift/src/commands/DescribeFleetAttributesCommand.ts b/clients/client-gamelift/src/commands/DescribeFleetAttributesCommand.ts index 8aa86f975483..441eb87d91d7 100644 --- a/clients/client-gamelift/src/commands/DescribeFleetAttributesCommand.ts +++ b/clients/client-gamelift/src/commands/DescribeFleetAttributesCommand.ts @@ -6,7 +6,11 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { DescribeFleetAttributesInput, DescribeFleetAttributesOutput } from "../models/models_0"; +import { + DescribeFleetAttributesInput, + DescribeFleetAttributesOutput, + DescribeFleetAttributesOutputFilterSensitiveLog, +} from "../models/models_0"; import { de_DescribeFleetAttributesCommand, se_DescribeFleetAttributesCommand } from "../protocols/Aws_json1_1"; /** @@ -27,16 +31,18 @@ export interface DescribeFleetAttributesCommandInput extends DescribeFleetAttrib export interface DescribeFleetAttributesCommandOutput extends DescribeFleetAttributesOutput, __MetadataBearer {} /** - *

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:

+ *

+ * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Retrieves core fleet-wide properties for fleets in an Amazon Web Services Region. Properties include the computing + * hardware and deployment configuration for instances in the fleet.

+ *

You can use this operation 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 specific fleets, provide a list of fleet IDs or fleet ARNs.

    *
  • *
  • - *

    To get attributes for all fleets, do not provide a fleet identifier.

    + *

    To get attributes for all fleets, do not provide a fleet identifier.

    *
  • *
*

When requesting attributes for multiple fleets, use the pagination parameters to @@ -107,11 +113,27 @@ export interface DescribeFleetAttributesCommandOutput extends DescribeFleetAttri * // CertificateConfiguration: { // CertificateConfiguration * // CertificateType: "DISABLED" || "GENERATED", // required * // }, - * // ComputeType: "EC2" || "ANYWHERE", + * // ComputeType: "EC2" || "ANYWHERE" || "CONTAINER", * // AnywhereConfiguration: { // AnywhereConfiguration * // Cost: "STRING_VALUE", // required * // }, * // InstanceRoleCredentialsProvider: "SHARED_CREDENTIAL_FILE", + * // ContainerGroupsAttributes: { // ContainerGroupsAttributes + * // ContainerGroupDefinitionProperties: [ // ContainerGroupDefinitionPropertiesList + * // { // ContainerGroupDefinitionProperty + * // SchedulingStrategy: "REPLICA" || "DAEMON", + * // ContainerGroupDefinitionName: "STRING_VALUE", + * // }, + * // ], + * // ConnectionPortRange: { // ConnectionPortRange + * // FromPort: Number("int"), // required + * // ToPort: Number("int"), // required + * // }, + * // ContainerGroupsPerInstance: { // ContainerGroupsPerInstance + * // DesiredReplicaContainerGroupsPerInstance: Number("int"), + * // MaxReplicaContainerGroupsPerInstance: Number("int"), + * // }, + * // }, * // }, * // ], * // NextToken: "STRING_VALUE", @@ -163,7 +185,7 @@ export class DescribeFleetAttributesCommand extends $Command }) .s("GameLift", "DescribeFleetAttributes", {}) .n("GameLiftClient", "DescribeFleetAttributesCommand") - .f(void 0, void 0) + .f(void 0, DescribeFleetAttributesOutputFilterSensitiveLog) .ser(se_DescribeFleetAttributesCommand) .de(de_DescribeFleetAttributesCommand) .build() {} diff --git a/clients/client-gamelift/src/commands/DescribeFleetCapacityCommand.ts b/clients/client-gamelift/src/commands/DescribeFleetCapacityCommand.ts index 1b4a570e2426..b246aff940b0 100644 --- a/clients/client-gamelift/src/commands/DescribeFleetCapacityCommand.ts +++ b/clients/client-gamelift/src/commands/DescribeFleetCapacityCommand.ts @@ -27,10 +27,14 @@ export interface DescribeFleetCapacityCommandInput extends DescribeFleetCapacity export interface DescribeFleetCapacityCommandOutput extends DescribeFleetCapacityOutput, __MetadataBearer {} /** - *

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 has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Retrieves the resource capacity settings for one or more fleets. For a container + * fleet, this operation also returns counts for replica container groups.

+ *

With multi-location fleets, this operation retrieves data for the fleet's home Region + * only. To retrieve capacity for remote locations, see + * DescribeFleetLocationCapacity.

*

This operation can be used in the following ways:

*
    *
  • @@ -45,9 +49,9 @@ export interface DescribeFleetCapacityCommandOutput extends DescribeFleetCapacit *

    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.

    + * fleet ID. Each FleetCapacity object includes a Location + * property, which is set to the fleet's home Region. Capacity values 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 @@ -94,6 +98,12 @@ export interface DescribeFleetCapacityCommandOutput extends DescribeFleetCapacit * // TERMINATING: Number("int"), * // }, * // Location: "STRING_VALUE", + * // ReplicaContainerGroupCounts: { // ReplicaContainerGroupCounts + * // PENDING: Number("int"), + * // ACTIVE: Number("int"), + * // IDLE: Number("int"), + * // TERMINATING: Number("int"), + * // }, * // }, * // ], * // NextToken: "STRING_VALUE", diff --git a/clients/client-gamelift/src/commands/DescribeFleetEventsCommand.ts b/clients/client-gamelift/src/commands/DescribeFleetEventsCommand.ts index 59e05c78e81a..4f1a479d1f90 100644 --- a/clients/client-gamelift/src/commands/DescribeFleetEventsCommand.ts +++ b/clients/client-gamelift/src/commands/DescribeFleetEventsCommand.ts @@ -66,6 +66,7 @@ export interface DescribeFleetEventsCommandOutput extends DescribeFleetEventsOut * // Message: "STRING_VALUE", * // EventTime: new Date("TIMESTAMP"), * // PreSignedLogUrl: "STRING_VALUE", + * // Count: Number("long"), * // }, * // ], * // NextToken: "STRING_VALUE", diff --git a/clients/client-gamelift/src/commands/DescribeFleetLocationCapacityCommand.ts b/clients/client-gamelift/src/commands/DescribeFleetLocationCapacityCommand.ts index 722c44080994..ce5031df0ccf 100644 --- a/clients/client-gamelift/src/commands/DescribeFleetLocationCapacityCommand.ts +++ b/clients/client-gamelift/src/commands/DescribeFleetLocationCapacityCommand.ts @@ -34,9 +34,11 @@ export interface DescribeFleetLocationCapacityCommandOutput /** *

    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).

    + * the requested fleet location. For a container fleet, this operation also returns counts + * for replica container groups.

    + *

    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.

    @@ -77,6 +79,12 @@ export interface DescribeFleetLocationCapacityCommandOutput * // TERMINATING: Number("int"), * // }, * // Location: "STRING_VALUE", + * // ReplicaContainerGroupCounts: { // ReplicaContainerGroupCounts + * // PENDING: Number("int"), + * // ACTIVE: Number("int"), + * // IDLE: Number("int"), + * // TERMINATING: Number("int"), + * // }, * // }, * // }; * diff --git a/clients/client-gamelift/src/commands/DescribeFleetPortSettingsCommand.ts b/clients/client-gamelift/src/commands/DescribeFleetPortSettingsCommand.ts index 21fc0de309cd..7725ff5f8f4d 100644 --- a/clients/client-gamelift/src/commands/DescribeFleetPortSettingsCommand.ts +++ b/clients/client-gamelift/src/commands/DescribeFleetPortSettingsCommand.ts @@ -31,15 +31,16 @@ export interface DescribeFleetPortSettingsCommandInput extends DescribeFleetPort export interface DescribeFleetPortSettingsCommandOutput extends DescribeFleetPortSettingsOutput, __MetadataBearer {} /** - *

    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:

    + *

    Retrieves a fleet's inbound connection permissions. Connection permissions specify IP + * addresses and port settings that incoming traffic can use to access server processes in + * the fleet. Game server processes that are running in the fleet must use a port that + * falls within this range. To connect to game server processes on a container fleet, the + * port settings should include one or more of the fleet's connection ports.

    + *

    Use this operation in the following ways:

    *
      *
    • - *

      To retrieve the inbound connection permissions for a fleet, identify the - * fleet's unique identifier.

      + *

      To retrieve the port settings for a fleet, identify the fleet's unique + * identifier.

      *
    • *
    • *

      To check the status of recent updates to a fleet remote location, specify the @@ -48,8 +49,8 @@ export interface DescribeFleetPortSettingsCommandOutput extends DescribeFleetPor *

    • *
    *

    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.

    + * requested fleet ID. When specifying a location, this operation returns a pending status. + * If the requested fleet has been deleted, the result set is empty.

    *

    * Learn more *

    diff --git a/clients/client-gamelift/src/commands/DescribeRuntimeConfigurationCommand.ts b/clients/client-gamelift/src/commands/DescribeRuntimeConfigurationCommand.ts index c56a8934dad0..d7aed19b88ab 100644 --- a/clients/client-gamelift/src/commands/DescribeRuntimeConfigurationCommand.ts +++ b/clients/client-gamelift/src/commands/DescribeRuntimeConfigurationCommand.ts @@ -32,10 +32,13 @@ export interface DescribeRuntimeConfigurationCommandOutput __MetadataBearer {} /** - *

    Retrieves a fleet's runtime configuration settings. The runtime configuration tells - * Amazon GameLift which server processes to run (and how) on each instance in the fleet.

    - *

    To get the runtime configuration that is currently in forces for a fleet, provide the - * fleet ID.

    + *

    Retrieves a fleet's runtime configuration settings. The runtime configuration + * determines which server processes run, and how, on computes in the fleet. For managed + * EC2 fleets, the runtime configuration describes server processes that run on each fleet + * instance. For container fleets, the runtime configuration describes server processes + * that run in each replica container group. You can update a fleet's runtime configuration + * at any time using UpdateRuntimeConfiguration.

    + *

    To get the current runtime configuration 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.

    diff --git a/clients/client-gamelift/src/commands/GetComputeAccessCommand.ts b/clients/client-gamelift/src/commands/GetComputeAccessCommand.ts index ec628d28f1c4..d4ded39b9cb6 100644 --- a/clients/client-gamelift/src/commands/GetComputeAccessCommand.ts +++ b/clients/client-gamelift/src/commands/GetComputeAccessCommand.ts @@ -31,26 +31,50 @@ export interface GetComputeAccessCommandInput extends GetComputeAccessInput {} export interface GetComputeAccessCommandOutput extends GetComputeAccessOutput, __MetadataBearer {} /** - *

    Requests authorization to remotely connect to a compute resource in an Amazon GameLift fleet. - * Call this action to connect to an instance in a managed EC2 fleet if the fleet's game - * build uses Amazon GameLift server SDK 5.x or later. To connect to instances with game builds - * that use server SDK 4.x or earlier, call GetInstanceAccess.

    - *

    To request access to a compute, identify the specific EC2 instance and the fleet it - * belongs to. You can retrieve instances for a managed EC2 fleet by calling ListCompute.

    - *

    If successful, this operation returns a set of temporary Amazon Web Services credentials, including - * a two-part access key and a session token. Use these credentials with Amazon EC2 Systems Manager (SSM) - * to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide.

    + *

    + * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

    + *

    Requests authorization to remotely connect to a hosting resource in a Amazon GameLift managed + * fleet. This operation is not used with Amazon GameLift Anywhere fleets

    + *

    To request access, specify the compute name and the fleet ID. If successful, this + * operation returns a set of temporary Amazon Web Services credentials, including a two-part access key + * and a session token.

    *

    - * Learn more + * EC2 fleets *

    + *

    With an EC2 fleet (where compute type is EC2), use these credentials with + * Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User + * Guide.

    *

    - * Remotely connect to fleet - * instances + * Container fleets *

    + *

    With a container fleet (where compute type is CONTAINER), use + * these credentials and the target value with SSM to connect to the fleet instance where + * the container is running. After you're connected to the instance, use Docker commands to + * interact with the container.

    *

    - * Debug fleet - * issues + * Learn more *

    + * * @example * Use a bare-bones client and the command you need to make an API call. * ```javascript @@ -73,6 +97,7 @@ export interface GetComputeAccessCommandOutput extends GetComputeAccessOutput, _ * // SecretAccessKey: "STRING_VALUE", * // SessionToken: "STRING_VALUE", * // }, + * // Target: "STRING_VALUE", * // }; * * ``` diff --git a/clients/client-gamelift/src/commands/GetComputeAuthTokenCommand.ts b/clients/client-gamelift/src/commands/GetComputeAuthTokenCommand.ts index d578ef1136fb..2cfc4ea30d07 100644 --- a/clients/client-gamelift/src/commands/GetComputeAuthTokenCommand.ts +++ b/clients/client-gamelift/src/commands/GetComputeAuthTokenCommand.ts @@ -27,12 +27,26 @@ export interface GetComputeAuthTokenCommandInput extends GetComputeAuthTokenInpu export interface GetComputeAuthTokenCommandOutput extends GetComputeAuthTokenOutput, __MetadataBearer {} /** - *

    Requests an authentication token from Amazon GameLift for a registered compute in an Anywhere - * fleet. The game servers that are running on the compute use this token to authenticate - * with the Amazon GameLift service. Each server process must provide a valid authentication token - * in its call to the Amazon GameLift server SDK action InitSDK().

    - *

    Authentication tokens are valid for a limited time span. Use a mechanism to regularly - * request a fresh authentication token before the current token expires.

    + *

    Requests an authentication token from Amazon GameLift for a compute resource in an Amazon GameLift + * Anywhere fleet or container fleet. Game servers that are running on the compute use this + * token to communicate with the Amazon GameLift service, such as when calling the Amazon GameLift server + * SDK action InitSDK(). Authentication tokens are valid for a limited time + * span, so you need to request a fresh token before the current token expires.

    + *

    Use this operation based on the fleet compute type:

    + *
      + *
    • + *

      For EC2 fleets, auth token retrieval and refresh is handled + * automatically. All game servers that are running on all fleet instances have + * access to a valid auth token.

      + *
    • + *
    • + *

      For ANYWHERE and CONTAINER fleets, if you're using + * the Amazon GameLift Agent, auth token retrieval and refresh is handled automatically for + * any container or Anywhere compute where the Agent is running. If you're not + * using the Agent, create a mechanism to retrieve and refresh auth tokens for + * computes that are running game server processes.

      + *
    • + *
    *

    * Learn more *

    diff --git a/clients/client-gamelift/src/commands/ListComputeCommand.ts b/clients/client-gamelift/src/commands/ListComputeCommand.ts index 05eba86cedc3..acfdaa4696d3 100644 --- a/clients/client-gamelift/src/commands/ListComputeCommand.ts +++ b/clients/client-gamelift/src/commands/ListComputeCommand.ts @@ -27,14 +27,33 @@ export interface ListComputeCommandInput extends ListComputeInput {} export interface ListComputeCommandOutput extends ListComputeOutput, __MetadataBearer {} /** - *

    Retrieves the compute resources in an Amazon GameLift fleet. You can request information for - * either managed EC2 fleets or Anywhere fleets.

    - *

    To request a list of computes, specify the fleet ID. You can filter the result set by - * location. Use the pagination parameters to retrieve results in a set of sequential - * pages.

    - *

    If successful, this operation returns the compute resource for the requested fleet. - * For managed EC2 fleets, it returns a list of EC2 instances. For Anywhere fleets, it - * returns a list of registered compute names.

    + *

    + * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

    + *

    Retrieves information on the compute resources in an Amazon GameLift fleet.

    + *

    To request a list of computes, specify the fleet ID. Use the pagination parameters to + * retrieve results in a set of sequential pages.

    + *

    You can filter the result set by location.

    + *

    If successful, this operation returns information on all computes in the requested + * fleet. Depending on the fleet's compute type, the result includes the following + * information:

    + *
      + *
    • + *

      For EC2 fleets, this operation returns information about the EC2 + * instance. Compute names are instance IDs.

      + *
    • + *
    • + *

      For ANYWHERE fleets, this operation returns the compute names and + * details provided when the compute was registered with + * RegisterCompute. The GameLiftServiceSdkEndpoint or + * GameLiftAgentEndpoint is included.

      + *
    • + *
    • + *

      For CONTAINER fleets, this operation returns information about + * containers that are registered as computes, and the instances they're running + * on. Compute names are container names.

      + *
    • + *
    * @example * Use a bare-bones client and the command you need to make an API call. * ```javascript @@ -64,6 +83,17 @@ export interface ListComputeCommandOutput extends ListComputeOutput, __MetadataB * // OperatingSystem: "WINDOWS_2012" || "AMAZON_LINUX" || "AMAZON_LINUX_2" || "WINDOWS_2016" || "AMAZON_LINUX_2023", * // Type: "t2.micro" || "t2.small" || "t2.medium" || "t2.large" || "c3.large" || "c3.xlarge" || "c3.2xlarge" || "c3.4xlarge" || "c3.8xlarge" || "c4.large" || "c4.xlarge" || "c4.2xlarge" || "c4.4xlarge" || "c4.8xlarge" || "c5.large" || "c5.xlarge" || "c5.2xlarge" || "c5.4xlarge" || "c5.9xlarge" || "c5.12xlarge" || "c5.18xlarge" || "c5.24xlarge" || "c5a.large" || "c5a.xlarge" || "c5a.2xlarge" || "c5a.4xlarge" || "c5a.8xlarge" || "c5a.12xlarge" || "c5a.16xlarge" || "c5a.24xlarge" || "r3.large" || "r3.xlarge" || "r3.2xlarge" || "r3.4xlarge" || "r3.8xlarge" || "r4.large" || "r4.xlarge" || "r4.2xlarge" || "r4.4xlarge" || "r4.8xlarge" || "r4.16xlarge" || "r5.large" || "r5.xlarge" || "r5.2xlarge" || "r5.4xlarge" || "r5.8xlarge" || "r5.12xlarge" || "r5.16xlarge" || "r5.24xlarge" || "r5a.large" || "r5a.xlarge" || "r5a.2xlarge" || "r5a.4xlarge" || "r5a.8xlarge" || "r5a.12xlarge" || "r5a.16xlarge" || "r5a.24xlarge" || "m3.medium" || "m3.large" || "m3.xlarge" || "m3.2xlarge" || "m4.large" || "m4.xlarge" || "m4.2xlarge" || "m4.4xlarge" || "m4.10xlarge" || "m5.large" || "m5.xlarge" || "m5.2xlarge" || "m5.4xlarge" || "m5.8xlarge" || "m5.12xlarge" || "m5.16xlarge" || "m5.24xlarge" || "m5a.large" || "m5a.xlarge" || "m5a.2xlarge" || "m5a.4xlarge" || "m5a.8xlarge" || "m5a.12xlarge" || "m5a.16xlarge" || "m5a.24xlarge" || "c5d.large" || "c5d.xlarge" || "c5d.2xlarge" || "c5d.4xlarge" || "c5d.9xlarge" || "c5d.12xlarge" || "c5d.18xlarge" || "c5d.24xlarge" || "c6a.large" || "c6a.xlarge" || "c6a.2xlarge" || "c6a.4xlarge" || "c6a.8xlarge" || "c6a.12xlarge" || "c6a.16xlarge" || "c6a.24xlarge" || "c6i.large" || "c6i.xlarge" || "c6i.2xlarge" || "c6i.4xlarge" || "c6i.8xlarge" || "c6i.12xlarge" || "c6i.16xlarge" || "c6i.24xlarge" || "r5d.large" || "r5d.xlarge" || "r5d.2xlarge" || "r5d.4xlarge" || "r5d.8xlarge" || "r5d.12xlarge" || "r5d.16xlarge" || "r5d.24xlarge" || "m6g.medium" || "m6g.large" || "m6g.xlarge" || "m6g.2xlarge" || "m6g.4xlarge" || "m6g.8xlarge" || "m6g.12xlarge" || "m6g.16xlarge" || "c6g.medium" || "c6g.large" || "c6g.xlarge" || "c6g.2xlarge" || "c6g.4xlarge" || "c6g.8xlarge" || "c6g.12xlarge" || "c6g.16xlarge" || "r6g.medium" || "r6g.large" || "r6g.xlarge" || "r6g.2xlarge" || "r6g.4xlarge" || "r6g.8xlarge" || "r6g.12xlarge" || "r6g.16xlarge" || "c6gn.medium" || "c6gn.large" || "c6gn.xlarge" || "c6gn.2xlarge" || "c6gn.4xlarge" || "c6gn.8xlarge" || "c6gn.12xlarge" || "c6gn.16xlarge" || "c7g.medium" || "c7g.large" || "c7g.xlarge" || "c7g.2xlarge" || "c7g.4xlarge" || "c7g.8xlarge" || "c7g.12xlarge" || "c7g.16xlarge" || "r7g.medium" || "r7g.large" || "r7g.xlarge" || "r7g.2xlarge" || "r7g.4xlarge" || "r7g.8xlarge" || "r7g.12xlarge" || "r7g.16xlarge" || "m7g.medium" || "m7g.large" || "m7g.xlarge" || "m7g.2xlarge" || "m7g.4xlarge" || "m7g.8xlarge" || "m7g.12xlarge" || "m7g.16xlarge" || "g5g.xlarge" || "g5g.2xlarge" || "g5g.4xlarge" || "g5g.8xlarge" || "g5g.16xlarge", * // GameLiftServiceSdkEndpoint: "STRING_VALUE", + * // GameLiftAgentEndpoint: "STRING_VALUE", + * // InstanceId: "STRING_VALUE", + * // ContainerAttributes: { // ContainerAttributes + * // ContainerPortMappings: [ // ContainerPortMappingList + * // { // ContainerPortMapping + * // ContainerPort: Number("int"), + * // ConnectionPort: Number("int"), + * // Protocol: "TCP" || "UDP", + * // }, + * // ], + * // }, * // }, * // ], * // NextToken: "STRING_VALUE", diff --git a/clients/client-gamelift/src/commands/ListContainerGroupDefinitionsCommand.ts b/clients/client-gamelift/src/commands/ListContainerGroupDefinitionsCommand.ts new file mode 100644 index 000000000000..dd142111131a --- /dev/null +++ b/clients/client-gamelift/src/commands/ListContainerGroupDefinitionsCommand.ts @@ -0,0 +1,187 @@ +// smithy-typescript generated code +import { getEndpointPlugin } from "@smithy/middleware-endpoint"; +import { getSerdePlugin } from "@smithy/middleware-serde"; +import { Command as $Command } from "@smithy/smithy-client"; +import { MetadataBearer as __MetadataBearer } from "@smithy/types"; + +import { commonParams } from "../endpoint/EndpointParameters"; +import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; +import { + ListContainerGroupDefinitionsInput, + ListContainerGroupDefinitionsOutput, + ListContainerGroupDefinitionsOutputFilterSensitiveLog, +} from "../models/models_0"; +import { + de_ListContainerGroupDefinitionsCommand, + se_ListContainerGroupDefinitionsCommand, +} from "../protocols/Aws_json1_1"; + +/** + * @public + */ +export { __MetadataBearer, $Command }; +/** + * @public + * + * The input for {@link ListContainerGroupDefinitionsCommand}. + */ +export interface ListContainerGroupDefinitionsCommandInput extends ListContainerGroupDefinitionsInput {} +/** + * @public + * + * The output of {@link ListContainerGroupDefinitionsCommand}. + */ +export interface ListContainerGroupDefinitionsCommandOutput + extends ListContainerGroupDefinitionsOutput, + __MetadataBearer {} + +/** + *

    + * This operation is used with the Amazon GameLift containers feature, which is currently in public preview. + *

    + *

    Retrieves all container group definitions for the Amazon Web Services account and Amazon Web Services Region that are currently in use. You can filter the result set by the container + * groups' scheduling strategy. Use the pagination parameters to retrieve results in a set of + * sequential pages.

    + * + *

    This operation returns the list of container group definitions in no particular order.

    + *
    + *

    + * Learn more + *

    + * + * @example + * Use a bare-bones client and the command you need to make an API call. + * ```javascript + * import { GameLiftClient, ListContainerGroupDefinitionsCommand } from "@aws-sdk/client-gamelift"; // ES Modules import + * // const { GameLiftClient, ListContainerGroupDefinitionsCommand } = require("@aws-sdk/client-gamelift"); // CommonJS import + * const client = new GameLiftClient(config); + * const input = { // ListContainerGroupDefinitionsInput + * SchedulingStrategy: "REPLICA" || "DAEMON", + * Limit: Number("int"), + * NextToken: "STRING_VALUE", + * }; + * const command = new ListContainerGroupDefinitionsCommand(input); + * const response = await client.send(command); + * // { // ListContainerGroupDefinitionsOutput + * // ContainerGroupDefinitions: [ // ContainerGroupDefinitionList + * // { // ContainerGroupDefinition + * // ContainerGroupDefinitionArn: "STRING_VALUE", + * // CreationTime: new Date("TIMESTAMP"), + * // OperatingSystem: "AMAZON_LINUX_2023", + * // Name: "STRING_VALUE", + * // SchedulingStrategy: "REPLICA" || "DAEMON", + * // TotalMemoryLimit: Number("int"), + * // TotalCpuLimit: Number("int"), + * // ContainerDefinitions: [ // ContainerDefinitionList + * // { // ContainerDefinition + * // ContainerName: "STRING_VALUE", // required + * // ImageUri: "STRING_VALUE", // required + * // ResolvedImageDigest: "STRING_VALUE", + * // MemoryLimits: { // ContainerMemoryLimits + * // SoftLimit: Number("int"), + * // HardLimit: Number("int"), + * // }, + * // PortConfiguration: { // ContainerPortConfiguration + * // ContainerPortRanges: [ // ContainerPortRangeList // required + * // { // ContainerPortRange + * // FromPort: Number("int"), // required + * // ToPort: Number("int"), // required + * // Protocol: "TCP" || "UDP", // required + * // }, + * // ], + * // }, + * // Cpu: Number("int"), + * // HealthCheck: { // ContainerHealthCheck + * // Command: [ // ContainerCommandStringList // required + * // "STRING_VALUE", + * // ], + * // Interval: Number("int"), + * // Timeout: Number("int"), + * // Retries: Number("int"), + * // StartPeriod: Number("int"), + * // }, + * // Command: [ + * // "STRING_VALUE", + * // ], + * // Essential: true || false, + * // EntryPoint: [ // ContainerEntryPointList + * // "STRING_VALUE", + * // ], + * // WorkingDirectory: "STRING_VALUE", + * // Environment: [ // ContainerEnvironmentList + * // { // ContainerEnvironment + * // Name: "STRING_VALUE", // required + * // Value: "STRING_VALUE", // required + * // }, + * // ], + * // DependsOn: [ // ContainerDependencyList + * // { // ContainerDependency + * // ContainerName: "STRING_VALUE", // required + * // Condition: "START" || "COMPLETE" || "SUCCESS" || "HEALTHY", // required + * // }, + * // ], + * // }, + * // ], + * // Status: "READY" || "COPYING" || "FAILED", + * // StatusReason: "STRING_VALUE", + * // }, + * // ], + * // NextToken: "STRING_VALUE", + * // }; + * + * ``` + * + * @param ListContainerGroupDefinitionsCommandInput - {@link ListContainerGroupDefinitionsCommandInput} + * @returns {@link ListContainerGroupDefinitionsCommandOutput} + * @see {@link ListContainerGroupDefinitionsCommandInput} for command's `input` shape. + * @see {@link ListContainerGroupDefinitionsCommandOutput} for command's `response` shape. + * @see {@link GameLiftClientResolvedConfig | config} for GameLiftClient's `config` shape. + * + * @throws {@link InternalServiceException} (server fault) + *

    The service encountered an unrecoverable internal failure while processing the + * request. Clients can retry such requests immediately or after a waiting period.

    + * + * @throws {@link InvalidRequestException} (client fault) + *

    One or more parameter values in the request are invalid. Correct the invalid parameter + * values before retrying.

    + * + * @throws {@link UnauthorizedException} (client fault) + *

    The client failed authentication. Clients should not retry such requests.

    + * + * @throws {@link UnsupportedRegionException} (client fault) + *

    The requested operation is not supported in the Region specified.

    + * + * @throws {@link GameLiftServiceException} + *

    Base exception class for all service exceptions from GameLift service.

    + * + * @public + */ +export class ListContainerGroupDefinitionsCommand extends $Command + .classBuilder< + ListContainerGroupDefinitionsCommandInput, + ListContainerGroupDefinitionsCommandOutput, + GameLiftClientResolvedConfig, + ServiceInputTypes, + ServiceOutputTypes + >() + .ep({ + ...commonParams, + }) + .m(function (this: any, Command: any, cs: any, config: GameLiftClientResolvedConfig, o: any) { + return [ + getSerdePlugin(config, this.serialize, this.deserialize), + getEndpointPlugin(config, Command.getEndpointParameterInstructions()), + ]; + }) + .s("GameLift", "ListContainerGroupDefinitions", {}) + .n("GameLiftClient", "ListContainerGroupDefinitionsCommand") + .f(void 0, ListContainerGroupDefinitionsOutputFilterSensitiveLog) + .ser(se_ListContainerGroupDefinitionsCommand) + .de(de_ListContainerGroupDefinitionsCommand) + .build() {} diff --git a/clients/client-gamelift/src/commands/ListFleetsCommand.ts b/clients/client-gamelift/src/commands/ListFleetsCommand.ts index 2573d2eb6884..473072f3b14a 100644 --- a/clients/client-gamelift/src/commands/ListFleetsCommand.ts +++ b/clients/client-gamelift/src/commands/ListFleetsCommand.ts @@ -27,39 +27,39 @@ export interface ListFleetsCommandInput extends ListFleetsInput {} export interface ListFleetsCommandOutput extends ListFleetsOutput, __MetadataBearer {} /** - *

    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:

    + *

    + * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

    + *

    Retrieves a collection of fleet resources in an Amazon Web Services Region. 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.

    + *

    You can use operation in the following ways:

    *
      *
    • *

      To get a list of all fleets in a Region, don't provide a build or script - * identifier.

      + * 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 fleets where a specific 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.

      *
    • + *
    • + *

      To get a list of all fleets with a specific container group definition, provide + * the ContainerGroupDefinition 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.

    + *

    If successful, this operation returns a list of fleet IDs that match the request + * parameters. A NextToken value is also returned if there are more result pages to + * retrieve.

    * - *

    Fleet resources are not listed in a particular order.

    + *

    Fleet IDs are returned in no particular order.

    *
    - *

    - * Learn more - *

    - *

    - * Setting up Amazon GameLift - * fleets - *

    * @example * Use a bare-bones client and the command you need to make an API call. * ```javascript @@ -69,6 +69,7 @@ export interface ListFleetsCommandOutput extends ListFleetsOutput, __MetadataBea * const input = { // ListFleetsInput * BuildId: "STRING_VALUE", * ScriptId: "STRING_VALUE", + * ContainerGroupDefinitionName: "STRING_VALUE", * Limit: Number("int"), * NextToken: "STRING_VALUE", * }; diff --git a/clients/client-gamelift/src/commands/RegisterComputeCommand.ts b/clients/client-gamelift/src/commands/RegisterComputeCommand.ts index 6014a08a7fd3..899a70e8e0f3 100644 --- a/clients/client-gamelift/src/commands/RegisterComputeCommand.ts +++ b/clients/client-gamelift/src/commands/RegisterComputeCommand.ts @@ -32,16 +32,23 @@ export interface RegisterComputeCommandInput extends RegisterComputeInput {} export interface RegisterComputeCommandOutput extends RegisterComputeOutput, __MetadataBearer {} /** - *

    Registers a compute resource to an Amazon GameLift Anywhere fleet. With Anywhere fleets you can - * incorporate your own computing hardware into an Amazon GameLift game hosting solution.

    - *

    To register a compute to a fleet, give the compute a name (must be unique within the - * fleet) and specify the compute resource's DNS name or IP address. Provide the Anywhere + *

    + * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

    + *

    Registers a compute resource in an Amazon GameLift fleet. Register computes with an Amazon GameLift + * Anywhere fleet or a container fleet.

    + *

    For an Anywhere fleet or a container fleet that's running the Amazon GameLift Agent, the Agent + * handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the + * Agent, call this operation to register fleet computes.

    + *

    To register a compute, give the compute a name (must be unique within the + * fleet) and specify the compute resource's DNS name or IP address. Provide a * fleet ID and a fleet location to associate with the compute being registered. You can * optionally include the path to a TLS certificate on the compute resource.

    - *

    If successful, this operation returns the compute details, including an Amazon GameLift SDK - * endpoint. Game server processes that run on the compute use this endpoint to communicate - * with the Amazon GameLift service. Each server process includes the SDK endpoint in its call to - * the Amazon GameLift server SDK action InitSDK().

    + *

    If successful, this operation returns compute details, including an Amazon GameLift SDK + * endpoint or Agent endpoint. Game server processes running on the compute can use this + * endpoint to communicate with the Amazon GameLift service. Each server process includes the SDK + * endpoint in its call to the Amazon GameLift server SDK action InitSDK().

    + *

    To view compute details, call DescribeCompute with the compute name.

    *

    * Learn more *

    @@ -94,6 +101,17 @@ export interface RegisterComputeCommandOutput extends RegisterComputeOutput, __M * // OperatingSystem: "WINDOWS_2012" || "AMAZON_LINUX" || "AMAZON_LINUX_2" || "WINDOWS_2016" || "AMAZON_LINUX_2023", * // Type: "t2.micro" || "t2.small" || "t2.medium" || "t2.large" || "c3.large" || "c3.xlarge" || "c3.2xlarge" || "c3.4xlarge" || "c3.8xlarge" || "c4.large" || "c4.xlarge" || "c4.2xlarge" || "c4.4xlarge" || "c4.8xlarge" || "c5.large" || "c5.xlarge" || "c5.2xlarge" || "c5.4xlarge" || "c5.9xlarge" || "c5.12xlarge" || "c5.18xlarge" || "c5.24xlarge" || "c5a.large" || "c5a.xlarge" || "c5a.2xlarge" || "c5a.4xlarge" || "c5a.8xlarge" || "c5a.12xlarge" || "c5a.16xlarge" || "c5a.24xlarge" || "r3.large" || "r3.xlarge" || "r3.2xlarge" || "r3.4xlarge" || "r3.8xlarge" || "r4.large" || "r4.xlarge" || "r4.2xlarge" || "r4.4xlarge" || "r4.8xlarge" || "r4.16xlarge" || "r5.large" || "r5.xlarge" || "r5.2xlarge" || "r5.4xlarge" || "r5.8xlarge" || "r5.12xlarge" || "r5.16xlarge" || "r5.24xlarge" || "r5a.large" || "r5a.xlarge" || "r5a.2xlarge" || "r5a.4xlarge" || "r5a.8xlarge" || "r5a.12xlarge" || "r5a.16xlarge" || "r5a.24xlarge" || "m3.medium" || "m3.large" || "m3.xlarge" || "m3.2xlarge" || "m4.large" || "m4.xlarge" || "m4.2xlarge" || "m4.4xlarge" || "m4.10xlarge" || "m5.large" || "m5.xlarge" || "m5.2xlarge" || "m5.4xlarge" || "m5.8xlarge" || "m5.12xlarge" || "m5.16xlarge" || "m5.24xlarge" || "m5a.large" || "m5a.xlarge" || "m5a.2xlarge" || "m5a.4xlarge" || "m5a.8xlarge" || "m5a.12xlarge" || "m5a.16xlarge" || "m5a.24xlarge" || "c5d.large" || "c5d.xlarge" || "c5d.2xlarge" || "c5d.4xlarge" || "c5d.9xlarge" || "c5d.12xlarge" || "c5d.18xlarge" || "c5d.24xlarge" || "c6a.large" || "c6a.xlarge" || "c6a.2xlarge" || "c6a.4xlarge" || "c6a.8xlarge" || "c6a.12xlarge" || "c6a.16xlarge" || "c6a.24xlarge" || "c6i.large" || "c6i.xlarge" || "c6i.2xlarge" || "c6i.4xlarge" || "c6i.8xlarge" || "c6i.12xlarge" || "c6i.16xlarge" || "c6i.24xlarge" || "r5d.large" || "r5d.xlarge" || "r5d.2xlarge" || "r5d.4xlarge" || "r5d.8xlarge" || "r5d.12xlarge" || "r5d.16xlarge" || "r5d.24xlarge" || "m6g.medium" || "m6g.large" || "m6g.xlarge" || "m6g.2xlarge" || "m6g.4xlarge" || "m6g.8xlarge" || "m6g.12xlarge" || "m6g.16xlarge" || "c6g.medium" || "c6g.large" || "c6g.xlarge" || "c6g.2xlarge" || "c6g.4xlarge" || "c6g.8xlarge" || "c6g.12xlarge" || "c6g.16xlarge" || "r6g.medium" || "r6g.large" || "r6g.xlarge" || "r6g.2xlarge" || "r6g.4xlarge" || "r6g.8xlarge" || "r6g.12xlarge" || "r6g.16xlarge" || "c6gn.medium" || "c6gn.large" || "c6gn.xlarge" || "c6gn.2xlarge" || "c6gn.4xlarge" || "c6gn.8xlarge" || "c6gn.12xlarge" || "c6gn.16xlarge" || "c7g.medium" || "c7g.large" || "c7g.xlarge" || "c7g.2xlarge" || "c7g.4xlarge" || "c7g.8xlarge" || "c7g.12xlarge" || "c7g.16xlarge" || "r7g.medium" || "r7g.large" || "r7g.xlarge" || "r7g.2xlarge" || "r7g.4xlarge" || "r7g.8xlarge" || "r7g.12xlarge" || "r7g.16xlarge" || "m7g.medium" || "m7g.large" || "m7g.xlarge" || "m7g.2xlarge" || "m7g.4xlarge" || "m7g.8xlarge" || "m7g.12xlarge" || "m7g.16xlarge" || "g5g.xlarge" || "g5g.2xlarge" || "g5g.4xlarge" || "g5g.8xlarge" || "g5g.16xlarge", * // GameLiftServiceSdkEndpoint: "STRING_VALUE", + * // GameLiftAgentEndpoint: "STRING_VALUE", + * // InstanceId: "STRING_VALUE", + * // ContainerAttributes: { // ContainerAttributes + * // ContainerPortMappings: [ // ContainerPortMappingList + * // { // ContainerPortMapping + * // ContainerPort: Number("int"), + * // ConnectionPort: Number("int"), + * // Protocol: "TCP" || "UDP", + * // }, + * // ], + * // }, * // }, * // }; * @@ -123,6 +141,11 @@ export interface RegisterComputeCommandOutput extends RegisterComputeOutput, __M *

    The requested operation would cause the resource to exceed the allowed service limit. * Resolve the issue before retrying.

    * + * @throws {@link NotReadyException} (client fault) + *

    The operation failed because Amazon GameLift has not yet finished validating this compute. We + * recommend attempting 8 to 10 retries over 3 to 5 minutes with exponential + * backoffs and jitter.

    + * * @throws {@link UnauthorizedException} (client fault) *

    The client failed authentication. Clients should not retry such requests.

    * diff --git a/clients/client-gamelift/src/commands/RequestUploadCredentialsCommand.ts b/clients/client-gamelift/src/commands/RequestUploadCredentialsCommand.ts index e55f325cd4df..39865cd2d4f5 100644 --- a/clients/client-gamelift/src/commands/RequestUploadCredentialsCommand.ts +++ b/clients/client-gamelift/src/commands/RequestUploadCredentialsCommand.ts @@ -33,7 +33,7 @@ export interface RequestUploadCredentialsCommandOutput extends RequestUploadCred /** *

    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.

    + * CreateBuild.

    *

    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.

    diff --git a/clients/client-gamelift/src/commands/ResolveAliasCommand.ts b/clients/client-gamelift/src/commands/ResolveAliasCommand.ts index 1f9727b52dda..b1ea6b0e90d3 100644 --- a/clients/client-gamelift/src/commands/ResolveAliasCommand.ts +++ b/clients/client-gamelift/src/commands/ResolveAliasCommand.ts @@ -27,7 +27,11 @@ export interface ResolveAliasCommandInput extends ResolveAliasInput {} export interface ResolveAliasCommandOutput extends ResolveAliasOutput, __MetadataBearer {} /** - *

    Retrieves the fleet ID that an alias is currently pointing to.

    + *

    Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique + * alias identifier.

    + *

    If the alias has a SIMPLE routing strategy, Amazon GameLift returns a fleet ID. + * If the alias has a TERMINAL routing strategy, the result is a + * TerminalRoutingStrategyException.

    *

    * Related actions *

    diff --git a/clients/client-gamelift/src/commands/ResumeGameServerGroupCommand.ts b/clients/client-gamelift/src/commands/ResumeGameServerGroupCommand.ts index 31d8b1b8968f..3d00c81e73c9 100644 --- a/clients/client-gamelift/src/commands/ResumeGameServerGroupCommand.ts +++ b/clients/client-gamelift/src/commands/ResumeGameServerGroupCommand.ts @@ -6,7 +6,8 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { ResumeGameServerGroupInput, ResumeGameServerGroupOutput } from "../models/models_0"; +import { ResumeGameServerGroupInput } from "../models/models_0"; +import { ResumeGameServerGroupOutput } from "../models/models_1"; import { de_ResumeGameServerGroupCommand, se_ResumeGameServerGroupCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/SearchGameSessionsCommand.ts b/clients/client-gamelift/src/commands/SearchGameSessionsCommand.ts index b7ffdd05ac73..00c330c1982f 100644 --- a/clients/client-gamelift/src/commands/SearchGameSessionsCommand.ts +++ b/clients/client-gamelift/src/commands/SearchGameSessionsCommand.ts @@ -10,7 +10,7 @@ import { SearchGameSessionsInput, SearchGameSessionsOutput, SearchGameSessionsOutputFilterSensitiveLog, -} from "../models/models_0"; +} from "../models/models_1"; import { de_SearchGameSessionsCommand, se_SearchGameSessionsCommand } from "../protocols/Aws_json1_1"; /** @@ -33,7 +33,7 @@ export interface SearchGameSessionsCommandOutput extends SearchGameSessionsOutpu /** *

    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.

    + *

    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 a 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.

    diff --git a/clients/client-gamelift/src/commands/StartFleetActionsCommand.ts b/clients/client-gamelift/src/commands/StartFleetActionsCommand.ts index 4fd42cf50724..e41392f3459c 100644 --- a/clients/client-gamelift/src/commands/StartFleetActionsCommand.ts +++ b/clients/client-gamelift/src/commands/StartFleetActionsCommand.ts @@ -6,7 +6,7 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { StartFleetActionsInput, StartFleetActionsOutput } from "../models/models_0"; +import { StartFleetActionsInput, StartFleetActionsOutput } from "../models/models_1"; import { de_StartFleetActionsCommand, se_StartFleetActionsCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/StartGameSessionPlacementCommand.ts b/clients/client-gamelift/src/commands/StartGameSessionPlacementCommand.ts index 12f6c1430fb7..72c326f33bb3 100644 --- a/clients/client-gamelift/src/commands/StartGameSessionPlacementCommand.ts +++ b/clients/client-gamelift/src/commands/StartGameSessionPlacementCommand.ts @@ -11,7 +11,7 @@ import { StartGameSessionPlacementInputFilterSensitiveLog, StartGameSessionPlacementOutput, StartGameSessionPlacementOutputFilterSensitiveLog, -} from "../models/models_0"; +} from "../models/models_1"; import { de_StartGameSessionPlacementCommand, se_StartGameSessionPlacementCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/StartMatchBackfillCommand.ts b/clients/client-gamelift/src/commands/StartMatchBackfillCommand.ts index fbef982ee336..25dad1d09891 100644 --- a/clients/client-gamelift/src/commands/StartMatchBackfillCommand.ts +++ b/clients/client-gamelift/src/commands/StartMatchBackfillCommand.ts @@ -11,7 +11,7 @@ import { StartMatchBackfillInputFilterSensitiveLog, StartMatchBackfillOutput, StartMatchBackfillOutputFilterSensitiveLog, -} from "../models/models_0"; +} from "../models/models_1"; import { de_StartMatchBackfillCommand, se_StartMatchBackfillCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/StartMatchmakingCommand.ts b/clients/client-gamelift/src/commands/StartMatchmakingCommand.ts index 36f5359f77be..5ba88cb72004 100644 --- a/clients/client-gamelift/src/commands/StartMatchmakingCommand.ts +++ b/clients/client-gamelift/src/commands/StartMatchmakingCommand.ts @@ -11,7 +11,7 @@ import { StartMatchmakingInputFilterSensitiveLog, StartMatchmakingOutput, StartMatchmakingOutputFilterSensitiveLog, -} from "../models/models_0"; +} from "../models/models_1"; import { de_StartMatchmakingCommand, se_StartMatchmakingCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/StopFleetActionsCommand.ts b/clients/client-gamelift/src/commands/StopFleetActionsCommand.ts index e3626fcaea9a..8b73ef31782c 100644 --- a/clients/client-gamelift/src/commands/StopFleetActionsCommand.ts +++ b/clients/client-gamelift/src/commands/StopFleetActionsCommand.ts @@ -6,7 +6,7 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { StopFleetActionsInput, StopFleetActionsOutput } from "../models/models_0"; +import { StopFleetActionsInput, StopFleetActionsOutput } from "../models/models_1"; import { de_StopFleetActionsCommand, se_StopFleetActionsCommand } from "../protocols/Aws_json1_1"; /** @@ -46,7 +46,8 @@ export interface StopFleetActionsCommandOutput extends StopFleetActionsOutput, _ *
  • *
*

If successful, Amazon GameLift no longer initiates scaling events except in response to manual - * changes using UpdateFleetCapacity.

+ * changes using UpdateFleetCapacity. To restart fleet actions again, call + * StartFleetActions.

*

* Learn more *

diff --git a/clients/client-gamelift/src/commands/StopGameSessionPlacementCommand.ts b/clients/client-gamelift/src/commands/StopGameSessionPlacementCommand.ts index 705dc2ca7d83..a16bc7527481 100644 --- a/clients/client-gamelift/src/commands/StopGameSessionPlacementCommand.ts +++ b/clients/client-gamelift/src/commands/StopGameSessionPlacementCommand.ts @@ -10,7 +10,7 @@ import { StopGameSessionPlacementInput, StopGameSessionPlacementOutput, StopGameSessionPlacementOutputFilterSensitiveLog, -} from "../models/models_0"; +} from "../models/models_1"; import { de_StopGameSessionPlacementCommand, se_StopGameSessionPlacementCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/StopMatchmakingCommand.ts b/clients/client-gamelift/src/commands/StopMatchmakingCommand.ts index 3805e00a1f2f..6798d9d96237 100644 --- a/clients/client-gamelift/src/commands/StopMatchmakingCommand.ts +++ b/clients/client-gamelift/src/commands/StopMatchmakingCommand.ts @@ -6,7 +6,7 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { StopMatchmakingInput, StopMatchmakingOutput } from "../models/models_0"; +import { StopMatchmakingInput, StopMatchmakingOutput } from "../models/models_1"; import { de_StopMatchmakingCommand, se_StopMatchmakingCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/SuspendGameServerGroupCommand.ts b/clients/client-gamelift/src/commands/SuspendGameServerGroupCommand.ts index 76a51678bddf..dca371a5dde9 100644 --- a/clients/client-gamelift/src/commands/SuspendGameServerGroupCommand.ts +++ b/clients/client-gamelift/src/commands/SuspendGameServerGroupCommand.ts @@ -6,7 +6,7 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { SuspendGameServerGroupInput, SuspendGameServerGroupOutput } from "../models/models_0"; +import { SuspendGameServerGroupInput, SuspendGameServerGroupOutput } from "../models/models_1"; import { de_SuspendGameServerGroupCommand, se_SuspendGameServerGroupCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/TagResourceCommand.ts b/clients/client-gamelift/src/commands/TagResourceCommand.ts index d5ccc558bda7..ca687eca8443 100644 --- a/clients/client-gamelift/src/commands/TagResourceCommand.ts +++ b/clients/client-gamelift/src/commands/TagResourceCommand.ts @@ -6,7 +6,7 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { TagResourceRequest, TagResourceResponse } from "../models/models_0"; +import { TagResourceRequest, TagResourceResponse } from "../models/models_1"; import { de_TagResourceCommand, se_TagResourceCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/UntagResourceCommand.ts b/clients/client-gamelift/src/commands/UntagResourceCommand.ts index f49902f43d82..08ff84d27c7d 100644 --- a/clients/client-gamelift/src/commands/UntagResourceCommand.ts +++ b/clients/client-gamelift/src/commands/UntagResourceCommand.ts @@ -6,7 +6,7 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { UntagResourceRequest, UntagResourceResponse } from "../models/models_0"; +import { UntagResourceRequest, UntagResourceResponse } from "../models/models_1"; import { de_UntagResourceCommand, se_UntagResourceCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/UpdateAliasCommand.ts b/clients/client-gamelift/src/commands/UpdateAliasCommand.ts index e53475091e70..13f2879f58d2 100644 --- a/clients/client-gamelift/src/commands/UpdateAliasCommand.ts +++ b/clients/client-gamelift/src/commands/UpdateAliasCommand.ts @@ -6,7 +6,7 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { UpdateAliasInput, UpdateAliasOutput } from "../models/models_0"; +import { UpdateAliasInput, UpdateAliasOutput } from "../models/models_1"; import { de_UpdateAliasCommand, se_UpdateAliasCommand } from "../protocols/Aws_json1_1"; /** @@ -27,10 +27,9 @@ export interface UpdateAliasCommandInput extends UpdateAliasInput {} export interface UpdateAliasCommandOutput extends UpdateAliasOutput, __MetadataBearer {} /** - *

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.

+ *

Updates properties for an alias. Specify the unique identifier of the alias to be + * updated and the new property values. When reassigning an alias to a new fleet, provide + * an updated routing strategy. If successful, the updated alias record is returned.

*

* Related actions *

diff --git a/clients/client-gamelift/src/commands/UpdateBuildCommand.ts b/clients/client-gamelift/src/commands/UpdateBuildCommand.ts index e342e92d7d73..a0cf4249e6a1 100644 --- a/clients/client-gamelift/src/commands/UpdateBuildCommand.ts +++ b/clients/client-gamelift/src/commands/UpdateBuildCommand.ts @@ -6,7 +6,7 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { UpdateBuildInput, UpdateBuildOutput } from "../models/models_0"; +import { UpdateBuildInput, UpdateBuildOutput } from "../models/models_1"; import { de_UpdateBuildCommand, se_UpdateBuildCommand } from "../protocols/Aws_json1_1"; /** diff --git a/clients/client-gamelift/src/commands/UpdateFleetAttributesCommand.ts b/clients/client-gamelift/src/commands/UpdateFleetAttributesCommand.ts index 9c76bbf3e39d..b732865ff492 100644 --- a/clients/client-gamelift/src/commands/UpdateFleetAttributesCommand.ts +++ b/clients/client-gamelift/src/commands/UpdateFleetAttributesCommand.ts @@ -6,7 +6,7 @@ import { MetadataBearer as __MetadataBearer } from "@smithy/types"; import { commonParams } from "../endpoint/EndpointParameters"; import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient"; -import { UpdateFleetAttributesInput, UpdateFleetAttributesOutput } from "../models/models_0"; +import { UpdateFleetAttributesInput, UpdateFleetAttributesOutput } from "../models/models_1"; import { de_UpdateFleetAttributesCommand, se_UpdateFleetAttributesCommand } from "../protocols/Aws_json1_1"; /** @@ -27,11 +27,10 @@ export interface UpdateFleetAttributesCommandInput extends UpdateFleetAttributes export interface UpdateFleetAttributesCommandOutput extends UpdateFleetAttributesOutput, __MetadataBearer {} /** - *

Updates a fleet's mutable attributes, including game session protection and resource + *

Updates a fleet's mutable attributes, such as 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.

+ * to change. If successful, Amazon GameLift returns the identifiers for the updated fleet.

*

* Learn more *

diff --git a/clients/client-gamelift/src/commands/UpdateFleetCapacityCommand.ts b/clients/client-gamelift/src/commands/UpdateFleetCapacityCommand.ts index b5af961cdaee..587e142166a9 100644 --- a/clients/client-gamelift/src/commands/UpdateFleetCapacityCommand.ts +++ b/clients/client-gamelift/src/commands/UpdateFleetCapacityCommand.ts @@ -27,44 +27,41 @@ export interface UpdateFleetCapacityCommandInput extends UpdateFleetCapacityInpu export interface UpdateFleetCapacityCommandOutput extends UpdateFleetCapacityOutput, __MetadataBearer {} /** - *

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:

+ *

+ * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Updates capacity settings for a managed EC2 fleet or container fleet. For these + * fleets, you adjust capacity by changing the number of instances in the fleet. Fleet + * capacity determines the number of game sessions and players that the fleet can host + * based on its configuration. For fleets with multiple locations, use this operation to + * manage capacity settings in each location individually.

+ *

Use this operation to set these fleet capacity properties:

*
    *
  • - *

    Minimum/maximum size: Set hard limits on fleet capacity. Amazon GameLift cannot set - * the fleet's capacity to a value outside of this range, whether the capacity is - * changed manually or through automatic scaling.

    + *

    Minimum/maximum size: Set hard limits on the number of Amazon EC2 instances allowed. If Amazon GameLift receives a + * request--either through manual update or automatic scaling--it won't change the capacity + * to a value outside of this range.

    *
  • *
  • - *

    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.

    + *

    Desired capacity: As an alternative to automatic scaling, manually set the number of Amazon EC2 + * instances to be maintained. + * Before changing a fleet's desired capacity, check the maximum capacity of the + * fleet's Amazon EC2 instance type by calling DescribeEC2InstanceLimits.

    *
  • *
- *

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 + *

    To update capacity for a fleet's home Region, or if the fleet has no remote * locations, omit the Location parameter. The fleet must be in * ACTIVE status.

    - *
  • - *
  • - *

    To update capacity for a fleet's remote location, include the - * Location parameter set to the location to be updated. The - * location must be in ACTIVE status.

    - *
  • - *
- *

If successful, capacity settings are updated immediately. In response a change in - * desired capacity, Amazon GameLift initiates steps to start new instances or terminate existing - * instances in the requested fleet location. This continues until the location's active - * instance count matches the new desired instance count. You can track a fleet's current - * capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is - * higher than the instance type's limit, the LimitExceeded exception - * occurs.

+ *

To update capacity for a fleet's remote location, set the + * Location parameter to the location to update. The location must be in + * ACTIVE status.

+ *

If successful, Amazon GameLift updates the capacity settings and returns the identifiers for + * the updated fleet and/or location. If a requested change to desired capacity exceeds the + * instance type's limit, the LimitExceeded exception occurs.

+ *

Updates often prompt an immediate change in fleet capacity, such as when current + * capacity is different than the new desired capacity or outside the new limits. In this + * scenario, Amazon GameLift automatically initiates steps to add or remove instances in the fleet + * location. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity.

*

* Learn more *

diff --git a/clients/client-gamelift/src/commands/UpdateFleetPortSettingsCommand.ts b/clients/client-gamelift/src/commands/UpdateFleetPortSettingsCommand.ts index f4cb4f2ff8ab..c0e8f92f0085 100644 --- a/clients/client-gamelift/src/commands/UpdateFleetPortSettingsCommand.ts +++ b/clients/client-gamelift/src/commands/UpdateFleetPortSettingsCommand.ts @@ -31,13 +31,15 @@ export interface UpdateFleetPortSettingsCommandInput extends UpdateFleetPortSett export interface UpdateFleetPortSettingsCommandOutput extends UpdateFleetPortSettingsOutput, __MetadataBearer {} /** - *

Updates permissions that allow inbound traffic to connect to game sessions that are - * being hosted on instances in the fleet.

+ *

Updates permissions that allow inbound traffic to connect to game sessions 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.

+ *

For a container fleet, inbound permissions must specify port numbers that are defined + * in the fleet's connection port settings.

*

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 diff --git a/clients/client-gamelift/src/commands/UpdateRuntimeConfigurationCommand.ts b/clients/client-gamelift/src/commands/UpdateRuntimeConfigurationCommand.ts index 06408ee67d8d..780a8a65401c 100644 --- a/clients/client-gamelift/src/commands/UpdateRuntimeConfigurationCommand.ts +++ b/clients/client-gamelift/src/commands/UpdateRuntimeConfigurationCommand.ts @@ -27,18 +27,21 @@ export interface UpdateRuntimeConfigurationCommandInput extends UpdateRuntimeCon export interface UpdateRuntimeConfigurationCommandOutput extends UpdateRuntimeConfigurationOutput, __MetadataBearer {} /** - *

Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift - * how to launch server processes on all instances in the fleet. You can update a fleet's - * runtime configuration at any time after the fleet is created; it does not need to be in - * ACTIVE status.

+ *

Updates the runtime configuration for the specified fleet. The runtime configuration + * tells Amazon GameLift how to launch server processes on computes in the fleet. For managed EC2 + * fleets, it determines what server processes to run on each fleet instance. For container + * fleets, it describes what server processes to run in each replica container group. 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.

+ *

If successful, the fleet's runtime configuration settings are updated. Fleet computes + * that run game server processes regularly check for and receive updated runtime + * configurations. The computes immediately take action to comply with the new + * configuration by launching new server processes or by not replacing existing processes + * when they shut down. Updating a fleet's runtime configuration never affects existing + * server processes.

*

* Learn more *

@@ -103,6 +106,10 @@ export interface UpdateRuntimeConfigurationCommandOutput extends UpdateRuntimeCo *

One or more parameter values in the request are invalid. Correct the invalid parameter * values before retrying.

* + * @throws {@link LimitExceededException} (client fault) + *

The requested operation would cause the resource to exceed the allowed service limit. + * Resolve the issue before retrying.

+ * * @throws {@link NotFoundException} (client fault) *

THe requested resources was not found. The resource was either not created yet or deleted.

* diff --git a/clients/client-gamelift/src/commands/index.ts b/clients/client-gamelift/src/commands/index.ts index 2519f22e884d..81688fffdd06 100644 --- a/clients/client-gamelift/src/commands/index.ts +++ b/clients/client-gamelift/src/commands/index.ts @@ -3,6 +3,7 @@ export * from "./AcceptMatchCommand"; export * from "./ClaimGameServerCommand"; export * from "./CreateAliasCommand"; export * from "./CreateBuildCommand"; +export * from "./CreateContainerGroupDefinitionCommand"; export * from "./CreateFleetCommand"; export * from "./CreateFleetLocationsCommand"; export * from "./CreateGameServerGroupCommand"; @@ -18,6 +19,7 @@ export * from "./CreateVpcPeeringAuthorizationCommand"; export * from "./CreateVpcPeeringConnectionCommand"; export * from "./DeleteAliasCommand"; export * from "./DeleteBuildCommand"; +export * from "./DeleteContainerGroupDefinitionCommand"; export * from "./DeleteFleetCommand"; export * from "./DeleteFleetLocationsCommand"; export * from "./DeleteGameServerGroupCommand"; @@ -34,6 +36,7 @@ export * from "./DeregisterGameServerCommand"; export * from "./DescribeAliasCommand"; export * from "./DescribeBuildCommand"; export * from "./DescribeComputeCommand"; +export * from "./DescribeContainerGroupDefinitionCommand"; export * from "./DescribeEC2InstanceLimitsCommand"; export * from "./DescribeFleetAttributesCommand"; export * from "./DescribeFleetCapacityCommand"; @@ -67,6 +70,7 @@ export * from "./GetInstanceAccessCommand"; export * from "./ListAliasesCommand"; export * from "./ListBuildsCommand"; export * from "./ListComputeCommand"; +export * from "./ListContainerGroupDefinitionsCommand"; export * from "./ListFleetsCommand"; export * from "./ListGameServerGroupsCommand"; export * from "./ListGameServersCommand"; diff --git a/clients/client-gamelift/src/models/models_0.ts b/clients/client-gamelift/src/models/models_0.ts index e9a5042f1a14..b1c0112bcae3 100644 --- a/clients/client-gamelift/src/models/models_0.ts +++ b/clients/client-gamelift/src/models/models_0.ts @@ -251,7 +251,7 @@ export interface Alias { } /** - *

Amazon GameLift Anywhere configuration options for your Anywhere fleets.

+ *

Amazon GameLift configuration options for your Anywhere fleets.

* @public */ export interface AnywhereConfiguration { @@ -504,7 +504,10 @@ export const CertificateType = { export type CertificateType = (typeof CertificateType)[keyof typeof CertificateType]; /** - *

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must + *

+ * This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must * be enabled when creating the fleet. All instances in a fleet share the same certificate. * The certificate can be retrieved by calling the Amazon GameLift Server * SDK operation GetInstanceCertificate.

@@ -846,6 +849,75 @@ export const ComputeStatus = { */ export type ComputeStatus = (typeof ComputeStatus)[keyof typeof ComputeStatus]; +/** + * @public + * @enum + */ +export const IpProtocol = { + TCP: "TCP", + UDP: "UDP", +} as const; + +/** + * @public + */ +export type IpProtocol = (typeof IpProtocol)[keyof typeof IpProtocol]; + +/** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Defines how an internal-facing container port is mapped to an external-facing connection + * port on a fleet instance of compute type CONTAINER. Incoming traffic, such as a + * game client, uses a connection port to connect to a process in the container fleet. Amazon GameLift + * directs the inbound traffic to the container port that is assigned to the process, such as a + * game session, running on a container.

+ *

+ * Part of: + * ContainerAttributes + *

+ * @public + */ +export interface ContainerPortMapping { + /** + *

The port opened on the container.

+ * @public + */ + ContainerPort?: number; + + /** + *

The port opened on the fleet instance. This is also called the "host port".

+ * @public + */ + ConnectionPort?: number; + + /** + *

The network protocol that this mapping supports.

+ * @public + */ + Protocol?: IpProtocol; +} + +/** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Describes attributes of containers that are deployed to a fleet with compute type + * CONTAINER.

+ * @public + */ +export interface ContainerAttributes { + /** + *

+ * Describes how container ports map to connection ports on the fleet instance. + * Incoming traffic connects to a game via a connection port. + * A ContainerPortMapping directs the traffic from a connection port to a port on the container that hosts the game session. + *

+ * @public + */ + ContainerPortMappings?: ContainerPortMapping[]; +} + /** * @public * @enum @@ -1034,8 +1106,24 @@ export const EC2InstanceType = { export type EC2InstanceType = (typeof EC2InstanceType)[keyof typeof EC2InstanceType]; /** - *

An Amazon GameLift compute resource for hosting your game servers. A compute can be an - * EC2instance in a managed EC2 fleet or a registered compute in an Anywhere fleet.

+ *

+ * This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

An Amazon GameLift compute resource for hosting your game servers. Computes in an Amazon GameLift + * fleet differs depending on the fleet's compute type property as follows:

+ *
    + *
  • + *

    For EC2 fleets, a compute is an EC2 instance.

    + *
  • + *
  • + *

    For ANYWHERE fleets, a compute is a computing resource that you + * provide and is registered to the fleet.

    + *
  • + *
  • + *

    For CONTAINER fleets, a compute is a container that's registered + * to the fleet.

    + *
  • + *
* @public */ export interface Compute { @@ -1052,7 +1140,7 @@ export interface Compute { FleetArn?: string; /** - *

A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is an instance + *

A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is the same value as the InstanceId * ID.

* @public */ @@ -1060,8 +1148,8 @@ export interface Compute { /** *

The ARN that is assigned to a compute resource and uniquely identifies it. ARNs are - * unique across locations. Instances in managed EC2 fleets are not assigned a - * ComputeARN.

+ * unique across locations. Instances in managed EC2 fleets are not assigned a Compute + * ARN.

* @public */ ComputeArn?: string; @@ -1119,6 +1207,28 @@ export interface Compute { * @public */ GameLiftServiceSdkEndpoint?: string; + + /** + *

The endpoint of the Amazon GameLift Agent.

+ * @public + */ + GameLiftAgentEndpoint?: string; + + /** + *

+ * The InstanceID of the Instance hosting the compute for Container and Managed EC2 fleets. + *

+ * @public + */ + InstanceId?: string; + + /** + *

+ * Some attributes of a container. + *

+ * @public + */ + ContainerAttributes?: ContainerAttributes; } /** @@ -1127,6 +1237,7 @@ export interface Compute { */ export const ComputeType = { ANYWHERE: "ANYWHERE", + CONTAINER: "CONTAINER", EC2: "EC2", } as const; @@ -1136,2742 +1247,3043 @@ export const ComputeType = { export type ComputeType = (typeof ComputeType)[keyof typeof ComputeType]; /** - *

A label that you can assign to a Amazon GameLift resource.

- *

- * Learn more + *

+ * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. *

+ *

The set of port numbers to open on each instance in a container fleet. Connection + * ports are used by inbound traffic to connect with processes that are running in + * containers on the fleet.

*

- * Tagging Amazon Web Services - * Resources in the Amazon Web Services General Reference + * Part of: + * ContainerGroupsConfiguration, ContainerGroupsAttributes *

- *

- * - * Amazon Web Services Tagging Strategies + * @public + */ +export interface ConnectionPortRange { + /** + *

Starting value for the port range.

+ * @public + */ + FromPort: number | undefined; + + /** + *

Ending value for the port. Port numbers are end-inclusive. This value must be equal to + * or greater than FromPort.

+ * @public + */ + ToPort: number | undefined; +} + +/** + * @public + * @enum + */ +export const ContainerDependencyCondition = { + COMPLETE: "COMPLETE", + HEALTHY: "HEALTHY", + START: "START", + SUCCESS: "SUCCESS", +} as const; + +/** + * @public + */ +export type ContainerDependencyCondition = + (typeof ContainerDependencyCondition)[keyof typeof ContainerDependencyCondition]; + +/** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. *

+ *

A container's dependency on another container in the same container group. The dependency + * impacts how the dependent container is able to start or shut down based the status of the + * other container.

+ *

For example, ContainerA is configured with the following dependency: a START + * dependency on ContainerB. This means that ContainerA can't start until ContainerB has started. + * It also means that ContainerA must shut down before ContainerB.

*

- * Related actions + * Part of: + * ContainerDefinition + *

+ * @public + */ +export interface ContainerDependency { + /** + *

A descriptive label for the container definition that this container depends on.

+ * @public + */ + ContainerName: string | undefined; + + /** + *

The condition that the dependency container must reach before the dependent container can + * start. Valid conditions include:

+ *
    + *
  • + *

    START - The dependency container must have started.

    + *
  • + *
  • + *

    COMPLETE - The dependency container has run to completion (exits). Use this condition with + * nonessential containers, such as those that run a script and then exit. The dependency + * container can't be an essential container.

    + *
  • + *
  • + *

    SUCCESS - The dependency container has run to completion and exited with a zero status. The + * dependency container can't be an essential container.

    + *
  • + *
  • + *

    HEALTHY - The dependency container has passed its Docker health check. Use this condition with + * dependency containers that have health checks configured. This condition is confirmed at + * container group startup only.

    + *
  • + *
+ * @public + */ + Condition: ContainerDependencyCondition | undefined; +} + +/** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. *

+ *

An environment variable to set inside a container, in the form of a key-value pair. + *

*

- * All APIs by task + * Related data type: + * ContainerDefinition$Environment *

* @public */ -export interface Tag { +export interface ContainerEnvironment { /** - *

The key for a developer-defined key value pair for tagging an Amazon Web Services resource.

+ *

The environment variable name.

* @public */ - Key: string | undefined; + Name: string | undefined; /** - *

The value for a developer-defined key value pair for tagging an Amazon Web Services resource.

+ *

The environment variable value.

* @public */ Value: string | undefined; } /** + *

Instructions on when and how to check the health of a container in a container fleet. When + * health check properties are set in a container definition, they override any Docker health + * checks in the container image. For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API.

+ *

The following example instructions tell the container to wait 100 seconds after launch + * before counting failed health checks, then initiate the health check command every 60 seconds. + * After issuing the health check command, wait 10 seconds for it to succeed. If it fails, retry + * the command 3 times before considering the container to be unhealthy.

+ *

+ * \{"Command": [ "CMD-SHELL", "ps cax | grep "processmanager" || exit 1" ], "Interval": + * 300, "Timeout": 30, "Retries": 5, "StartPeriod": 100 \} + *

+ *

+ * Part of: + * ContainerDefinition$HealthCheck + *

* @public */ -export interface CreateAliasInput { +export interface ContainerHealthCheck { /** - *

A descriptive label that is associated with an alias. Alias names do not need to be unique.

+ *

A string array that specifies the command that the container runs to determine if it's + * healthy.

* @public */ - Name: string | undefined; + Command: string[] | undefined; /** - *

A human-readable description of the alias.

+ *

The time period (in seconds) between each health check.

* @public */ - Description?: string; + Interval?: number; /** - *

The routing configuration, including routing type and fleet target, for the alias. - *

+ *

The time period (in seconds) to wait for a health check to succeed before a failed health + * check is counted.

* @public */ - RoutingStrategy: RoutingStrategy | undefined; + Timeout?: number; /** - *

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.

+ *

The number of times to retry a failed health check before the container is considered + * unhealthy. The first run of the command does not count as a retry.

* @public */ - Tags?: Tag[]; -} + Retries?: number; -/** - * @public - */ -export interface CreateAliasOutput { /** - *

The newly created alias resource.

+ *

The optional grace period (in seconds) to give a container time to bootstrap before the + * first failed health check counts toward the number of retries.

* @public */ - Alias?: Alias; + StartPeriod?: number; } /** - *

The requested operation would cause the resource to exceed the allowed service limit. - * Resolve the issue before retrying.

+ *

Specifies how much memory is available to a container. You can't change this value after + * you create this object.

+ *

+ * Part of: + * ContainerDefinition$MemoryLimits + *

* @public */ -export class LimitExceededException extends __BaseException { - readonly name: "LimitExceededException" = "LimitExceededException"; - readonly $fault: "client" = "client"; - Message?: string; +export interface ContainerMemoryLimits { /** - * @internal + *

The amount of memory that is reserved for a container. When the container group's shared + * memory is under contention, the system attempts to maintain the container memory usage at this + * soft limit. However, the container can use more memory when needed, if available. This + * property is similar to the Amazon ECS container definition parameter memoryreservation (Amazon Elastic Container Service Developer Guide).

+ * @public */ - constructor(opts: __ExceptionOptionType) { - super({ - name: "LimitExceededException", - $fault: "client", - ...opts, - }); - Object.setPrototypeOf(this, LimitExceededException.prototype); - this.Message = opts.Message; - } -} + SoftLimit?: number; -/** - *

The requested tagging operation did not succeed. This may be due to invalid tag format - * or the maximum tag limit may have been exceeded. Resolve the issue before - * retrying.

- * @public - */ -export class TaggingFailedException extends __BaseException { - readonly name: "TaggingFailedException" = "TaggingFailedException"; - readonly $fault: "client" = "client"; - Message?: string; /** - * @internal + *

The maximum amount of memory that the container can use. If a container attempts to exceed + * this limit, the container is stopped. This property is similar to the Amazon ECS container + * definition parameter memory in the Amazon Elastic Container Service Developer Guide. + *

+ * @public */ - constructor(opts: __ExceptionOptionType) { - super({ - name: "TaggingFailedException", - $fault: "client", - ...opts, - }); - Object.setPrototypeOf(this, TaggingFailedException.prototype); - this.Message = opts.Message; - } + HardLimit?: number; } /** - *

The location in Amazon S3 where build or script files are stored for access by - * Amazon GameLift.

+ *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

A set of one or more port numbers that can be opened on the container. + *

+ *

+ * Part of: + * ContainerPortConfiguration + *

* @public */ -export interface S3Location { +export interface ContainerPortRange { /** - *

An Amazon S3 bucket identifier. Thename of the S3 bucket.

- * - *

Amazon GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot - * (.).

- *
+ *

A starting value for the range of allowed port numbers.

* @public */ - Bucket?: string; + FromPort: number | undefined; /** - *

The name of the zip file that contains the build files or script files.

+ *

An ending value for the range of allowed port numbers. + * Port numbers are end-inclusive. + * This value must be equal to or greater than FromPort.

* @public */ - Key?: string; + ToPort: number | undefined; /** - *

The Amazon Resource Name (ARN) for an IAM role that - * allows Amazon GameLift to access the S3 bucket.

+ *

The network protocol that these ports support.

* @public */ - RoleArn?: string; + Protocol: IpProtocol | undefined; +} +/** + *

Defines ranges of ports that server processes can connect to. + *

+ *

+ * Part of: + * ContainerDefinition$PortConfiguration + *

+ * @public + */ +export interface ContainerPortConfiguration { /** - *

The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses - * this information when retrieving files from an S3 bucket that you own. Use this - * parameter to specify a specific version of the file. If not set, the latest version of - * the file is retrieved.

+ *

Specifies one or more ranges of ports on a container. + * These ranges must not overlap. + *

* @public */ - ObjectVersion?: string; + ContainerPortRanges: ContainerPortRange[] | undefined; } /** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Describes a container in a container fleet, the resources available to the container, + * and the commands that are run when the container starts. Container properties can't be + * updated. To change a property, create a new container group definition. See also + * ContainerDefinitionInput.

+ *

+ * Part of: + * ContainerGroupDefinition + *

+ *

+ * Returned by: + * DescribeContainerGroupDefinition, ListContainerGroupDefinitions + *

* @public */ -export interface CreateBuildInput { +export interface ContainerDefinition { /** - *

A descriptive label associated with a build. Build names don't need to be unique. You can change this value later.

+ *

The container definition identifier. Container names are unique within a container group + * definition.

* @public */ - Name?: string; + ContainerName: string | undefined; /** - *

Version information associated with a build or script. Version strings don't need to be unique. You can change this value later.

+ *

The URI to the image that $short; copied and deployed to a container fleet. For a more + * specific identifier, see ResolvedImageDigest.

* @public */ - Version?: string; + ImageUri: string | undefined; /** - *

Information indicating where your game build files are stored. Use this parameter only - * when creating a build with files stored in an Amazon S3 bucket that you own. The storage - * location must specify an Amazon S3 bucket name and key. The location must also specify a role - * ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your - * new build must be in the same Region.

- *

If a StorageLocation is specified, the size of your file can be found in - * your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk of 0.

+ *

A unique and immutable identifier for the container image that is deployed to a container + * fleet. The digest is a SHA 256 hash of the container image manifest.

* @public */ - StorageLocation?: S3Location; + ResolvedImageDigest?: string; /** - *

The operating system that your game server binaries run on. This value determines the - * type of fleet resources that you use for this build. If your game build contains - * multiple executables, they all must run on the same operating system. You must specify a - * valid operating system in this request. There is no default value. You can't change a - * build's operating system later.

- * - *

If you have active fleets using the Windows Server 2012 operating system, you can continue to - * create new builds using this OS until October 10, 2023, when Microsoft ends its - * support. All others must use Windows Server 2016 when creating new Windows-based - * builds.

- *
+ *

The amount of memory that Amazon GameLift makes available to the container. If memory limits + * aren't set for an individual container, the container shares the container group's total + * memory allocation.

+ *

+ * Related data type: + * ContainerGroupDefinition$TotalMemoryLimit + *

* @public */ - OperatingSystem?: OperatingSystem; + MemoryLimits?: ContainerMemoryLimits; /** - *

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.

+ *

Defines the ports that are available to assign to processes in the container. For + * example, a game server process requires a container port to allow game clients to connect to + * it. Container ports aren't directly accessed by inbound traffic. Amazon GameLift maps these container + * ports to externally accessible connection ports, which are assigned as needed from the + * container fleet's ConnectionPortRange.

* @public */ - Tags?: Tag[]; + PortConfiguration?: ContainerPortConfiguration; /** - *

A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see Integrate games - * with custom game servers. By default Amazon GameLift sets this value to - * 4.0.2.

+ *

The number of CPU units that are reserved for the container. Note: 1 vCPU unit equals + * 1024 CPU units. If no resources are reserved, the container shares the total CPU limit for the + * container group.

+ *

+ * Related data type: + * ContainerGroupDefinition$TotalCpuLimit + *

* @public */ - ServerSdkVersion?: string; -} + Cpu?: number; -/** - * @public - */ -export interface CreateBuildOutput { /** - *

The newly created build resource, including a unique build IDs and status.

+ *

A configuration for a non-terminal health check. A container, which automatically restarts + * if it stops functioning, also restarts if it fails this health check. If an essential + * container in the daemon group fails a health check, the entire container group is restarted. + * The essential container in the replica group doesn't use this health check mechanism, because + * the Amazon GameLift Agent automatically handles the task.

* @public */ - Build?: Build; + HealthCheck?: ContainerHealthCheck; /** - *

This element is returned only when the operation is called without a storage location. - * It contains credentials to use when you are uploading a build file to an Amazon S3 bucket - * that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these - * credentials, call RequestUploadCredentials.

+ *

A command that's passed to the container on startup. Each argument for the command is an + * additional string in the array. See the ContainerDefinition::command parameter in the Amazon Elastic Container Service API + * reference. + *

* @public */ - UploadCredentials?: AwsCredentials; + Command?: string[]; /** - *

Amazon S3 location for your game build file, including bucket name and key.

+ *

Indicates whether the container is vital to the container group. If an essential + * container fails, the entire container group is restarted.

* @public */ - StorageLocation?: S3Location; + Essential?: boolean; + + /** + *

The entry point that's passed to the container on startup. If there are multiple + * arguments, each argument is an additional string in the array. See the ContainerDefinition::entryPoint parameter in the Amazon Elastic Container Service API + * Reference.

+ * @public + */ + EntryPoint?: string[]; + + /** + *

The directory in the container where commands are run. See the ContainerDefinition::workingDirectory parameter in the Amazon Elastic Container Service API + * Reference.

+ * @public + */ + WorkingDirectory?: string; + + /** + *

A set of environment variables that's passed to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API + * Reference.

+ * @public + */ + Environment?: ContainerEnvironment[]; + + /** + *

Indicates that the container relies on the status of other containers in the same + * container group during its startup and shutdown sequences. A container might have dependencies + * on multiple containers.

+ * @public + */ + DependsOn?: ContainerDependency[]; } /** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Describes a container's configuration, resources, and start instructions. Use this data + * type to create a container group definition. For the properties of a container that's been + * deployed to a fleet, see ContainerDefinition. You can't change these properties after you've created the container group definition. If you need a container group with different properties, then you must create a new one. + *

+ *

+ * Used with: + * CreateContainerGroupDefinition + *

* @public - * @enum */ -export const IpProtocol = { - TCP: "TCP", - UDP: "UDP", -} as const; +export interface ContainerDefinitionInput { + /** + *

A string that uniquely identifies the container definition within a container + * group.

+ * @public + */ + ContainerName: string | undefined; -/** - * @public - */ -export type IpProtocol = (typeof IpProtocol)[keyof typeof IpProtocol]; + /** + *

The location of a container image that $short; will copy and deploy to a container fleet. + * Images in Amazon Elastic Container Registry private repositories are supported. The repository must be in the same + * Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For + * limits on image size, see Amazon GameLift endpoints and quotas. You can use any of the following image URI formats:

+ *
    + *
  • + *

    Image ID only: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository + * ID] + *

    + *
  • + *
  • + *

    Image ID and digest: [AWS account].dkr.ecr.[AWS + * region].amazonaws.com/[repository ID]@[digest] + *

    + *
  • + *
  • + *

    Image ID and tag: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository + * ID]:[tag] + *

    + *
  • + *
+ * @public + */ + ImageUri: string | undefined; -/** - *

A range of IP addresses and port settings that allow inbound traffic to connect to - * server processes on an instance in a fleet. New game sessions are assigned an IP - * address/port number combination, which must fall into the fleet's allowed ranges. Fleets - * with custom game builds must have permissions explicitly set. For Realtime Servers fleets, Amazon GameLift - * automatically opens two port ranges, one for TCP messaging and one for UDP.

- * @public - */ -export interface IpPermission { /** - *

A starting value for a range of allowed port numbers.

- *

For fleets using Linux builds, only ports 22 and 1026-60000 are valid.

- *

For fleets using Windows builds, only ports 1026-60000 are valid.

+ *

The amount of memory to make available to the container. If you don't specify memory + * limits for this container, then it shares the container group's total memory allocation.

+ *

+ * Related data type: + * ContainerGroupDefinition$TotalMemoryLimit + *

* @public */ - FromPort: number | undefined; + MemoryLimits?: ContainerMemoryLimits; /** - *

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. - * This value must be equal to or greater than FromPort.

- *

For fleets using Linux builds, only ports 22 and 1026-60000 are valid.

- *

For fleets using Windows builds, only ports 1026-60000 are valid.

+ *

A set of ports that Amazon GameLift can assign to processes in the container. All processes that + * accept inbound traffic connections, including game server processes, must be assigned a port + * from this set. The set of ports must be large enough to assign one to each process in the + * container that needs one. If the container includes your game server, include enough ports to + * assign one port to each concurrent server process (as defined in a container fleet's RuntimeConfiguration). For more details, see Networking for container + * fleets.

+ *

Container ports aren't directly accessed by inbound traffic. Amazon GameLift maps these container + * ports to externally accessible connection ports, which are assigned as needed from the + * container fleet's ConnectionPortRange.

* @public */ - ToPort: number | undefined; + PortConfiguration?: ContainerPortConfiguration; /** - *

A range of allowed IP addresses. This value must be expressed in CIDR notation. - * Example: "000.000.000.000/[subnet mask]" or optionally the shortened - * version "0.0.0.0/[subnet mask]".

+ *

The number of CPU units to reserve for this container. The container can use more resources + * when needed, if available. Note: 1 vCPU unit equals 1024 CPU + * units. If you don't reserve CPU units for this container, then it shares the total CPU limit + * for the container group. This property is similar to the Amazon ECS container definition parameter + * environment (Amazon Elastic Container Service Developer Guide). + *

+ *

+ * Related data type: + * ContainerGroupDefinition$TotalCpuLimit + *

* @public */ - IpRange: string | undefined; + Cpu?: number; /** - *

The network communication protocol used by the fleet.

+ *

Configuration for a non-terminal health check. A container automatically restarts if it + * stops functioning. This parameter lets you define additional reasons to consider a container + * unhealthy and restart it. You can set a health check for any container except for the + * essential container in the replica container group. If an essential container in the daemon + * group fails a health check, the entire container group is restarted.

* @public */ - Protocol: IpProtocol | undefined; + HealthCheck?: ContainerHealthCheck; + + /** + *

A command to pass to the container on startup. Add multiple arguments as additional + * strings in the array. See the ContainerDefinition command parameter in the Amazon Elastic Container Service API + * reference. + *

+ * @public + */ + Command?: string[]; + + /** + *

Specifies whether the container is vital for the container group to function properly. + * If an essential container fails, it causes the entire container group to restart. Each + * container group must have an essential container.

+ *

+ * Replica container groups - A replica group must have + * exactly one essential container. Use the following to configure an essential replica + * container:

+ *
    + *
  • + *

    Choose a container is running your game server and the Amazon GameLift Agent.

    + *
  • + *
  • + *

    Include a port configuration. This container runs your game server processes, and each + * process requires a container port to allow access to game clients.

    + *
  • + *
  • + *

    Don't configure a health check. The Agent handles this task for the essential replica + * container.

    + *
  • + *
+ *

+ * Daemon container groups - A daemon group must have at + * least one essential container.

+ *

+ *

+ * @public + */ + Essential?: boolean; + + /** + *

An entry point to pass to the container on startup. Add multiple arguments as additional + * strings in the array. See the ContainerDefinition::entryPoint parameter in the Amazon Elastic Container Service API + * Reference.

+ * @public + */ + EntryPoint?: string[]; + + /** + *

The directory in the container where commands are run. See the ContainerDefinition::workingDirectory parameter in the Amazon Elastic Container Service API + * Reference.

+ * @public + */ + WorkingDirectory?: string; + + /** + *

A set of environment variables to pass to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API + * Reference.

+ * @public + */ + Environment?: ContainerEnvironment[]; + + /** + *

Sets up dependencies between this container and the status of other containers in the same + * container group. A container can have dependencies on multiple different containers.

+ *

You can use dependencies + * to establish a startup/shutdown sequence across the container group. A container startup + * dependency is reversed on shutdown.

+ *

For example, you might specify that SideCarContainerB has a START dependency + * on SideCarContainerA. This dependency means that SideCarContainerB can't start until after + * SideCarContainerA has started. This dependency is reversed on shutdown, which means that + * SideCarContainerB must shut down before SideCarContainerA can shut down.

+ * @public + */ + DependsOn?: ContainerDependency[]; } /** * @public * @enum */ -export const FleetType = { - OnDemand: "ON_DEMAND", - Spot: "SPOT", +export const ContainerOperatingSystem = { + AMAZON_LINUX_2023: "AMAZON_LINUX_2023", } as const; /** * @public */ -export type FleetType = (typeof FleetType)[keyof typeof FleetType]; +export type ContainerOperatingSystem = (typeof ContainerOperatingSystem)[keyof typeof ContainerOperatingSystem]; /** * @public * @enum */ -export const InstanceRoleCredentialsProvider = { - SHARED_CREDENTIAL_FILE: "SHARED_CREDENTIAL_FILE", +export const ContainerSchedulingStrategy = { + DAEMON: "DAEMON", + REPLICA: "REPLICA", } as const; /** * @public */ -export type InstanceRoleCredentialsProvider = - (typeof InstanceRoleCredentialsProvider)[keyof typeof InstanceRoleCredentialsProvider]; - -/** - *

A remote location where a multi-location fleet can deploy game servers for game - * hosting.

- * @public - */ -export interface LocationConfiguration { - /** - *

An Amazon Web Services Region code, such as us-west-2.

- * @public - */ - Location: string | undefined; -} +export type ContainerSchedulingStrategy = + (typeof ContainerSchedulingStrategy)[keyof typeof ContainerSchedulingStrategy]; /** * @public * @enum */ -export const ProtectionPolicy = { - FullProtection: "FullProtection", - NoProtection: "NoProtection", +export const ContainerGroupDefinitionStatus = { + COPYING: "COPYING", + FAILED: "FAILED", + READY: "READY", } as const; /** * @public */ -export type ProtectionPolicy = (typeof ProtectionPolicy)[keyof typeof ProtectionPolicy]; +export type ContainerGroupDefinitionStatus = + (typeof ContainerGroupDefinitionStatus)[keyof typeof ContainerGroupDefinitionStatus]; /** - *

A policy that puts limits on the number of game sessions that a player can create - * within a specified span of time. With this policy, you can control players' ability to - * consume available resources.

- *

The policy is evaluated when a player tries to create a new game session. On receiving - * a CreateGameSession request, Amazon GameLift checks that the player (identified by - * CreatorId) has created fewer than game session limit in the specified - * time period.

+ *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

The properties that describe a container group resource. Container group definition + * properties can't be updated. To change a property, create a new container group + * definition.

+ *

+ * Used with: + * CreateContainerGroupDefinition + *

+ *

+ * Returned by: + * DescribeContainerGroupDefinition, ListContainerGroupDefinitions + *

* @public */ -export interface ResourceCreationLimitPolicy { +export interface ContainerGroupDefinition { /** - *

A policy that puts limits on the number of game sessions that a player can create - * within a specified span of time. With this policy, you can control players' ability to - * consume available resources.

- *

The policy is evaluated when a player tries to create a new game session. On receiving - * a CreateGameSession request, Amazon GameLift checks that the player (identified by - * CreatorId) has created fewer than game session limit in the specified - * time period.

+ *

The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift ContainerGroupDefinition resource. It uniquely identifies + * the resource across all Amazon Web Services Regions. Format is + * arn:aws:gamelift:::containergroupdefinition/[container group definition name].

* @public */ - NewGameSessionsPerCreator?: number; + ContainerGroupDefinitionArn?: string; /** - *

The time span used in evaluating the resource creation limit policy.

+ *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - PolicyPeriodInMinutes?: number; -} + CreationTime?: Date; -/** - *

A set of instructions for launching server processes on each instance in a fleet. - * Server processes run either an executable in a custom game build or a Realtime Servers script. - * Server process configurations are part of a fleet's runtime configuration.

- * @public - */ -export interface ServerProcess { /** - *

The location of a game build executable or Realtime script. Game builds and Realtime - * scripts are installed on instances at the root:

- *
    - *
  • - *

    Windows (custom game builds only): C:\game. Example: - * "C:\game\MyGame\server.exe"

    - *
  • - *
  • - *

    Linux: /local/game. Examples: - * "/local/game/MyGame/server.exe" or - * "/local/game/MyRealtimeScript.js"

    - *
  • - *
- * - *

Amazon GameLift doesn't support the use of setup scripts that launch the game executable. - * For custom game builds, this parameter must indicate the executable that calls the - * server SDK operations initSDK() and ProcessReady(). - *

- *
+ *

The platform required for all containers in the container group definition.

* @public */ - LaunchPath: string | undefined; + OperatingSystem?: ContainerOperatingSystem; /** - *

An optional list of parameters to pass to the server executable or Realtime script on - * launch.

+ *

A descriptive identifier for the container group definition. The name value is unique in an Amazon Web Services Region.

* @public */ - Parameters?: string; + Name?: string; /** - *

The number of server processes using this configuration that run concurrently on each - * instance.

+ *

The method for deploying the container group across fleet instances. A replica container + * group might have multiple copies on each fleet instance. A daemon container group maintains + * only one copy per fleet instance.

* @public */ - ConcurrentExecutions: number | undefined; -} + SchedulingStrategy?: ContainerSchedulingStrategy; -/** - *

A collection of server process configurations that describe the set of processes to - * run on each instance in a fleet. Server processes run either an executable in a custom - * game build or a Realtime Servers script. Amazon GameLift launches the configured processes, manages their - * life cycle, and replaces them as needed. Each instance checks regularly for an updated - * runtime configuration.

- *

A Amazon GameLift instance is limited to 50 processes running concurrently. To calculate the - * total number of processes in a runtime configuration, add the values of the - * ConcurrentExecutions parameter for each server process. Learn more - * about Running Multiple - * Processes on a Fleet.

- * @public - */ -export interface RuntimeConfiguration { /** - *

A collection of server process configurations that identify what server processes to - * run on each instance in a fleet.

+ *

The amount of memory (in MiB) on a fleet instance to allocate for the container group. All + * containers in the group share these resources.

+ *

You can set additional limits for each ContainerDefinition in + * the group. If individual containers have limits, this value must meet the following + * requirements:

+ *
    + *
  • + *

    Equal to or greater than the sum of all container-specific soft memory limits in the group.

    + *
  • + *
  • + *

    Equal to or greater than any container-specific hard limits in the group.

    + *
  • + *
+ *

For more details on memory allocation, see the Container fleet design + * guide.

* @public */ - ServerProcesses?: ServerProcess[]; + TotalMemoryLimit?: number; /** - *

The number of game sessions in status ACTIVATING to allow on an instance. - * This setting limits the instance resources that can be used for new game activations at - * any one time.

+ *

The amount of CPU units on a fleet instance to allocate for the container group. All + * containers in the group share these resources. This property is an integer value in CPU units + * (1 vCPU is equal to 1024 CPU units).

+ *

You can set additional limits for each ContainerDefinition in + * the group. If individual containers have limits, this value must be equal to or greater than the sum of all + * container-specific CPU limits in the group.

+ *

For more details on memory allocation, see the Container fleet design + * guide.

* @public */ - MaxConcurrentGameSessionActivations?: number; + TotalCpuLimit?: number; /** - *

The maximum amount of time (in seconds) allowed to launch a new game session and have - * it report ready to host players. During this time, the game session is in status - * ACTIVATING. If the game session does not become active before the - * timeout, it is ended and the game session status is changed to - * TERMINATED.

+ *

+ * The set of container definitions that are included in the container group. + *

* @public */ - GameSessionActivationTimeoutSeconds?: number; -} + ContainerDefinitions?: ContainerDefinition[]; -/** - * @public - */ -export interface CreateFleetInput { /** - *

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

+ *

Current status of the container group definition resource. Values include:

+ *
    + *
  • + *

    + * COPYING -- Amazon GameLift is in the process of making copies of all container + * images that are defined in the group. While in this state, the resource can't be used to + * create a container fleet.

    + *
  • + *
  • + *

    + * READY -- Amazon GameLift has copied the registry images for all containers that + * are defined in the group. You can use a container group definition in this status to + * create a container fleet.

    + *
  • + *
  • + *

    + * FAILED -- Amazon GameLift failed to create a valid container group definition + * resource. For more details on the cause of the failure, see StatusReason. A + * container group definition resource in failed status will be deleted within a few + * minutes.

    + *
  • + *
* @public */ - Name: string | undefined; + Status?: ContainerGroupDefinitionStatus; /** - *

A description for the fleet.

+ *

Additional information about a container group definition that's in FAILED + * status. Possible reasons include:

+ *
    + *
  • + *

    An internal issue prevented Amazon GameLift from creating + * the container group definition resource. Delete the failed resource and call + * CreateContainerGroupDefinitionagain.

    + *
  • + *
  • + *

    An access-denied message means that you don't have permissions to access the container image on ECR. See + * + * IAM permission examples + * for help setting up required IAM permissions for Amazon GameLift.

    + *
  • + *
  • + *

    The ImageUri value for at least one + * of the containers in the container group definition was invalid or not found in the current + * Amazon Web Services account.

    + *
  • + *
  • + *

    At least one + * of the container images referenced in the container group definition exceeds the + * allowed size. For size limits, see + * Amazon GameLift endpoints and quotas.

    + *
  • + *
  • + *

    At least one of the container images referenced in the + * container group definition uses a different operating system than the one defined for the container group.

    + *
  • + *
* @public */ - Description?: string; + StatusReason?: string; +} +/** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

The properties of a container group that is deployed to a container fleet.

+ *

+ * Part of: + * ContainerGroupsAttributes + *

+ *

+ * Returned by: + * DescribeFleetAttributes + *

+ * @public + */ +export interface ContainerGroupDefinitionProperty { /** - *

The unique identifier for a custom game server build to be deployed on fleet - * instances. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift - * and in READY status. This fleet property can't be changed after the fleet is created.

+ *

The method for scheduling and maintaining copies of the container group across a container + * fleet.

* @public */ - BuildId?: string; + SchedulingStrategy?: ContainerSchedulingStrategy; /** - *

The unique identifier for a Realtime configuration script to be deployed on fleet - * instances. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift - * prior to creating the fleet. This fleet property can't be changed after the fleet is created.

+ *

The unique identifier for the container group definition.

* @public */ - ScriptId?: string; + ContainerGroupDefinitionName?: string; +} +/** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Determines how many replica container groups that Amazon GameLift deploys to each instance in a + * container fleet.

+ *

Amazon GameLift calculates the maximum possible replica groups per instance based on the instance + * 's CPU and memory resources. When deploying a fleet, Amazon GameLift places replica container groups + * on each fleet instance based on the following:

+ *
    + *
  • + *

    If no desired value is set, Amazon GameLift places the calculated maximum.

    + *
  • + *
  • + *

    If a desired number is set to a value higher than the calculated maximum, Amazon GameLift + * places the calculated maximum.

    + *
  • + *
  • + *

    If a desired number is set to a value lower than the calculated maximum, Amazon GameLift + * places the desired number.

    + *
  • + *
+ *

+ * Part of: + * ContainerGroupsConfiguration, ContainerGroupsAttributes + *

+ *

+ * Returned by: + * DescribeFleetAttributes, CreateFleet + *

+ * @public + */ +export interface ContainerGroupsPerInstance { /** - *

- * This parameter is no longer used. Specify a server - * launch path using the RuntimeConfiguration parameter. Requests that use - * this parameter instead continue to be valid.

+ *

The desired number of replica container groups to place on each fleet instance.

* @public */ - ServerLaunchPath?: string; + DesiredReplicaContainerGroupsPerInstance?: number; /** - *

- * This parameter is no longer used. Specify server - * launch parameters using the RuntimeConfiguration parameter. Requests that - * use this parameter instead continue to be valid.

+ *

The maximum possible number of replica container groups that each fleet instance can + * have.

* @public */ - ServerLaunchParameters?: string; + MaxReplicaContainerGroupsPerInstance?: number; +} +/** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

The properties of container groups that are running on a container fleet. Container group + * properties for a fleet can't be changed.

+ *

+ * Returned by: + * DescribeFleetAttributes, CreateFleet + *

+ * @public + */ +export interface ContainerGroupsAttributes { /** - *

- * This parameter is no longer used. To specify where - * Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server - * API ProcessReady() and specify one or more directory paths in - * logParameters. For more information, see Initialize the server process in the Amazon GameLift Developer - * Guide.

+ *

A collection of properties that describe each container group in the fleet. A container fleet is deployed with + * one or more ContainerGroupDefinition resources, which is where these properties are set.

* @public */ - LogPaths?: string[]; + ContainerGroupDefinitionProperties?: ContainerGroupDefinitionProperty[]; /** - *

The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance - * type determines the computing resources that will be used to host your game servers, - * including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions - * of Amazon EC2 instance types.

+ *

A set of ports that allow inbound traffic to connect to processes running in the fleet's + * container groups. Amazon GameLift maps each connection port to a container port, which is assigned to + * a specific container process. A fleet's connection port range can't be changed, but you can + * control access to connection ports by updating a fleet's EC2InboundPermissions + * with UpdateFleetPortSettings.

* @public */ - EC2InstanceType?: EC2InstanceType; + ConnectionPortRange?: ConnectionPortRange; /** - *

The allowed IP address ranges and port settings that allow inbound traffic to access - * game sessions on this fleet. If the fleet is hosting a custom game build, this property - * must be set before players can connect to game sessions. For Realtime Servers fleets, Amazon GameLift - * automatically sets TCP and UDP ranges.

+ *

Details about the number of replica container groups that Amazon GameLift deploys to each instance in + * the container fleet.

* @public */ - EC2InboundPermissions?: IpPermission[]; + ContainerGroupsPerInstance?: ContainerGroupsPerInstance; +} +/** + *

+ * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Configuration details for a set of container groups, for use when creating a fleet with + * compute type CONTAINER.

+ *

+ * Used with: + * CreateFleet + *

+ * @public + */ +export interface ContainerGroupsConfiguration { /** - *

The status of termination protection for active game sessions on the fleet. By - * default, this property is set to NoProtection. You can also set game - * session protection for an individual game session by calling UpdateGameSession.

- *
    - *
  • - *

    - * NoProtection - Game sessions can be terminated - * during active gameplay as a result of a scale-down event.

    - *
  • - *
  • - *

    - * FullProtection - Game sessions in - * ACTIVE status cannot be terminated during a scale-down - * event.

    - *
  • - *
+ *

The list of container group definition names to deploy to a new container fleet.

* @public */ - NewGameSessionProtectionPolicy?: ProtectionPolicy; + ContainerGroupDefinitionNames: string[] | undefined; /** - *

Instructions for how to launch and maintain server processes on instances in the - * fleet. The runtime configuration defines one or more server process configurations, each - * identifying a build executable or Realtime script file and the number of processes of - * that type to run concurrently.

+ *

A set of ports to allow inbound traffic, including game clients, to connect to processes + * running in the container fleet.

+ *

Connection ports are dynamically mapped to container ports, which are assigned to + * individual processes running in a container. The connection port range must have enough ports + * to map to all container ports across a fleet instance. To calculate the minimum connection + * ports needed, use the following formula:

+ *

+ * [Total number of container ports as defined for containers in the replica + * container group] * [Desired or calculated number of replica container groups per instance] + + * [Total number of container ports as defined for containers in the daemon container + * group] + *

+ *

As a best practice, double the minimum number of connection ports.

* - *

The RuntimeConfiguration parameter is required unless the fleet is - * being configured using the older parameters ServerLaunchPath and - * ServerLaunchParameters, which are still supported for backward - * compatibility.

+ *

Use the fleet's EC2InboundPermissions property to control external access to + * connection ports. Set this property to the connection port numbers that you want to open + * access to. See IpPermission for more details.

*
* @public */ - RuntimeConfiguration?: RuntimeConfiguration; - - /** - *

A policy that limits the number of game sessions that an individual player can create - * on instances in this fleet within a specified span of time.

- * @public - */ - ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy; - - /** - *

The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is - * used to aggregate the metrics for multiple fleets. You can specify an existing metric - * group name or set a new name to create a new metric group. A fleet can be included in - * only one metric group at a time.

- * @public - */ - MetricGroups?: string[]; + ConnectionPortRange: ConnectionPortRange | undefined; /** - *

Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services - * account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account - * settings.

+ *

The number of times to replicate the replica container group on each instance in a container + * fleet. By default, Amazon GameLift calculates the maximum number of replica container groups that can + * fit on a fleet instance (based on CPU and memory resources). Leave this parameter empty if you + * want to use the maximum number, or specify a desired number to override the maximum. The + * desired number is used if it's less than the maximum number.

* @public */ - PeerVpcAwsAccountId?: string; + DesiredReplicaContainerGroupsPerInstance?: number; +} +/** + *

A label that you can assign to a Amazon GameLift 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 + *

+ * @public + */ +export interface Tag { /** - *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The - * VPC must be in the same Region as your fleet. To look up a VPC ID, use the - * VPC Dashboard in the Amazon Web Services Management Console. - * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

+ *

The key for a developer-defined key value pair for tagging an Amazon Web Services resource.

* @public */ - PeerVpcId?: string; + Key: string | undefined; /** - *

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 fleet property can't be changed after the fleet is created.

+ *

The value for a developer-defined key value pair for tagging an Amazon Web Services resource.

* @public */ - FleetType?: FleetType; + Value: string | undefined; +} +/** + * @public + */ +export interface CreateAliasInput { /** - *

A unique identifier for an IAM role with access permissions to other Amazon Web Services services. - * Any application that runs on an instance in the fleet--including install scripts, server processes, and other - * processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to. - * For more information about using the role with your game server builds, see - * - * Communicate with other Amazon Web Services resources from your fleets. This fleet property can't be changed after the fleet is created.

+ *

A descriptive label that is associated with an alias. Alias names do not need to be unique.

* @public */ - InstanceRoleArn?: string; + Name: string | undefined; /** - *

Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the - * certificates to encrypt traffic between game clients and the game servers running on - * Amazon GameLift. By default, the CertificateConfiguration is DISABLED. - * You can't change this property after you create the fleet.

- *

Certificate Manager (ACM) certificates expire after 13 months. - * Certificate expiration can cause fleets to fail, preventing players from connecting to - * instances in the fleet. We recommend you replace fleets before 13 months, consider using - * fleet aliases for a smooth transition.

- * - *

ACM isn't available in all Amazon Web Services regions. A fleet creation request - * with certificate generation enabled in an unsupported Region, fails with a 4xx - * error. For more information about the supported Regions, see Supported - * Regions in the Certificate Manager User - * Guide.

- *
+ *

A human-readable description of the alias.

* @public */ - CertificateConfiguration?: CertificateConfiguration; + Description?: string; /** - *

A set of remote locations to deploy additional instances to and manage as part of the - * fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that - * support multiple locations. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote - * location, in the form of an Amazon Web Services Region code such as us-west-2. To create - * a fleet with instances in the home Region only, don't use this parameter.

- *

To use this parameter, Amazon GameLift requires you to use your home location in the - * request.

+ *

The routing configuration, including routing type and fleet target, for the alias. + *

* @public */ - Locations?: LocationConfiguration[]; + RoutingStrategy: RoutingStrategy | undefined; /** - *

A list of labels to assign to the new fleet resource. Tags are developer-defined + *

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.

* @public */ Tags?: Tag[]; +} +/** + * @public + */ +export interface CreateAliasOutput { /** - *

The type of compute resource used to host your game servers. You can use your own - * compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances with managed - * Amazon GameLift. By default, this property is set to EC2.

- * @public - */ - ComputeType?: ComputeType; - - /** - *

Amazon GameLift Anywhere configuration options.

- * @public - */ - AnywhereConfiguration?: AnywhereConfiguration; - - /** - *

Prompts Amazon GameLift to generate a shared credentials file for the IAM role - * defined in InstanceRoleArn. The shared credentials file is stored on each - * fleet instance and refreshed as needed. Use shared credentials for applications that are - * deployed along with the game server executable, if the game server is integrated with - * server SDK version 5.x. For more information about using shared - * credentials, see Communicate - * with other Amazon Web Services resources from your fleets.

+ *

The newly created alias resource.

* @public */ - InstanceRoleCredentialsProvider?: InstanceRoleCredentialsProvider; + Alias?: Alias; } /** + *

The requested operation would cause the resource to exceed the allowed service limit. + * Resolve the issue before retrying.

* @public - * @enum */ -export const FleetStatus = { - ACTIVATING: "ACTIVATING", - ACTIVE: "ACTIVE", - BUILDING: "BUILDING", - DELETING: "DELETING", - DOWNLOADING: "DOWNLOADING", - ERROR: "ERROR", - NEW: "NEW", - NOT_FOUND: "NOT_FOUND", - TERMINATED: "TERMINATED", - VALIDATING: "VALIDATING", -} as const; - -/** - * @public - */ -export type FleetStatus = (typeof FleetStatus)[keyof typeof FleetStatus]; - -/** - * @public - * @enum - */ -export const FleetAction = { - AutoScaling: "AUTO_SCALING", -} as const; +export class LimitExceededException extends __BaseException { + readonly name: "LimitExceededException" = "LimitExceededException"; + readonly $fault: "client" = "client"; + Message?: string; + /** + * @internal + */ + constructor(opts: __ExceptionOptionType) { + super({ + name: "LimitExceededException", + $fault: "client", + ...opts, + }); + Object.setPrototypeOf(this, LimitExceededException.prototype); + this.Message = opts.Message; + } +} /** + *

The requested tagging operation did not succeed. This may be due to invalid tag format + * or the maximum tag limit may have been exceeded. Resolve the issue before + * retrying.

* @public */ -export type FleetAction = (typeof FleetAction)[keyof typeof FleetAction]; +export class TaggingFailedException extends __BaseException { + readonly name: "TaggingFailedException" = "TaggingFailedException"; + readonly $fault: "client" = "client"; + Message?: string; + /** + * @internal + */ + constructor(opts: __ExceptionOptionType) { + super({ + name: "TaggingFailedException", + $fault: "client", + ...opts, + }); + Object.setPrototypeOf(this, TaggingFailedException.prototype); + this.Message = opts.Message; + } +} /** - *

Describes a Amazon GameLift fleet of game hosting resources.

- *

- * Related actions - *

+ *

The location in Amazon S3 where build or script files are stored for access by + * Amazon GameLift.

* @public */ -export interface FleetAttributes { +export interface S3Location { /** - *

A unique identifier for the fleet.

+ *

An Amazon S3 bucket identifier. Thename of the S3 bucket.

+ * + *

Amazon GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot + * (.).

+ *
* @public */ - FleetId?: string; + Bucket?: string; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId - * value.

+ *

The name of the zip file that contains the build files or script files.

* @public */ - FleetArn?: string; + Key?: string; /** - *

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 fleet property can't be changed after the fleet is created.

+ *

The Amazon Resource Name (ARN) for an IAM role that + * allows Amazon GameLift to access the S3 bucket.

* @public */ - FleetType?: FleetType; + RoleArn?: string; /** - *

The Amazon EC2 instance type that determines the computing resources of each instance in - * the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See - * Amazon Elastic Compute Cloud Instance Types - * for detailed descriptions.

+ *

The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses + * this information when retrieving files from an S3 bucket that you own. Use this + * parameter to specify a specific version of the file. If not set, the latest version of + * the file is retrieved.

* @public */ - InstanceType?: EC2InstanceType; + ObjectVersion?: string; +} +/** + * @public + */ +export interface CreateBuildInput { /** - *

A human-readable description of the fleet.

+ *

A descriptive label associated with a build. Build names don't need to be unique. You can change this value later.

* @public */ - Description?: string; + Name?: string; /** - *

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

+ *

Version information associated with a build or script. Version strings don't need to be unique. You can change this value later.

* @public */ - Name?: string; + Version?: string; /** - *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

Information indicating where your game build files are stored. Use this parameter only + * when creating a build with files stored in an Amazon S3 bucket that you own. The storage + * location must specify an Amazon S3 bucket name and key. The location must also specify a role + * ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your + * new build must be in the same Region.

+ *

If a StorageLocation is specified, the size of your file can be found in + * your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk of 0.

* @public */ - CreationTime?: Date; + StorageLocation?: S3Location; /** - *

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

The operating system that your game server binaries run on. This value determines the + * type of fleet resources that you use for this build. If your game build contains + * multiple executables, they all must run on the same operating system. You must specify a + * valid operating system in this request. There is no default value. You can't change a + * build's operating system later.

+ * + *

If you have active fleets using the Windows Server 2012 operating system, you can continue to + * create new builds using this OS until October 10, 2023, when Microsoft ends its + * support. All others must use Windows Server 2016 when creating new Windows-based + * builds.

+ *
* @public */ - TerminationTime?: Date; + OperatingSystem?: OperatingSystem; /** - *

Current status of the fleet. Possible fleet statuses include the following:

- *
    - *
  • - *

    - * NEW -- A new fleet has been defined and desired - * instances is set to 1.

    - *
  • - *
  • - *

    - * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- - * Amazon GameLift is setting up the new fleet, creating new instances with the game build - * or Realtime script and starting server processes.

    - *
  • - *
  • - *

    - * ACTIVE -- Hosts can now accept game - * sessions.

    - *
  • - *
  • - *

    - * ERROR -- An error occurred when downloading, - * validating, building, or activating the fleet.

    - *
  • - *
  • - *

    - * DELETING -- Hosts are responding to a delete - * fleet request.

    - *
  • - *
  • - *

    - * TERMINATED -- The fleet no longer - * exists.

    - *
  • - *
+ *

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.

* @public */ - Status?: FleetStatus; + Tags?: Tag[]; /** - *

A unique identifier for the build resource that is deployed on instances in this fleet.

+ *

A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see Integrate games + * with custom game servers. By default Amazon GameLift sets this value to + * 4.0.2.

* @public */ - BuildId?: string; + ServerSdkVersion?: string; +} +/** + * @public + */ +export interface CreateBuildOutput { /** - *

The Amazon Resource Name (ARN) associated with the Amazon GameLift build resource that is deployed on instances in - * this fleet. In a GameLift build ARN, the resource ID matches the BuildId - * value.

+ *

The newly created build resource, including a unique build IDs and status.

* @public */ - BuildArn?: string; + Build?: Build; /** - *

A unique identifier for the Realtime script resource that is deployed on instances in this fleet.

+ *

This element is returned only when the operation is called without a storage location. + * It contains credentials to use when you are uploading a build file to an Amazon S3 bucket + * that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these + * credentials, call RequestUploadCredentials.

* @public */ - ScriptId?: string; + UploadCredentials?: AwsCredentials; /** - *

The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances - * in this fleet. In a GameLift script ARN, the resource ID matches the - * ScriptId value.

+ *

Amazon S3 location for your game build file, including bucket name and key.

* @public */ - ScriptArn?: string; + StorageLocation?: S3Location; +} +/** + * @public + */ +export interface CreateContainerGroupDefinitionInput { /** - *

- * 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.

+ *

A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.

* @public */ - ServerLaunchPath?: string; + Name: string | undefined; /** - *

- * 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.

+ *

The method for deploying the container group across fleet instances. A replica container + * group might have multiple copies on each fleet instance. A daemon container group has one copy + * per fleet instance. Default value is REPLICA.

* @public */ - ServerLaunchParameters?: string; + SchedulingStrategy?: ContainerSchedulingStrategy; /** - *

- * This parameter is no longer used. Game session log - * paths are now defined using the Amazon GameLift server API ProcessReady() - * logParameters. See more information in the Server API Reference.

+ *

The maximum amount of memory (in MiB) to allocate to the container group. All containers in + * the group share this memory. If you specify memory limits for individual containers, set this + * parameter based on the following guidelines. The value must be (1) greater than the sum of the + * soft memory limits for all containers in the group, and (2) greater than any individual + * container's hard memory limit.

* @public */ - LogPaths?: string[]; + TotalMemoryLimit: number | undefined; /** - *

The type of game session protection to set on all new instances that are started in - * the fleet.

- *
    - *
  • - *

    - * 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.

    - *
  • - *
+ *

The maximum amount of CPU units to allocate to the container group. Set this parameter to an + * integer value in CPU units (1 vCPU is equal to 1024 CPU units). All containers in the group + * share this memory. If you specify CPU limits for individual containers, set this parameter + * based on the following guidelines. The value must be equal to or greater than the sum of the + * CPU limits for all containers in the group.

* @public */ - NewGameSessionProtectionPolicy?: ProtectionPolicy; + TotalCpuLimit: number | undefined; /** - *

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.

+ *

Definitions for all containers in this group. Each container definition identifies the + * container image and specifies configuration settings for the container. See the + * Container fleet design guide for container guidelines.

* @public */ - OperatingSystem?: OperatingSystem; + ContainerDefinitions: ContainerDefinitionInput[] | undefined; /** - *

A policy that puts limits on the number of game sessions that a player can create - * within a specified span of time. With this policy, you can control players' ability to - * consume available resources.

- *

The policy is evaluated when a player tries to create a new game session. On receiving - * a CreateGameSession request, Amazon GameLift checks that the player (identified by - * CreatorId) has created fewer than game session limit in the specified - * time period.

+ *

The platform that is used by containers in the container group definition. All containers in + * a group must run on the same operating system.

* @public */ - ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy; + OperatingSystem: ContainerOperatingSystem | undefined; /** - *

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.

+ *

A list of labels to assign to the container group definition 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.

* @public */ - MetricGroups?: string[]; + Tags?: Tag[]; +} +/** + * @public + */ +export interface CreateContainerGroupDefinitionOutput { /** - *

A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.

+ *

The properties of the newly created container group definition resource. You use this resource + * to create a container fleet.

* @public */ - StoppedActions?: FleetAction[]; + ContainerGroupDefinition?: ContainerGroupDefinition; +} +/** + *

A range of IP addresses and port settings that allow inbound traffic to connect to + * processes on an instance in a fleet. Processes are assigned an IP address/port number + * combination, which must fall into the fleet's allowed ranges. For container fleets, the + * port settings must use the same port numbers as the fleet's connection ports.

+ *

For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging + * and one for UDP.

+ * @public + */ +export interface IpPermission { /** - *

A unique identifier for an IAM role with access permissions to other Amazon Web Services services. - * Any application that runs on an instance in the fleet--including install scripts, server processes, and other - * processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to. - * For more information about using the role with your game server builds, see - * - * Communicate with other Amazon Web Services resources from your fleets.

+ *

A starting value for a range of allowed port numbers.

+ *

For fleets using Linux builds, only ports 22 and 1026-60000 are valid.

+ *

For fleets using Windows builds, only ports 1026-60000 are valid.

* @public */ - InstanceRoleArn?: string; + FromPort: number | undefined; /** - *

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must - * be enabled when creating the fleet. All instances in a fleet share the same certificate. - * The certificate can be retrieved by calling the Amazon GameLift Server - * SDK operation GetInstanceCertificate.

+ *

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. + * This value must be equal to or greater than FromPort.

+ *

For fleets using Linux builds, only ports 22 and 1026-60000 are valid.

+ *

For fleets using Windows builds, only ports 1026-60000 are valid.

* @public */ - CertificateConfiguration?: CertificateConfiguration; + ToPort: number | undefined; /** - *

The type of compute resource used to host your game servers. You can use your own - * compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances with managed - * Amazon GameLift.

+ *

A range of allowed IP addresses. This value must be expressed in CIDR notation. + * Example: "000.000.000.000/[subnet mask]" or optionally the shortened + * version "0.0.0.0/[subnet mask]".

* @public */ - ComputeType?: ComputeType; + IpRange: string | undefined; /** - *

Amazon GameLift Anywhere configuration options for your Anywhere fleets.

+ *

The network communication protocol used by the fleet.

* @public */ - AnywhereConfiguration?: AnywhereConfiguration; + Protocol: IpProtocol | undefined; +} + +/** + * @public + * @enum + */ +export const FleetType = { + OnDemand: "ON_DEMAND", + Spot: "SPOT", +} as const; + +/** + * @public + */ +export type FleetType = (typeof FleetType)[keyof typeof FleetType]; + +/** + * @public + * @enum + */ +export const InstanceRoleCredentialsProvider = { + SHARED_CREDENTIAL_FILE: "SHARED_CREDENTIAL_FILE", +} as const; + +/** + * @public + */ +export type InstanceRoleCredentialsProvider = + (typeof InstanceRoleCredentialsProvider)[keyof typeof InstanceRoleCredentialsProvider]; +/** + *

+ * This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

A remote location where a multi-location fleet can deploy game servers for game + * hosting.

+ * @public + */ +export interface LocationConfiguration { /** - *

Indicates that fleet instances maintain a shared credentials file for the IAM role - * defined in InstanceRoleArn. Shared credentials allow applications that are - * deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used - * only when the game server is integrated with the - * server SDK version 5.x. For more information about using shared credentials, see Communicate - * with other Amazon Web Services resources from your fleets.

+ *

An Amazon Web Services Region code, such as us-west-2.

* @public */ - InstanceRoleCredentialsProvider?: InstanceRoleCredentialsProvider; + Location: string | undefined; } /** - *

A fleet location and its life-cycle state. A location state object might be used to - * describe a fleet's remote location or home Region. Life-cycle state tracks the progress - * of launching the first instance in a new location and preparing it for game hosting, and - * then removing all instances and deleting the location from the fleet.

- *
    - *
  • - *

    - * NEW -- A new fleet location has been defined and desired - * instances is set to 1.

    - *
  • - *
  • - *

    - * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- - * Amazon GameLift is setting up the new fleet location, creating new instances with the game build - * or Realtime script and starting server processes.

    - *
  • - *
  • - *

    - * ACTIVE -- Hosts can now accept game - * sessions.

    - *
  • - *
  • - *

    - * ERROR -- An error occurred when downloading, - * validating, building, or activating the fleet location.

    - *
  • - *
  • - *

    - * DELETING -- Hosts are responding to a delete - * fleet location request.

    - *
  • - *
  • - *

    - * TERMINATED -- The fleet location no longer - * exists.

    - *
  • - *
  • - *

    - * NOT_FOUND -- The fleet location was not found. This could be because the custom location was removed or not created. - *

    - *
  • - *
* @public + * @enum */ -export interface LocationState { +export const ProtectionPolicy = { + FullProtection: "FullProtection", + NoProtection: "NoProtection", +} as const; + +/** + * @public + */ +export type ProtectionPolicy = (typeof ProtectionPolicy)[keyof typeof ProtectionPolicy]; + +/** + *

A policy that puts limits on the number of game sessions that a player can create + * within a specified span of time. With this policy, you can control players' ability to + * consume available resources.

+ *

The policy is evaluated when a player tries to create a new game session. On receiving + * a CreateGameSession request, Amazon GameLift checks that the player (identified by + * CreatorId) has created fewer than game session limit in the specified + * time period.

+ * @public + */ +export interface ResourceCreationLimitPolicy { /** - *

The fleet location, expressed as an Amazon Web Services Region code such as us-west-2. - *

+ *

A policy that puts limits on the number of game sessions that a player can create + * within a specified span of time. With this policy, you can control players' ability to + * consume available resources.

+ *

The policy is evaluated when a player tries to create a new game session. On receiving + * a CreateGameSession request, Amazon GameLift checks that the player (identified by + * CreatorId) has created fewer than game session limit in the specified + * time period.

* @public */ - Location?: string; + NewGameSessionsPerCreator?: number; /** - *

The life-cycle status of a fleet location.

+ *

The time span used in evaluating the resource creation limit policy.

* @public */ - Status?: FleetStatus; + PolicyPeriodInMinutes?: number; } /** + *

A set of instructions for launching server processes on fleet computes. Server + * processes run either an executable in a custom game build or a Realtime Servers script. Server + * process configurations are part of a fleet's runtime configuration.

* @public */ -export interface CreateFleetOutput { +export interface ServerProcess { /** - *

The properties for the new fleet, including the current status. All fleets are placed - * in NEW status on creation.

+ *

The location of a game build executable or Realtime script. Game builds and Realtime + * scripts are installed on instances at the root:

+ *
    + *
  • + *

    Windows (custom game builds only): C:\game. Example: + * "C:\game\MyGame\server.exe"

    + *
  • + *
  • + *

    Linux: /local/game. Examples: + * "/local/game/MyGame/server.exe" or + * "/local/game/MyRealtimeScript.js"

    + *
  • + *
+ * + *

Amazon GameLift doesn't support the use of setup scripts that launch the game executable. + * For custom game builds, this parameter must indicate the executable that calls the + * server SDK operations initSDK() and ProcessReady(). + *

+ *
* @public */ - FleetAttributes?: FleetAttributes; + LaunchPath: string | undefined; /** - *

The fleet's locations and life-cycle status of each location. For new fleets, the - * status of all locations is set to NEW. During fleet creation, Amazon GameLift - * updates each location status as instances are deployed there and prepared for game - * hosting. This list includes an entry for the fleet's home Region. For fleets with no - * remote locations, only one entry, representing the home Region, is returned.

+ *

An optional list of parameters to pass to the server executable or Realtime script on + * launch.

* @public */ - LocationStates?: LocationState[]; + Parameters?: string; + + /** + *

The number of server processes using this configuration that run concurrently on each + * instance or container..

+ * @public + */ + ConcurrentExecutions: number | undefined; } /** + *

+ * This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

A set of instructions that define the set of server processes to run on computes in a + * fleet. Server processes run either an executable in a custom game build or a Realtime Servers + * script. Amazon GameLift launches the processes, manages their life cycle, and replaces them as + * needed. Computes check regularly for an updated runtime configuration.

+ *

On a container fleet, the Amazon GameLift Agent uses the runtime configuration to manage the + * lifecycle of server processes in a replica container group.

+ *

An Amazon GameLift instance is limited to 50 processes running concurrently. To calculate the + * total number of processes defined in a runtime configuration, add the values of the + * ConcurrentExecutions parameter for each server process. Learn more + * about Running Multiple + * Processes on a Fleet.

* @public */ -export interface CreateFleetLocationsInput { +export interface RuntimeConfiguration { /** - *

A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.

+ *

A collection of server process configurations that identify what server processes to + * run on fleet computes.

* @public */ - FleetId: string | undefined; + ServerProcesses?: ServerProcess[]; /** - *

A list of locations to deploy additional instances to and manage as part of the fleet. - * You can add any Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an - * Amazon Web Services Region code such as us-west-2.

+ *

The number of game sessions in status ACTIVATING to allow on an instance or container. + * This setting limits the instance resources that can be used for new game activations at + * any one time.

* @public */ - Locations: LocationConfiguration[] | undefined; + MaxConcurrentGameSessionActivations?: number; + + /** + *

The maximum amount of time (in seconds) allowed to launch a new game session and have + * it report ready to host players. During this time, the game session is in status + * ACTIVATING. If the game session does not become active before the + * timeout, it is ended and the game session status is changed to + * TERMINATED.

+ * @public + */ + GameSessionActivationTimeoutSeconds?: number; } /** * @public */ -export interface CreateFleetLocationsOutput { +export interface CreateFleetInput { /** - *

A unique identifier for the fleet that was updated with new locations.

+ *

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

* @public */ - FleetId?: string; + Name: string | undefined; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

A description for the fleet.

* @public */ - FleetArn?: string; + Description?: string; /** - *

The remote locations that are being added to the fleet, and the life-cycle status of - * each location. For new locations, the status is set to NEW. During location - * creation, Amazon GameLift updates each location's status as instances are deployed there and - * prepared for game hosting. This list does not include the fleet home Region or any - * remote locations that were already added to the fleet.

+ *

The unique identifier for a custom game server build to be deployed to a fleet with + * compute type EC2. You can use either the build ID or ARN. The build must be + * uploaded to Amazon GameLift and in READY status. This fleet property can't be changed after the fleet is created.

* @public */ - LocationStates?: LocationState[]; -} + BuildId?: string; -/** - *

The requested operation would cause a conflict with the current state of a resource - * associated with the request and/or the fleet. Resolve the conflict before - * retrying.

- * @public - */ -export class InvalidFleetStatusException extends __BaseException { - readonly name: "InvalidFleetStatusException" = "InvalidFleetStatusException"; - readonly $fault: "client" = "client"; - Message?: string; /** - * @internal + *

The unique identifier for a Realtime configuration script to be deployed to a fleet with + * compute type EC2. You can use either the script ID or ARN. Scripts must be + * uploaded to Amazon GameLift prior to creating the fleet. This fleet property can't be changed after the fleet is created.

+ * @public */ - constructor(opts: __ExceptionOptionType) { - super({ - name: "InvalidFleetStatusException", - $fault: "client", - ...opts, - }); - Object.setPrototypeOf(this, InvalidFleetStatusException.prototype); - this.Message = opts.Message; - } -} + ScriptId?: string; -/** - *

- * This data type is used with the Amazon GameLift FleetIQ and game server groups. - *

- *

Settings for a - * target-based scaling policy as part of a GameServerGroupAutoScalingPolicy . These settings are used to create a - * target-based policy that tracks the Amazon GameLift FleetIQ metric - * "PercentUtilizedGameServers" and specifies a target value for the - * metric. As player usage changes, the policy triggers to adjust the game server group - * capacity so that the metric returns to the target value.

- * @public - */ -export interface TargetTrackingConfiguration { /** - *

Desired value to use with a game server group target-based scaling policy.

+ *

+ * This parameter is no longer used. Specify a server + * launch path using the RuntimeConfiguration parameter. Requests that use + * this parameter instead continue to be valid.

* @public */ - TargetValue: number | undefined; -} + ServerLaunchPath?: string; -/** - *

- * This data type is used with the Amazon GameLift FleetIQ and game server groups. - *

- *

Configuration - * settings for intelligent automatic scaling that uses target tracking. These settings are - * used to add an Auto Scaling policy when creating the corresponding Auto Scaling group. - * After the Auto Scaling group is created, all updates to Auto Scaling policies, including - * changing this policy and adding or removing other policies, is done directly on the Auto - * Scaling group.

- * @public - */ -export interface GameServerGroupAutoScalingPolicy { /** - *

Length of time, in seconds, it takes for a new instance to start new game server - * processes and register with Amazon GameLift FleetIQ. Specifying a warm-up time can be useful, particularly - * with game servers that take a long time to start up, because it avoids prematurely - * starting new instances.

+ *

+ * This parameter is no longer used. Specify server + * launch parameters using the RuntimeConfiguration parameter. Requests that + * use this parameter instead continue to be valid.

* @public */ - EstimatedInstanceWarmup?: number; + ServerLaunchParameters?: string; /** - *

Settings for a target-based scaling policy applied to Auto Scaling group. These - * settings are used to create a target-based policy that tracks the Amazon GameLift FleetIQ metric - * "PercentUtilizedGameServers" and specifies a target value for the - * metric. As player usage changes, the policy triggers to adjust the game server group - * capacity so that the metric returns to the target value.

+ *

+ * This parameter is no longer used. To specify where + * Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server + * API ProcessReady() and specify one or more directory paths in + * logParameters. For more information, see Initialize the server process in the Amazon GameLift Developer + * Guide.

* @public */ - TargetTrackingConfiguration: TargetTrackingConfiguration | undefined; -} - -/** - * @public - * @enum - */ -export const GameServerProtectionPolicy = { - FULL_PROTECTION: "FULL_PROTECTION", - NO_PROTECTION: "NO_PROTECTION", -} as const; - -/** - * @public - */ -export type GameServerProtectionPolicy = (typeof GameServerProtectionPolicy)[keyof typeof GameServerProtectionPolicy]; - -/** - * @public - * @enum - */ -export const GameServerGroupInstanceType = { - c4_2xlarge: "c4.2xlarge", - c4_4xlarge: "c4.4xlarge", - c4_8xlarge: "c4.8xlarge", - c4_large: "c4.large", - c4_xlarge: "c4.xlarge", - c5_12xlarge: "c5.12xlarge", - c5_18xlarge: "c5.18xlarge", - c5_24xlarge: "c5.24xlarge", - c5_2xlarge: "c5.2xlarge", - c5_4xlarge: "c5.4xlarge", - c5_9xlarge: "c5.9xlarge", - c5_large: "c5.large", - c5_xlarge: "c5.xlarge", - c5a_12xlarge: "c5a.12xlarge", - c5a_16xlarge: "c5a.16xlarge", - c5a_24xlarge: "c5a.24xlarge", - c5a_2xlarge: "c5a.2xlarge", - c5a_4xlarge: "c5a.4xlarge", - c5a_8xlarge: "c5a.8xlarge", - c5a_large: "c5a.large", - c5a_xlarge: "c5a.xlarge", - c6g_12xlarge: "c6g.12xlarge", - c6g_16xlarge: "c6g.16xlarge", - c6g_2xlarge: "c6g.2xlarge", - c6g_4xlarge: "c6g.4xlarge", - c6g_8xlarge: "c6g.8xlarge", - c6g_large: "c6g.large", - c6g_medium: "c6g.medium", - c6g_xlarge: "c6g.xlarge", - m4_10xlarge: "m4.10xlarge", - m4_2xlarge: "m4.2xlarge", - m4_4xlarge: "m4.4xlarge", - m4_large: "m4.large", - m4_xlarge: "m4.xlarge", - m5_12xlarge: "m5.12xlarge", - m5_16xlarge: "m5.16xlarge", - m5_24xlarge: "m5.24xlarge", - m5_2xlarge: "m5.2xlarge", - m5_4xlarge: "m5.4xlarge", - m5_8xlarge: "m5.8xlarge", - m5_large: "m5.large", - m5_xlarge: "m5.xlarge", - m5a_12xlarge: "m5a.12xlarge", - m5a_16xlarge: "m5a.16xlarge", - m5a_24xlarge: "m5a.24xlarge", - m5a_2xlarge: "m5a.2xlarge", - m5a_4xlarge: "m5a.4xlarge", - m5a_8xlarge: "m5a.8xlarge", - m5a_large: "m5a.large", - m5a_xlarge: "m5a.xlarge", - m6g_12xlarge: "m6g.12xlarge", - m6g_16xlarge: "m6g.16xlarge", - m6g_2xlarge: "m6g.2xlarge", - m6g_4xlarge: "m6g.4xlarge", - m6g_8xlarge: "m6g.8xlarge", - m6g_large: "m6g.large", - m6g_medium: "m6g.medium", - m6g_xlarge: "m6g.xlarge", - r4_16xlarge: "r4.16xlarge", - r4_2xlarge: "r4.2xlarge", - r4_4xlarge: "r4.4xlarge", - r4_8xlarge: "r4.8xlarge", - r4_large: "r4.large", - r4_xlarge: "r4.xlarge", - r5_12xlarge: "r5.12xlarge", - r5_16xlarge: "r5.16xlarge", - r5_24xlarge: "r5.24xlarge", - r5_2xlarge: "r5.2xlarge", - r5_4xlarge: "r5.4xlarge", - r5_8xlarge: "r5.8xlarge", - r5_large: "r5.large", - r5_xlarge: "r5.xlarge", - r5a_12xlarge: "r5a.12xlarge", - r5a_16xlarge: "r5a.16xlarge", - r5a_24xlarge: "r5a.24xlarge", - r5a_2xlarge: "r5a.2xlarge", - r5a_4xlarge: "r5a.4xlarge", - r5a_8xlarge: "r5a.8xlarge", - r5a_large: "r5a.large", - r5a_xlarge: "r5a.xlarge", - r6g_12xlarge: "r6g.12xlarge", - r6g_16xlarge: "r6g.16xlarge", - r6g_2xlarge: "r6g.2xlarge", - r6g_4xlarge: "r6g.4xlarge", - r6g_8xlarge: "r6g.8xlarge", - r6g_large: "r6g.large", - r6g_medium: "r6g.medium", - r6g_xlarge: "r6g.xlarge", -} as const; - -/** - * @public - */ -export type GameServerGroupInstanceType = - (typeof GameServerGroupInstanceType)[keyof typeof GameServerGroupInstanceType]; + LogPaths?: string[]; -/** - *

- * This data type is used with the Amazon GameLift FleetIQ and game server groups. - *

- *

An allowed instance type for a - * game server group. All game server groups must have at least two instance types defined - * for it. Amazon GameLift FleetIQ periodically evaluates each defined instance type for viability. It then - * updates the Auto Scaling group with the list of viable instance types.

- * @public - */ -export interface InstanceDefinition { /** - *

An Amazon EC2 instance type designation.

+ *

The Amazon GameLift-supported Amazon EC2 instance type to use with EC2 and container fleets. + * 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.

* @public */ - InstanceType: GameServerGroupInstanceType | undefined; + EC2InstanceType?: EC2InstanceType; /** - *

Instance weighting that indicates how much this instance type contributes to the total - * capacity of a game server group. Instance weights are used by Amazon GameLift FleetIQ to calculate the - * instance type's cost per unit hour and better identify the most cost-effective options. - * For detailed information on weighting instance capacity, see Instance - * Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. - * Default value is "1".

+ *

The IP address ranges and port settings that allow inbound traffic to access game + * server processes and other processes on this fleet. Set this parameter for EC2 and container + * fleets. You can leave this parameter empty when creating the fleet, but you must call + * UpdateFleetPortSettings to set it before players can connect to game sessions. + * As a best practice, we recommend + * opening ports for remote access only when you need them and closing them when you're finished. + * For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.

+ *

To manage inbound access for a container fleet, set this parameter to the same port + * numbers that you set for the fleet's connection port range. During the life of the + * fleet, update this parameter to control which connection ports are open to inbound + * traffic.

* @public */ - WeightedCapacity?: string; -} + EC2InboundPermissions?: IpPermission[]; -/** - *

- * This data type is used with the Amazon GameLift FleetIQ and game server groups. - *

- *

An Amazon Elastic Compute Cloud launch - * template that contains configuration settings and game server code to be deployed to all - * instances in a game server group. The launch template is specified when creating a new - * game server group.

- * @public - */ -export interface LaunchTemplateSpecification { /** - *

A unique identifier for an existing Amazon EC2 launch template.

+ *

The status of termination protection for active game sessions on the fleet. By + * default, this property is set to NoProtection. You can also set game + * session protection for an individual game session by calling UpdateGameSession.

+ *
    + *
  • + *

    + * NoProtection - Game sessions can be terminated + * during active gameplay as a result of a scale-down event.

    + *
  • + *
  • + *

    + * FullProtection - Game sessions in + * ACTIVE status cannot be terminated during a scale-down + * event.

    + *
  • + *
* @public */ - LaunchTemplateId?: string; + NewGameSessionProtectionPolicy?: ProtectionPolicy; /** - *

A readable identifier for an existing Amazon EC2 launch template.

+ *

Instructions for how to launch and run server processes on the fleet. Set runtime + * configuration for EC2 fleets and container fleets. For an Anywhere fleets, set this + * parameter only if the fleet is running the Amazon GameLift Agent. The runtime configuration + * defines one or more server process configurations. Each server process identifies a game + * executable or Realtime script file and the number of processes to run concurrently.

+ * + *

This parameter replaces the parameters ServerLaunchPath and + * ServerLaunchParameters, which are still supported for backward + * compatibility.

+ *
* @public */ - LaunchTemplateName?: string; + RuntimeConfiguration?: RuntimeConfiguration; /** - *

The version of the Amazon EC2 launch template to use. If no version is specified, the - * default version will be used. With Amazon EC2, you can specify a default version for a launch - * template. If none is set, the default is the first version created.

+ *

A policy that limits the number of game sessions that an individual player can create + * on instances in this fleet within a specified span of time.

* @public */ - Version?: string; -} + ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy; -/** - * @public - */ -export interface CreateGameServerGroupInput { /** - *

An identifier for the new game server group. This value is used to generate unique ARN - * identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift FleetIQ game server group. The name - * must be unique per Region per Amazon Web Services account.

+ *

The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is + * used to aggregate the metrics for multiple fleets. You can specify an existing metric + * group name or set a new name to create a new metric group. A fleet can be included in + * only one metric group at a time.

* @public */ - GameServerGroupName: string | undefined; + MetricGroups?: string[]; /** - *

The Amazon Resource Name (ARN) for an IAM role that - * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

+ *

Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services + * account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account + * settings.

* @public */ - RoleArn: string | undefined; + PeerVpcAwsAccountId?: string; /** - *

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During - * automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not scale down the group below this - * minimum. In production, this value should be set to at least 1. After the Auto Scaling - * group is created, update this value directly in the Auto Scaling group using the Amazon Web Services - * console or APIs.

+ *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The + * VPC must be in the same Region as your fleet. To look up a VPC ID, use the + * VPC Dashboard in the Amazon Web Services Management Console. + * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

* @public */ - MinSize: number | undefined; + PeerVpcId?: string; /** - *

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During - * automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up the group above this maximum. - * After the Auto Scaling group is created, update this value directly in the Auto Scaling - * group using the Amazon Web Services console or APIs.

+ *

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 fleet property can't be changed after the fleet is created.

* @public */ - MaxSize: number | undefined; + FleetType?: FleetType; /** - *

The Amazon EC2 launch template that contains configuration settings and game server code to - * be deployed to all instances in the game server group. You can specify the template - * using either the template name or ID. For help with creating a launch template, see - * Creating a Launch - * Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling - * User Guide. After the Auto Scaling group is created, update this value - * directly in the Auto Scaling group using the Amazon Web Services console or APIs.

+ *

A unique identifier for an IAM role with access permissions to other Amazon Web Services services. + * Any application that runs on an instance in the fleet--including install scripts, server processes, and other + * processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to. + * For more information about using the role with your game server builds, see + * + * Communicate with other Amazon Web Services resources from your fleets. This fleet property can't be changed after the fleet is created.

+ * @public + */ + InstanceRoleArn?: string; + + /** + *

Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the + * certificates to encrypt traffic between game clients and the game servers running on + * Amazon GameLift. By default, the CertificateConfiguration is DISABLED. + * You can't change this property after you create the fleet.

+ *

Certificate Manager (ACM) certificates expire after 13 months. + * Certificate expiration can cause fleets to fail, preventing players from connecting to + * instances in the fleet. We recommend you replace fleets before 13 months, consider using + * fleet aliases for a smooth transition.

* - *

If you specify network interfaces in your launch template, you must explicitly set - * the property AssociatePublicIpAddress to "true". If no network - * interface is specified in the launch template, Amazon GameLift FleetIQ uses your account's default - * VPC.

+ *

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.

*
* @public */ - LaunchTemplate: LaunchTemplateSpecification | undefined; + CertificateConfiguration?: CertificateConfiguration; /** - *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance - * definitions must specify at least two different instance types that are supported by - * Amazon GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the - * Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity - * weighting for each instance type. If no weight value is specified for an instance type, - * it is set to the default value "1". For more information about capacity weighting, see - * Instance Weighting for - * Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

+ *

A set of remote locations to deploy additional instances to and manage as part of the + * fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that + * support multiple locations. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote + * location, in the form of an Amazon Web Services Region code, such as us-west-2 or Local + * Zone code. To create a fleet with instances in the home Region only, don't set this + * parameter.

+ *

When using this parameter, Amazon GameLift requires you to include your home location in the + * request.

* @public */ - InstanceDefinitions: InstanceDefinition[] | undefined; + Locations?: LocationConfiguration[]; /** - *

Configuration settings to define a scaling policy for the Auto Scaling group that is - * optimized for game hosting. The scaling policy uses the metric - * "PercentUtilizedGameServers" to maintain a buffer of idle game servers - * that can immediately accommodate new games and players. After the Auto Scaling group is - * created, update this value directly in the Auto Scaling group using the Amazon Web Services console or - * APIs.

+ *

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.

* @public */ - AutoScalingPolicy?: GameServerGroupAutoScalingPolicy; + Tags?: Tag[]; /** - *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the - * game server group. Method options include the following:

+ *

The type of compute resource used to host your game servers.

*
    *
  • *

    - * SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot - * Instances are unavailable or not viable for game hosting, the game server group - * provides no hosting capacity until Spot Instances can again be used. Until then, - * no new instances are started, and the existing nonviable Spot Instances are - * terminated (after current gameplay ends) and are not replaced.

    + * EC2 – The game server build is deployed to Amazon EC2 instances for + * cloud hosting. This is the default setting.

    *
  • *
  • *

    - * SPOT_PREFERRED - (default value) Spot Instances are used whenever available in - * the game server group. If Spot Instances are unavailable, the game server group - * continues to provide hosting capacity by falling back to On-Demand Instances. - * Existing nonviable Spot Instances are terminated (after current gameplay ends) - * and are replaced with new On-Demand Instances.

    + * CONTAINER – Container images with your game server build and + * supporting software are deployed to Amazon EC2 instances for cloud hosting. With this + * compute type, you must specify the ContainerGroupsConfiguration + * parameter.

    *
  • *
  • *

    - * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game - * server group. No Spot Instances are used, even when available, while this - * balancing strategy is in force.

    + * ANYWHERE – Game servers or container images with your game server + * and supporting software are deployed to compute resources that are provided and + * managed by you. With this compute type, you can also set the + * AnywhereConfiguration parameter.

    *
  • *
* @public */ - BalancingStrategy?: BalancingStrategy; + ComputeType?: ComputeType; /** - *

A flag that indicates whether instances in the game server group are protected - * from early termination. Unprotected instances that have active game servers running might - * be terminated during a scale-down event, causing players to be dropped from the game. - * Protected instances cannot be terminated while there are active game servers running except - * in the event of a forced game server group deletion (see ). An exception to this is with Spot - * Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

+ *

Amazon GameLift Anywhere configuration options.

* @public */ - GameServerProtectionPolicy?: GameServerProtectionPolicy; + AnywhereConfiguration?: AnywhereConfiguration; /** - *

A list of virtual private cloud (VPC) subnets to use with instances in the game server - * group. By default, all Amazon GameLift FleetIQ-supported Availability Zones are used. You can use this - * parameter to specify VPCs that you've set up. This property cannot be updated after the - * game server group is created, and the corresponding Auto Scaling group will always use - * the property value that is set with this request, even if the Auto Scaling group is - * updated directly.

+ *

Prompts Amazon GameLift to generate a shared credentials file for the IAM role + * that's defined in InstanceRoleArn. The shared credentials file is stored on + * each fleet instance and refreshed as needed. Use shared credentials for applications + * that are deployed along with the game server executable, if the game server is + * integrated with server SDK version 5.x. For more information about using shared + * credentials, see Communicate + * with other Amazon Web Services resources from your fleets.

* @public */ - VpcSubnets?: string[]; + InstanceRoleCredentialsProvider?: InstanceRoleCredentialsProvider; /** - *

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.

+ *

The container groups to deploy to instances in the container fleet and other fleet-level + * configuration settings. Use the CreateContainerGroupDefinition action + * to create container groups. A container fleet must have exactly one replica container + * group, and can optionally have one daemon container group. You can't change this + * property after you create the fleet.

* @public */ - Tags?: Tag[]; + ContainerGroupsConfiguration?: ContainerGroupsConfiguration; } /** * @public * @enum */ -export const GameServerGroupStatus = { +export const FleetStatus = { ACTIVATING: "ACTIVATING", ACTIVE: "ACTIVE", - DELETED: "DELETED", - DELETE_SCHEDULED: "DELETE_SCHEDULED", + BUILDING: "BUILDING", DELETING: "DELETING", + DOWNLOADING: "DOWNLOADING", ERROR: "ERROR", NEW: "NEW", + NOT_FOUND: "NOT_FOUND", + TERMINATED: "TERMINATED", + VALIDATING: "VALIDATING", } as const; /** * @public */ -export type GameServerGroupStatus = (typeof GameServerGroupStatus)[keyof typeof GameServerGroupStatus]; +export type FleetStatus = (typeof FleetStatus)[keyof typeof FleetStatus]; /** * @public * @enum */ -export const GameServerGroupAction = { - REPLACE_INSTANCE_TYPES: "REPLACE_INSTANCE_TYPES", +export const FleetAction = { + AutoScaling: "AUTO_SCALING", } as const; /** * @public */ -export type GameServerGroupAction = (typeof GameServerGroupAction)[keyof typeof GameServerGroupAction]; +export type FleetAction = (typeof FleetAction)[keyof typeof FleetAction]; /** *

- * This data type is used with the Amazon GameLift FleetIQ and game server groups. + * This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

Describes an Amazon GameLift fleet of game hosting resources. Attributes differ based on + * the fleet's compute type, as follows:

+ *
    + *
  • + *

    EC2 fleet attributes identify a Build resource (for fleets with + * customer game server builds) or a Script resource (for Realtime Servers fleets).

    + *
  • + *
  • + *

    Container fleets have ContainerGroupsAttributes, which identify + * the fleet's ContainerGroupDefinition resources.

    + *
  • + *
  • + *

    Amazon GameLift Anywhere fleets have an abbreviated set of attributes, because most fleet configurations + * are set directly on the fleet's computes. Attributes include fleet identifiers and descriptive + * properties, creation/termination time, and fleet status.

    + *
  • + *
+ *

+ * Returned by: + * DescribeFleetAttributes *

- *

Properties that describe a game - * server group resource. A game server group manages certain properties related to a - * corresponding Amazon EC2 Auto Scaling group.

- *

A game server group is created by a successful call to - * CreateGameServerGroup and deleted by calling - * DeleteGameServerGroup. Game server group activity can be temporarily - * suspended and resumed by calling SuspendGameServerGroup and - * ResumeGameServerGroup, respectively.

* @public */ -export interface GameServerGroup { +export interface FleetAttributes { /** - *

A developer-defined identifier for the game server group. The name is unique for each - * Region in each Amazon Web Services account.

+ *

A unique identifier for the fleet.

* @public */ - GameServerGroupName?: string; + FleetId?: string; /** - *

A generated unique ID for the game server group.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId + * value.

* @public */ - GameServerGroupArn?: string; + FleetArn?: string; /** - *

The Amazon Resource Name (ARN) for an IAM role that - * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

+ *

Indicates whether the fleet uses On-Demand or Spot instances. For more information, + * see On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

* @public */ - RoleArn?: string; + FleetType?: FleetType; /** - *

The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically - * scaling instances in the corresponding Auto Scaling group.

+ *

The Amazon EC2 instance type that the fleet uses. Instance type determines the computing + * resources of each instance in the fleet, including CPU, memory, storage, and networking + * capacity. See Amazon Elastic Compute Cloud Instance + * Types for detailed descriptions. This attribute is used with + * fleets where ComputeType is "EC2" or "Container".

* @public */ - InstanceDefinitions?: InstanceDefinition[]; + InstanceType?: EC2InstanceType; /** - *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the - * game server group. Method options include the following:

- *
    - *
  • - *

    - * SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot - * Instances are unavailable or not viable for game hosting, the game server group - * provides no hosting capacity until Spot Instances can again be used. Until then, - * no new instances are started, and the existing nonviable Spot Instances are - * terminated (after current gameplay ends) and are not replaced.

    - *
  • - *
  • - *

    - * SPOT_PREFERRED - (default value) Spot Instances are used whenever available in - * the game server group. If Spot Instances are unavailable, the game server group - * continues to provide hosting capacity by falling back to On-Demand Instances. - * Existing nonviable Spot Instances are terminated (after current gameplay ends) - * and are replaced with new On-Demand Instances.

    - *
  • - *
  • - *

    - * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game - * server group. No Spot Instances are used, even when available, while this - * balancing strategy is in force.

    - *
  • - *
+ *

A human-readable description of the fleet.

* @public */ - BalancingStrategy?: BalancingStrategy; + Description?: string; /** - *

A flag that indicates whether instances in the game server group are protected - * from early termination. Unprotected instances that have active game servers running might - * be terminated during a scale-down event, causing players to be dropped from the game. - * Protected instances cannot be terminated while there are active game servers running except - * in the event of a forced game server group deletion (see ). An exception to this is with Spot - * Instances, which can be terminated by Amazon Web Services regardless of protection status.

+ *

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

* @public */ - GameServerProtectionPolicy?: GameServerProtectionPolicy; + Name?: string; /** - *

A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this - * game server group.

+ *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - AutoScalingGroupArn?: string; + CreationTime?: Date; /** - *

The current status of the game server group. Possible statuses include:

+ *

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ * @public + */ + TerminationTime?: Date; + + /** + *

Current status of the fleet. Possible fleet statuses include the following:

*
    *
  • - *

    - * NEW - Amazon GameLift FleetIQ has validated the CreateGameServerGroup() - * request.

    + *

    NEW -- A new fleet has been defined and desired + * instances is set to 1.

    *
  • *
  • - *

    - * ACTIVATING - Amazon GameLift FleetIQ is setting up a game server group, which - * includes creating an Auto Scaling group in your Amazon Web Services account.

    + *

    DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- + * Amazon GameLift is setting up the new fleet, creating new instances with the game build + * or Realtime script and starting server processes.

    *
  • *
  • - *

    - * ACTIVE - The game server group has been successfully created. - *

    + *

    ACTIVE -- Hosts can now accept game sessions.

    *
  • *
  • - *

    - * DELETE_SCHEDULED - A request to delete the game server group has - * been received.

    + *

    ERROR -- An error occurred when downloading, + * validating, building, or activating the fleet.

    *
  • *
  • - *

    - * DELETING - Amazon GameLift FleetIQ has received a valid - * DeleteGameServerGroup() request and is processing it. Amazon GameLift FleetIQ - * must first complete and release hosts before it deletes the Auto Scaling group - * and the game server group.

    + *

    DELETING -- Hosts are responding to a delete fleet request.

    *
  • *
  • - *

    - * DELETED - The game server group has been successfully deleted. - *

    - *
  • - *
  • - *

    - * ERROR - The asynchronous processes of activating or deleting a - * game server group has failed, resulting in an error state.

    + *

    TERMINATED -- The fleet no longer exists.

    *
  • *
* @public */ - Status?: GameServerGroupStatus; + Status?: FleetStatus; /** - *

Additional information about the current game server group status. This information - * might provide additional insight on groups that are in ERROR status.

+ *

A unique identifier for the build resource that is deployed on instances in this fleet. This attribute is used with + * fleets where ComputeType is "EC2".

* @public */ - StatusReason?: string; + BuildId?: string; /** - *

A list of activities that are currently suspended for this game server group. If this - * property is empty, all activities are occurring.

+ *

The Amazon Resource Name (ARN) associated with the Amazon GameLift build resource that is deployed on instances in + * this fleet. In a GameLift build ARN, the resource ID matches the BuildId + * value. This attribute is used with fleets where ComputeType is "EC2".

* @public */ - SuspendedActions?: GameServerGroupAction[]; + BuildArn?: string; /** - *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

A unique identifier for the Realtime script resource that is deployed on instances in this fleet. + * This attribute is used with fleets where ComputeType is "EC2".

* @public */ - CreationTime?: Date; + ScriptId?: string; /** - *

A timestamp that indicates when this game server group was last updated.

+ *

The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances + * in this fleet. In a GameLift script ARN, the resource ID matches the + * ScriptId value.

* @public */ - LastUpdatedTime?: Date; -} + ScriptArn?: string; -/** - * @public - */ -export interface CreateGameServerGroupOutput { /** - *

The newly created game server group object, including the new ARN value for the Amazon GameLift FleetIQ - * game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially - * null, since the group has not yet been created. This value is added once the game server - * group status reaches ACTIVE.

+ *

+ * This parameter is no longer used. Server launch paths + * are now defined using the fleet's + * RuntimeConfiguration + * . Requests that use this parameter continue to be valid.

* @public */ - GameServerGroup?: GameServerGroup; -} + ServerLaunchPath?: string; -/** - *

This key-value pair can store custom data about a game session. - * For example, you might use a GameProperty to track a game session's map, level of difficulty, or remaining time. - * The difficulty level could be specified like this: \{"Key": "difficulty", "Value":"Novice"\}. - *

- *

- * You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can't delete game properties from a game session. - *

- *

For examples of working with game properties, see Create a game session with properties. - *

- * @public - */ -export interface GameProperty { /** - *

The game property identifier.

+ *

+ * This parameter is no longer used. Server launch + * parameters are now defined using the fleet's runtime configuration + * . Requests that use this parameter continue to be valid.

* @public */ - Key: string | undefined; + ServerLaunchParameters?: string; /** - *

The game property value.

+ *

+ * This parameter is no longer used. Game session log + * paths are now defined using the Amazon GameLift server API ProcessReady() + * logParameters. See more information in the Server API Reference.

* @public */ - Value: string | undefined; -} + LogPaths?: string[]; -/** - * @public - */ -export interface CreateGameSessionInput { /** - *

A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each - * request must reference either a fleet ID or alias ID, but not both.

+ *

The type of game session protection to set on all new instances that are started in + * the fleet. This attribute is used with + * fleets where ComputeType is "EC2" or "Container".

+ *
    + *
  • + *

    + * 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.

    + *
  • + *
* @public */ - FleetId?: string; + NewGameSessionProtectionPolicy?: ProtectionPolicy; /** - *

A unique identifier for the alias associated with the fleet to create a game session in. You can use either the - * alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but - * not both.

+ *

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. + * This attribute is used with + * fleets where ComputeType is "EC2" or "Container".

* @public */ - AliasId?: string; + OperatingSystem?: OperatingSystem; /** - *

The maximum number of players that can be connected simultaneously to the game session.

+ *

A policy that puts limits on the number of game sessions that a player can create + * within a specified span of time. With this policy, you can control players' ability to + * consume available resources.

+ *

The policy is evaluated when a player tries to create a new game session. On receiving + * a CreateGameSession request, Amazon GameLift checks that the player (identified by + * CreatorId) has created fewer than game session limit in the specified + * time period.

* @public */ - MaximumPlayerSessionCount: number | undefined; + ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy; /** - *

A descriptive label that is associated with a game session. Session names do not need to be unique.

+ *

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. This attribute is used with + * fleets where ComputeType is "EC2" or "Container".

* @public */ - Name?: string; + MetricGroups?: string[]; /** - *

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. - *

+ *

A list of fleet activity that has been suspended using StopFleetActions. + * This includes fleet auto-scaling. This attribute is used with + * fleets where ComputeType is "EC2" or "Container".

* @public */ - GameProperties?: GameProperty[]; + StoppedActions?: FleetAction[]; /** - *

A unique identifier for a player or entity creating the game session.

- *

If you add a resource creation limit policy to a fleet, the - * CreateGameSession operation requires a CreatorId. Amazon GameLift - * limits the number of game session creation requests with the same CreatorId - * in a specified time period.

- *

If you your fleet doesn't have a resource creation limit policy and you provide a - * CreatorId in your CreateGameSession requests, Amazon GameLift - * limits requests to one request per CreatorId per second.

- *

To not limit CreateGameSession requests with the same - * CreatorId, don't provide a CreatorId in your - * CreateGameSession request.

+ *

A unique identifier for an IAM role with access permissions to other Amazon Web Services services. + * Any application that runs on an instance in the fleet--including install scripts, server processes, and other + * processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to. + * For more information about using the role with your game server builds, see + * + * Communicate with other Amazon Web Services resources from your fleets. This attribute is used with + * fleets where ComputeType is "EC2" or "Container".

* @public */ - CreatorId?: string; + InstanceRoleArn?: string; /** - *

- * 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.

+ *

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. + * All instances in a fleet share the same certificate.

* @public */ - GameSessionId?: string; + CertificateConfiguration?: CertificateConfiguration; /** - *

Custom string that uniquely identifies the new game session request. This is useful - * for ensuring that game session requests with the same idempotency token are processed - * only once. Subsequent requests with the same string return the original - * GameSession object, with an updated status. Maximum token length is 48 - * characters. If provided, this string is included in the new game session's ID. - * A game session ARN has the following format: - * arn:aws:gamelift:::gamesession//. Idempotency tokens remain in use for 30 days after a game session has ended; - * game session objects are retained for this time period and then deleted.

+ *

The type of compute resource used to host your game servers. You can use your own + * compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances with managed + * Amazon GameLift.

* @public */ - IdempotencyToken?: string; + ComputeType?: ComputeType; /** - *

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 property is used with the Amazon GameLift containers feature, which is currently in public preview. A set of attributes that describe the container groups that are deployed on the fleet. + * These attributes are included for fleets with compute type CONTAINER only. + * This attribute is used with fleets where ComputeType is "Container".

* @public */ - GameSessionData?: string; + AnywhereConfiguration?: AnywhereConfiguration; /** - *

A fleet's remote location to place the new game session in. If this parameter is not - * set, the new game session is placed in the fleet's home Region. Specify a remote - * location with an Amazon Web Services Region code such as us-west-2. When using an - * Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's - * custom location.

+ *

Indicates that fleet instances maintain a shared credentials file for the IAM role + * defined in InstanceRoleArn. Shared credentials allow applications that are + * deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used + * only when the game server is integrated with the + * server SDK version 5.x. For more information about using shared credentials, see Communicate + * with other Amazon Web Services resources from your fleets. + * This attribute is used with + * fleets where ComputeType is "EC2" or "Container".

* @public */ - Location?: string; -} + InstanceRoleCredentialsProvider?: InstanceRoleCredentialsProvider; -/** - * @public - * @enum - */ -export const PlayerSessionCreationPolicy = { - ACCEPT_ALL: "ACCEPT_ALL", - DENY_ALL: "DENY_ALL", -} as const; + /** + *

A set of properties that describe the container groups that are deployed to the fleet. + * These attributes are included for fleets with compute type + * CONTAINER.

+ * @public + */ + ContainerGroupsAttributes?: ContainerGroupsAttributes; +} /** + *

A fleet location and its life-cycle state. A location state object might be used to + * describe a fleet's remote location or home Region. Life-cycle state tracks the progress + * of launching the first instance in a new location and preparing it for game hosting, and + * then removing all instances and deleting the location from the fleet.

+ *
    + *
  • + *

    + * NEW -- A new fleet location has been defined and desired + * instances is set to 1.

    + *
  • + *
  • + *

    + * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- + * Amazon GameLift is setting up the new fleet location, creating new instances with the game build + * or Realtime script and starting server processes.

    + *
  • + *
  • + *

    + * ACTIVE -- Hosts can now accept game + * sessions.

    + *
  • + *
  • + *

    + * ERROR -- An error occurred when downloading, + * validating, building, or activating the fleet location.

    + *
  • + *
  • + *

    + * DELETING -- Hosts are responding to a delete + * fleet location request.

    + *
  • + *
  • + *

    + * TERMINATED -- The fleet location no longer + * exists.

    + *
  • + *
  • + *

    + * NOT_FOUND -- The fleet location was not found. This could be because the custom location was removed or not created. + *

    + *
  • + *
* @public */ -export type PlayerSessionCreationPolicy = - (typeof PlayerSessionCreationPolicy)[keyof typeof PlayerSessionCreationPolicy]; +export interface LocationState { + /** + *

The fleet location, expressed as an Amazon Web Services Region code such as us-west-2. + *

+ * @public + */ + Location?: string; -/** - * @public - * @enum - */ -export const GameSessionStatus = { - ACTIVATING: "ACTIVATING", - ACTIVE: "ACTIVE", - ERROR: "ERROR", - TERMINATED: "TERMINATED", - TERMINATING: "TERMINATING", -} as const; + /** + *

The life-cycle status of a fleet location.

+ * @public + */ + Status?: FleetStatus; +} /** * @public */ -export type GameSessionStatus = (typeof GameSessionStatus)[keyof typeof GameSessionStatus]; - -/** - * @public - * @enum - */ -export const GameSessionStatusReason = { - INTERRUPTED: "INTERRUPTED", -} as const; - -/** - * @public - */ -export type GameSessionStatusReason = (typeof GameSessionStatusReason)[keyof typeof GameSessionStatusReason]; - -/** - *

Properties describing a game session.

- *

A game session in ACTIVE status can host players. When a game session ends, its status - * is set to TERMINATED.

- *

Amazon GameLift retains a game session resource for 30 days after the game session ends. You - * can reuse idempotency token values after this time. Game session logs are retained for - * 14 days.

- *

- * All APIs by task - *

- * @public - */ -export interface GameSession { - /** - *

A unique identifier for the game session. A game session ARN has the following format: - * arn:aws:gamelift:::gamesession//.

- * @public - */ - GameSessionId?: string; - - /** - *

A descriptive label that is associated with a game session. Session names do not need to be unique.

- * @public - */ - Name?: string; - - /** - *

A unique identifier for the fleet that the game session is running on.

- * @public - */ - FleetId?: string; - - /** - *

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

- * @public - */ - FleetArn?: string; - - /** - *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

- * @public - */ - CreationTime?: Date; - - /** - *

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

- * @public - */ - TerminationTime?: Date; - - /** - *

Number of players currently in the game session.

- * @public - */ - CurrentPlayerSessionCount?: number; - - /** - *

The maximum number of players that can be connected simultaneously to the game session.

- * @public - */ - MaximumPlayerSessionCount?: number; - - /** - *

Current status of the game session. A game session must have an ACTIVE - * status to have player sessions.

- * @public - */ - Status?: GameSessionStatus; - - /** - *

Provides additional information about game session status. INTERRUPTED - * indicates that the game session was hosted on a spot instance that was reclaimed, - * causing the active game session to be terminated.

- * @public - */ - StatusReason?: GameSessionStatusReason; - - /** - *

A set of key-value pairs that can store custom data in a game session. - * For example: \{"Key": "difficulty", "Value": "novice"\}.

- * @public - */ - GameProperties?: GameProperty[]; - - /** - *

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

- * @public - */ - IpAddress?: string; - +export interface CreateFleetOutput { /** - *

The DNS identifier assigned to the instance that is running the game session. Values have - * the following format:

- *
    - *
  • - *

    TLS-enabled fleets: ..amazongamelift.com.

    - *
  • - *
  • - *

    Non-TLS-enabled fleets: ec2-.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.

+ *

The properties for the new fleet, including the current status. All fleets are placed + * in NEW status on creation.

* @public */ - DnsName?: string; + FleetAttributes?: FleetAttributes; /** - *

The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

+ *

The fleet's locations and life-cycle status of each location. For new fleets, the + * status of all locations is set to NEW. During fleet creation, Amazon GameLift + * updates each location status as instances are deployed there and prepared for game + * hosting. This list includes an entry for the fleet's home Region. For fleets with no + * remote locations, only one entry, representing the home Region, is returned.

* @public */ - Port?: number; + LocationStates?: LocationState[]; +} +/** + *

The operation failed because Amazon GameLift has not yet finished validating this compute. We + * recommend attempting 8 to 10 retries over 3 to 5 minutes with exponential + * backoffs and jitter.

+ * @public + */ +export class NotReadyException extends __BaseException { + readonly name: "NotReadyException" = "NotReadyException"; + readonly $fault: "client" = "client"; + Message?: string; /** - *

Indicates whether or not the game session is accepting new players.

- * @public + * @internal */ - PlayerSessionCreationPolicy?: PlayerSessionCreationPolicy; + constructor(opts: __ExceptionOptionType) { + super({ + name: "NotReadyException", + $fault: "client", + ...opts, + }); + Object.setPrototypeOf(this, NotReadyException.prototype); + this.Message = opts.Message; + } +} +/** + * @public + */ +export interface CreateFleetLocationsInput { /** - *

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), - * that limits the number of game sessions a player can create.

+ *

A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.

* @public */ - CreatorId?: string; + FleetId: string | undefined; /** - *

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).

+ *

A list of locations to deploy additional instances to and manage as part of the fleet. + * You can add any Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an + * Amazon Web Services Region code such as us-west-2.

* @public */ - GameSessionData?: string; + Locations: LocationConfiguration[] | undefined; +} +/** + * @public + */ +export interface CreateFleetLocationsOutput { /** - *

Information about the matchmaking process that resulted in the game session, if - * matchmaking was used. Data is in JSON syntax, formatted as a string. Information - * includes the matchmaker ID as well as player attributes and team assignments. For more - * details on matchmaker data, see Match - * Data. Matchmaker data is updated whenever new players are added during a - * successful backfill (see StartMatchBackfill).

+ *

A unique identifier for the fleet that was updated with new locations.

* @public */ - MatchmakerData?: string; + FleetId?: string; /** - *

The fleet location where the game session is running. This value might specify the - * fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code - * such as us-west-2.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

* @public */ - Location?: string; -} + FleetArn?: string; -/** - * @public - */ -export interface CreateGameSessionOutput { /** - *

Object that describes the newly created game session record.

+ *

The remote locations that are being added to the fleet, and the life-cycle status of + * each location. For new locations, the status is set to NEW. During location + * creation, Amazon GameLift updates each location's status as instances are deployed there and + * prepared for game hosting. This list does not include the fleet home Region or any + * remote locations that were already added to the fleet.

* @public */ - GameSession?: GameSession; + LocationStates?: LocationState[]; } /** - *

The specified fleet has no available instances to fulfill a - * CreateGameSession request. Clients can retry such requests immediately - * or after a waiting period.

+ *

The requested operation would cause a conflict with the current state of a resource + * associated with the request and/or the fleet. Resolve the conflict before + * retrying.

* @public */ -export class FleetCapacityExceededException extends __BaseException { - readonly name: "FleetCapacityExceededException" = "FleetCapacityExceededException"; +export class InvalidFleetStatusException extends __BaseException { + readonly name: "InvalidFleetStatusException" = "InvalidFleetStatusException"; readonly $fault: "client" = "client"; Message?: string; /** * @internal */ - constructor(opts: __ExceptionOptionType) { + constructor(opts: __ExceptionOptionType) { super({ - name: "FleetCapacityExceededException", + name: "InvalidFleetStatusException", $fault: "client", ...opts, }); - Object.setPrototypeOf(this, FleetCapacityExceededException.prototype); + Object.setPrototypeOf(this, InvalidFleetStatusException.prototype); this.Message = opts.Message; } } /** - *

A game session with this custom ID string already exists in this fleet. Resolve this - * conflict before retrying this request.

+ *

+ * This data type is used with the Amazon GameLift FleetIQ and game server groups. + *

+ *

Settings for a + * target-based scaling policy as part of a GameServerGroupAutoScalingPolicy . These settings are used to create a + * target-based policy that tracks the Amazon GameLift FleetIQ metric + * "PercentUtilizedGameServers" and specifies a target value for the + * metric. As player usage changes, the policy triggers to adjust the game server group + * capacity so that the metric returns to the target value.

* @public */ -export class IdempotentParameterMismatchException extends __BaseException { - readonly name: "IdempotentParameterMismatchException" = "IdempotentParameterMismatchException"; - readonly $fault: "client" = "client"; - Message?: string; +export interface TargetTrackingConfiguration { /** - * @internal + *

Desired value to use with a game server group target-based scaling policy.

+ * @public */ - constructor(opts: __ExceptionOptionType) { - super({ - name: "IdempotentParameterMismatchException", - $fault: "client", - ...opts, - }); - Object.setPrototypeOf(this, IdempotentParameterMismatchException.prototype); - this.Message = opts.Message; - } + TargetValue: number | undefined; } /** - *

The service is unable to resolve the routing for a particular alias because it has a - * terminal RoutingStrategy associated with it. The message returned in this - * exception is the message defined in the routing strategy itself. Such requests should - * only be retried if the routing strategy for the specified alias is modified.

+ *

+ * This data type is used with the Amazon GameLift FleetIQ and game server groups. + *

+ *

Configuration + * settings for intelligent automatic scaling that uses target tracking. These settings are + * used to add an Auto Scaling policy when creating the corresponding Auto Scaling group. + * After the Auto Scaling group is created, all updates to Auto Scaling policies, including + * changing this policy and adding or removing other policies, is done directly on the Auto + * Scaling group.

* @public */ -export class TerminalRoutingStrategyException extends __BaseException { - readonly name: "TerminalRoutingStrategyException" = "TerminalRoutingStrategyException"; - readonly $fault: "client" = "client"; - Message?: string; +export interface GameServerGroupAutoScalingPolicy { /** - * @internal + *

Length of time, in seconds, it takes for a new instance to start new game server + * processes and register with Amazon GameLift FleetIQ. Specifying a warm-up time can be useful, particularly + * with game servers that take a long time to start up, because it avoids prematurely + * starting new instances.

+ * @public */ - constructor(opts: __ExceptionOptionType) { - super({ - name: "TerminalRoutingStrategyException", - $fault: "client", - ...opts, - }); - Object.setPrototypeOf(this, TerminalRoutingStrategyException.prototype); - this.Message = opts.Message; - } -} + EstimatedInstanceWarmup?: number; -/** - *

A fleet or alias designated in a game session queue. Queues fulfill requests for new - * game sessions by placing a new game session on any of the queue's destinations.

- * @public - */ -export interface GameSessionQueueDestination { /** - *

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.

+ *

Settings for a target-based scaling policy applied to Auto Scaling group. These + * settings are used to create a target-based policy that tracks the Amazon GameLift FleetIQ metric + * "PercentUtilizedGameServers" and specifies a target value for the + * metric. As player usage changes, the policy triggers to adjust the game server group + * capacity so that the metric returns to the target value.

* @public */ - DestinationArn?: string; + TargetTrackingConfiguration: TargetTrackingConfiguration | undefined; } /** - *

A list of fleet locations where a game session queue can place new game sessions. You - * can use a filter to temporarily turn off placements for specific locations. For queues - * that have multi-location fleets, you can use a filter configuration allow placement with - * some, but not all of these locations.

* @public + * @enum */ -export interface FilterConfiguration { - /** - *

A list of locations to allow game session placement in, in the form of Amazon Web Services Region - * codes such as us-west-2.

- * @public - */ - AllowedLocations?: string[]; -} +export const GameServerProtectionPolicy = { + FULL_PROTECTION: "FULL_PROTECTION", + NO_PROTECTION: "NO_PROTECTION", +} as const; /** - *

Sets a latency cap for individual players when placing a game session. With a latency - * policy in force, a game session cannot be placed in a fleet location where a player - * reports latency higher than the cap. Latency policies are used only with placement - * request that provide player latency information. Player latency policies can be stacked - * to gradually relax latency requirements over time.

* @public */ -export interface PlayerLatencyPolicy { - /** - *

The maximum latency value that is allowed for any player, in milliseconds. All - * policies must have a value set for this property.

- * @public - */ - MaximumIndividualPlayerLatencyMilliseconds?: number; - - /** - *

The length of time, in seconds, that the policy is enforced while placing a new game - * session. A null value for this property means that the policy is enforced until the - * queue times out.

- * @public - */ - PolicyDurationSeconds?: number; -} +export type GameServerProtectionPolicy = (typeof GameServerProtectionPolicy)[keyof typeof GameServerProtectionPolicy]; /** * @public * @enum */ -export const PriorityType = { - COST: "COST", - DESTINATION: "DESTINATION", - LATENCY: "LATENCY", - LOCATION: "LOCATION", +export const GameServerGroupInstanceType = { + c4_2xlarge: "c4.2xlarge", + c4_4xlarge: "c4.4xlarge", + c4_8xlarge: "c4.8xlarge", + c4_large: "c4.large", + c4_xlarge: "c4.xlarge", + c5_12xlarge: "c5.12xlarge", + c5_18xlarge: "c5.18xlarge", + c5_24xlarge: "c5.24xlarge", + c5_2xlarge: "c5.2xlarge", + c5_4xlarge: "c5.4xlarge", + c5_9xlarge: "c5.9xlarge", + c5_large: "c5.large", + c5_xlarge: "c5.xlarge", + c5a_12xlarge: "c5a.12xlarge", + c5a_16xlarge: "c5a.16xlarge", + c5a_24xlarge: "c5a.24xlarge", + c5a_2xlarge: "c5a.2xlarge", + c5a_4xlarge: "c5a.4xlarge", + c5a_8xlarge: "c5a.8xlarge", + c5a_large: "c5a.large", + c5a_xlarge: "c5a.xlarge", + c6g_12xlarge: "c6g.12xlarge", + c6g_16xlarge: "c6g.16xlarge", + c6g_2xlarge: "c6g.2xlarge", + c6g_4xlarge: "c6g.4xlarge", + c6g_8xlarge: "c6g.8xlarge", + c6g_large: "c6g.large", + c6g_medium: "c6g.medium", + c6g_xlarge: "c6g.xlarge", + m4_10xlarge: "m4.10xlarge", + m4_2xlarge: "m4.2xlarge", + m4_4xlarge: "m4.4xlarge", + m4_large: "m4.large", + m4_xlarge: "m4.xlarge", + m5_12xlarge: "m5.12xlarge", + m5_16xlarge: "m5.16xlarge", + m5_24xlarge: "m5.24xlarge", + m5_2xlarge: "m5.2xlarge", + m5_4xlarge: "m5.4xlarge", + m5_8xlarge: "m5.8xlarge", + m5_large: "m5.large", + m5_xlarge: "m5.xlarge", + m5a_12xlarge: "m5a.12xlarge", + m5a_16xlarge: "m5a.16xlarge", + m5a_24xlarge: "m5a.24xlarge", + m5a_2xlarge: "m5a.2xlarge", + m5a_4xlarge: "m5a.4xlarge", + m5a_8xlarge: "m5a.8xlarge", + m5a_large: "m5a.large", + m5a_xlarge: "m5a.xlarge", + m6g_12xlarge: "m6g.12xlarge", + m6g_16xlarge: "m6g.16xlarge", + m6g_2xlarge: "m6g.2xlarge", + m6g_4xlarge: "m6g.4xlarge", + m6g_8xlarge: "m6g.8xlarge", + m6g_large: "m6g.large", + m6g_medium: "m6g.medium", + m6g_xlarge: "m6g.xlarge", + r4_16xlarge: "r4.16xlarge", + r4_2xlarge: "r4.2xlarge", + r4_4xlarge: "r4.4xlarge", + r4_8xlarge: "r4.8xlarge", + r4_large: "r4.large", + r4_xlarge: "r4.xlarge", + r5_12xlarge: "r5.12xlarge", + r5_16xlarge: "r5.16xlarge", + r5_24xlarge: "r5.24xlarge", + r5_2xlarge: "r5.2xlarge", + r5_4xlarge: "r5.4xlarge", + r5_8xlarge: "r5.8xlarge", + r5_large: "r5.large", + r5_xlarge: "r5.xlarge", + r5a_12xlarge: "r5a.12xlarge", + r5a_16xlarge: "r5a.16xlarge", + r5a_24xlarge: "r5a.24xlarge", + r5a_2xlarge: "r5a.2xlarge", + r5a_4xlarge: "r5a.4xlarge", + r5a_8xlarge: "r5a.8xlarge", + r5a_large: "r5a.large", + r5a_xlarge: "r5a.xlarge", + r6g_12xlarge: "r6g.12xlarge", + r6g_16xlarge: "r6g.16xlarge", + r6g_2xlarge: "r6g.2xlarge", + r6g_4xlarge: "r6g.4xlarge", + r6g_8xlarge: "r6g.8xlarge", + r6g_large: "r6g.large", + r6g_medium: "r6g.medium", + r6g_xlarge: "r6g.xlarge", } as const; /** * @public */ -export type PriorityType = (typeof PriorityType)[keyof typeof PriorityType]; +export type GameServerGroupInstanceType = + (typeof GameServerGroupInstanceType)[keyof typeof GameServerGroupInstanceType]; /** - *

Custom prioritization settings for use by a game session queue when placing new game - * sessions with available game servers. When defined, this configuration replaces the - * default FleetIQ prioritization process, which is as follows:

- *
    - *
  • - *

    If player latency data is included in a game session request, destinations and - * locations are prioritized first based on lowest average latency (1), then on - * lowest hosting cost (2), then on destination list order (3), and finally on - * location (alphabetical) (4). This approach ensures that the queue's top priority - * is to place game sessions where average player latency is lowest, and--if - * latency is the same--where the hosting cost is less, etc.

    - *
  • - *
  • - *

    If player latency data is not included, destinations and locations are - * prioritized first on destination list order (1), and then on location - * (alphabetical) (2). This approach ensures that the queue's top priority is to - * place game sessions on the first destination fleet listed. If that fleet has - * multiple locations, the game session is placed on the first location (when - * listed alphabetically).

    - *
  • - *
- *

Changing the priority order will affect how game sessions are placed.

+ *

+ * This data type is used with the Amazon GameLift FleetIQ and game server groups. + *

+ *

An allowed instance type for a + * game server group. All game server groups must have at least two instance types defined + * for it. Amazon GameLift FleetIQ periodically evaluates each defined instance type for viability. It then + * updates the Auto Scaling group with the list of viable instance types.

* @public */ -export interface PriorityConfiguration { +export interface InstanceDefinition { /** - *

The recommended sequence to use when prioritizing where to place new game sessions. - * Each type can only be listed once.

- *
    - *
  • - *

    - * LATENCY -- FleetIQ prioritizes locations where the average player - * latency (provided in each game session request) is lowest.

    - *
  • - *
  • - *

    - * COST -- FleetIQ prioritizes destinations with the lowest current - * hosting costs. Cost is evaluated based on the location, instance type, and fleet - * type (Spot or On-Demand) for each destination in the queue.

    - *
  • - *
  • - *

    - * DESTINATION -- FleetIQ prioritizes based on the order that - * destinations are listed in the queue configuration.

    - *
  • - *
  • - *

    - * LOCATION -- FleetIQ prioritizes based on the provided order of - * locations, as defined in LocationOrder.

    - *
  • - *
+ *

An Amazon EC2 instance type designation.

* @public */ - PriorityOrder?: PriorityType[]; + InstanceType: GameServerGroupInstanceType | undefined; /** - *

The prioritization order to use for fleet locations, when the - * PriorityOrder property includes LOCATION. Locations are - * identified by Amazon Web Services Region codes such as us-west-2. Each location can only - * be listed once.

+ *

Instance weighting that indicates how much this instance type contributes to the total + * capacity of a game server group. Instance weights are used by Amazon GameLift FleetIQ to calculate the + * instance type's cost per unit hour and better identify the most cost-effective options. + * For detailed information on weighting instance capacity, see Instance + * Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. + * Default value is "1".

* @public */ - LocationOrder?: string[]; + WeightedCapacity?: string; } /** + *

+ * This data type is used with the Amazon GameLift FleetIQ and game server groups. + *

+ *

An Amazon Elastic Compute Cloud launch + * template that contains configuration settings and game server code to be deployed to all + * instances in a game server group. The launch template is specified when creating a new + * game server group.

* @public */ -export interface CreateGameSessionQueueInput { +export interface LaunchTemplateSpecification { /** - *

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

+ *

A unique identifier for an existing Amazon EC2 launch template.

* @public */ - Name: string | undefined; + LaunchTemplateId?: string; /** - *

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.

+ *

A readable identifier for an existing Amazon EC2 launch template.

* @public */ - TimeoutInSeconds?: number; - - /** - *

A set of policies that act as a sliding cap on player latency. FleetIQ works to - * deliver low latency for most players in a game session. These policies ensure that no - * individual player can be placed into a game with unreasonably high latency. Use multiple - * policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their - * maximum allowed latency, starting with the lowest value.

- * @public - */ - PlayerLatencyPolicies?: PlayerLatencyPolicy[]; - - /** - *

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. - * Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

- * @public - */ - Destinations?: GameSessionQueueDestination[]; - - /** - *

A list of locations where a queue is allowed to place new game sessions. Locations - * are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is - * not set, game sessions can be placed in any queue location.

- * @public - */ - FilterConfiguration?: FilterConfiguration; - - /** - *

Custom settings to use when prioritizing destinations and locations for game session placements. This - * configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly - * named will be automatically applied at the end of the prioritization process.

- * @public - */ - PriorityConfiguration?: PriorityConfiguration; - - /** - *

Information to be added to all events that are related to this game session - * queue.

- * @public - */ - CustomEventData?: string; - - /** - *

An SNS topic ARN that is set up to receive game session placement notifications. See - * Setting up - * notifications for game session placement.

- * @public - */ - NotificationTarget?: string; + LaunchTemplateName?: string; /** - *

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.

+ *

The version of the Amazon EC2 launch template to use. If no version is specified, the + * default version will be used. With Amazon EC2, you can specify a default version for a launch + * template. If none is set, the default is the first version created.

* @public */ - Tags?: Tag[]; + Version?: string; } /** - *

Configuration for a game session placement mechanism that processes requests for new - * game sessions. A queue can be used on its own or as part of a matchmaking - * solution.

* @public */ -export interface GameSessionQueue { - /** - *

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

- * @public - */ - Name?: string; - +export interface CreateGameServerGroupInput { /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. In a Amazon GameLift game session queue ARN, the resource ID matches the - * Name value.

+ *

An identifier for the new game server group. This value is used to generate unique ARN + * identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift FleetIQ game server group. The name + * must be unique per Region per Amazon Web Services account.

* @public */ - GameSessionQueueArn?: string; + GameServerGroupName: string | undefined; /** - *

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.

+ *

The Amazon Resource Name (ARN) for an IAM role that + * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

* @public */ - TimeoutInSeconds?: number; + RoleArn: string | undefined; /** - *

A set of policies that act as a sliding cap on player latency. FleetIQ works to - * deliver low latency for most players in a game session. These policies ensure that no - * individual player can be placed into a game with unreasonably high latency. Use multiple - * policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their - * maximum allowed latency, starting with the lowest value.

+ *

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During + * automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not scale down the group below this + * minimum. In production, this value should be set to at least 1. After the Auto Scaling + * group is created, update this value directly in the Auto Scaling group using the Amazon Web Services + * console or APIs.

* @public */ - PlayerLatencyPolicies?: PlayerLatencyPolicy[]; + MinSize: number | undefined; /** - *

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. - * Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

+ *

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During + * automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up the group above this maximum. + * After the Auto Scaling group is created, update this value directly in the Auto Scaling + * group using the Amazon Web Services console or APIs.

* @public */ - Destinations?: GameSessionQueueDestination[]; + MaxSize: number | undefined; /** - *

A list of locations where a queue is allowed to place new game sessions. Locations - * are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is - * not set, game sessions can be placed in any queue location.

+ *

The Amazon EC2 launch template that contains configuration settings and game server code to + * be deployed to all instances in the game server group. You can specify the template + * using either the template name or ID. For help with creating a launch template, see + * Creating a Launch + * Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling + * User Guide. After the Auto Scaling group is created, update this value + * directly in the Auto Scaling group using the Amazon Web Services console or APIs.

+ * + *

If you specify network interfaces in your launch template, you must explicitly set + * the property AssociatePublicIpAddress to "true". If no network + * interface is specified in the launch template, Amazon GameLift FleetIQ uses your account's default + * VPC.

+ *
* @public */ - FilterConfiguration?: FilterConfiguration; + LaunchTemplate: LaunchTemplateSpecification | undefined; /** - *

Custom settings to use when prioritizing destinations and locations for game session placements. This - * configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly - * named will be automatically applied at the end of the prioritization process.

+ *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance + * definitions must specify at least two different instance types that are supported by + * Amazon GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the + * Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity + * weighting for each instance type. If no weight value is specified for an instance type, + * it is set to the default value "1". For more information about capacity weighting, see + * Instance Weighting for + * Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

* @public */ - PriorityConfiguration?: PriorityConfiguration; + InstanceDefinitions: InstanceDefinition[] | undefined; /** - *

Information that is added to all events that are related to this game session - * queue.

+ *

Configuration settings to define a scaling policy for the Auto Scaling group that is + * optimized for game hosting. The scaling policy uses the metric + * "PercentUtilizedGameServers" to maintain a buffer of idle game servers + * that can immediately accommodate new games and players. After the Auto Scaling group is + * created, update this value directly in the Auto Scaling group using the Amazon Web Services console or + * APIs.

* @public */ - CustomEventData?: string; + AutoScalingPolicy?: GameServerGroupAutoScalingPolicy; /** - *

An SNS topic ARN that is set up to receive game session placement notifications. See - * Setting up - * notifications for game session placement.

+ *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the + * game server group. Method options include the following:

+ *
    + *
  • + *

    + * SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot + * Instances are unavailable or not viable for game hosting, the game server group + * provides no hosting capacity until Spot Instances can again be used. Until then, + * no new instances are started, and the existing nonviable Spot Instances are + * terminated (after current gameplay ends) and are not replaced.

    + *
  • + *
  • + *

    + * SPOT_PREFERRED - (default value) Spot Instances are used whenever available in + * the game server group. If Spot Instances are unavailable, the game server group + * continues to provide hosting capacity by falling back to On-Demand Instances. + * Existing nonviable Spot Instances are terminated (after current gameplay ends) + * and are replaced with new On-Demand Instances.

    + *
  • + *
  • + *

    + * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game + * server group. No Spot Instances are used, even when available, while this + * balancing strategy is in force.

    + *
  • + *
* @public */ - NotificationTarget?: string; -} + BalancingStrategy?: BalancingStrategy; -/** - * @public - */ -export interface CreateGameSessionQueueOutput { /** - *

An object that describes the newly created game session queue.

+ *

A flag that indicates whether instances in the game server group are protected + * from early termination. Unprotected instances that have active game servers running might + * be terminated during a scale-down event, causing players to be dropped from the game. + * Protected instances cannot be terminated while there are active game servers running except + * in the event of a forced game server group deletion (see ). An exception to this is with Spot + * Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

* @public */ - GameSessionQueue?: GameSessionQueue; -} + GameServerProtectionPolicy?: GameServerProtectionPolicy; -/** - * @public - */ -export interface CreateLocationInput { /** - *

A descriptive name for the custom location.

+ *

A list of virtual private cloud (VPC) subnets to use with instances in the game server + * group. By default, all Amazon GameLift FleetIQ-supported Availability Zones are used. You can use this + * parameter to specify VPCs that you've set up. This property cannot be updated after the + * game server group is created, and the corresponding Auto Scaling group will always use + * the property value that is set with this request, even if the Auto Scaling group is + * updated directly.

* @public */ - LocationName: string | undefined; + VpcSubnets?: string[]; /** - *

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.

+ *

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.

* @public */ Tags?: Tag[]; } /** - *

Properties of a location

* @public + * @enum */ -export interface LocationModel { - /** - *

The location's name.

- * @public - */ - LocationName?: string; - - /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

- * @public - */ - LocationArn?: string; -} +export const GameServerGroupStatus = { + ACTIVATING: "ACTIVATING", + ACTIVE: "ACTIVE", + DELETED: "DELETED", + DELETE_SCHEDULED: "DELETE_SCHEDULED", + DELETING: "DELETING", + ERROR: "ERROR", + NEW: "NEW", +} as const; /** * @public */ -export interface CreateLocationOutput { - /** - *

The details of the custom location you created.

- * @public - */ - Location?: LocationModel; -} +export type GameServerGroupStatus = (typeof GameServerGroupStatus)[keyof typeof GameServerGroupStatus]; /** * @public * @enum */ -export const FlexMatchMode = { - STANDALONE: "STANDALONE", - WITH_QUEUE: "WITH_QUEUE", +export const GameServerGroupAction = { + REPLACE_INSTANCE_TYPES: "REPLACE_INSTANCE_TYPES", } as const; /** * @public */ -export type FlexMatchMode = (typeof FlexMatchMode)[keyof typeof FlexMatchMode]; +export type GameServerGroupAction = (typeof GameServerGroupAction)[keyof typeof GameServerGroupAction]; /** - * @public - */ -export interface CreateMatchmakingConfigurationInput { - /** - *

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking - * request or ticket.

- * @public - */ - Name: string | undefined; + *

+ * This data type is used with the Amazon GameLift FleetIQ and game server groups. + *

+ *

Properties that describe a game + * server group resource. A game server group manages certain properties related to a + * corresponding Amazon EC2 Auto Scaling group.

+ *

A game server group is created by a successful call to + * CreateGameServerGroup and deleted by calling + * DeleteGameServerGroup. Game server group activity can be temporarily + * suspended and resumed by calling SuspendGameServerGroup and + * ResumeGameServerGroup, respectively.

+ * @public + */ +export interface GameServerGroup { + /** + *

A developer-defined identifier for the game server group. The name is unique for each + * Region in each Amazon Web Services account.

+ * @public + */ + GameServerGroupName?: string; /** - *

A human-readable description of the matchmaking configuration.

+ *

A generated unique ID for the game server group.

* @public */ - Description?: string; + GameServerGroupArn?: string; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new - * Amazon GameLift-hosted game sessions for matches that are created with this matchmaking - * configuration. If FlexMatchMode is set to STANDALONE, do not - * set this parameter.

+ *

The Amazon Resource Name (ARN) for an IAM role that + * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

* @public */ - GameSessionQueueArns?: string[]; + RoleArn?: string; /** - *

The maximum duration, in seconds, that a matchmaking ticket can remain in process - * before timing out. Requests that fail due to timing out can be resubmitted as - * needed.

+ *

The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically + * scaling instances in the corresponding Auto Scaling group.

* @public */ - RequestTimeoutSeconds: number | undefined; + InstanceDefinitions?: InstanceDefinition[]; /** - *

The length of time (in seconds) to wait for players to accept a proposed match, if - * acceptance is required.

+ *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the + * game server group. Method options include the following:

+ *
    + *
  • + *

    + * SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot + * Instances are unavailable or not viable for game hosting, the game server group + * provides no hosting capacity until Spot Instances can again be used. Until then, + * no new instances are started, and the existing nonviable Spot Instances are + * terminated (after current gameplay ends) and are not replaced.

    + *
  • + *
  • + *

    + * SPOT_PREFERRED - (default value) Spot Instances are used whenever available in + * the game server group. If Spot Instances are unavailable, the game server group + * continues to provide hosting capacity by falling back to On-Demand Instances. + * Existing nonviable Spot Instances are terminated (after current gameplay ends) + * and are replaced with new On-Demand Instances.

    + *
  • + *
  • + *

    + * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game + * server group. No Spot Instances are used, even when available, while this + * balancing strategy is in force.

    + *
  • + *
* @public */ - AcceptanceTimeoutSeconds?: number; + BalancingStrategy?: BalancingStrategy; /** - *

A flag that determines whether a match that was created with this configuration must - * be accepted by the matched players. To require acceptance, set to TRUE. - * With this option enabled, matchmaking tickets use the status - * REQUIRES_ACCEPTANCE to indicate when a completed potential match is - * waiting for player acceptance.

+ *

A flag that indicates whether instances in the game server group are protected + * from early termination. Unprotected instances that have active game servers running might + * be terminated during a scale-down event, causing players to be dropped from the game. + * Protected instances cannot be terminated while there are active game servers running except + * in the event of a forced game server group deletion (see ). An exception to this is with Spot + * Instances, which can be terminated by Amazon Web Services regardless of protection status.

* @public */ - AcceptanceRequired: boolean | undefined; + GameServerProtectionPolicy?: GameServerProtectionPolicy; /** - *

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN - * value. A matchmaking configuration can only use rule sets that are defined in the same - * Region.

+ *

A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this + * game server group.

* @public */ - RuleSetName: string | undefined; + AutoScalingGroupArn?: string; /** - *

An SNS topic ARN that is set up to receive matchmaking notifications. See - * Setting up notifications for matchmaking for more information.

+ *

The current status of the game server group. Possible statuses include:

+ *
    + *
  • + *

    + * NEW - Amazon GameLift FleetIQ has validated the CreateGameServerGroup() + * request.

    + *
  • + *
  • + *

    + * ACTIVATING - Amazon GameLift FleetIQ is setting up a game server group, which + * includes creating an Auto Scaling group in your Amazon Web Services account.

    + *
  • + *
  • + *

    + * ACTIVE - The game server group has been successfully created. + *

    + *
  • + *
  • + *

    + * DELETE_SCHEDULED - A request to delete the game server group has + * been received.

    + *
  • + *
  • + *

    + * DELETING - Amazon GameLift FleetIQ has received a valid + * DeleteGameServerGroup() request and is processing it. Amazon GameLift FleetIQ + * must first complete and release hosts before it deletes the Auto Scaling group + * and the game server group.

    + *
  • + *
  • + *

    + * DELETED - The game server group has been successfully deleted. + *

    + *
  • + *
  • + *

    + * ERROR - The asynchronous processes of activating or deleting a + * game server group has failed, resulting in an error state.

    + *
  • + *
* @public */ - NotificationTarget?: string; + Status?: GameServerGroupStatus; /** - *

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies - * a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode is set to - * STANDALONE.

+ *

Additional information about the current game server group status. This information + * might provide additional insight on groups that are in ERROR status.

* @public */ - AdditionalPlayerCount?: number; + StatusReason?: string; /** - *

Information to be added to all events related to this matchmaking configuration. - *

+ *

A list of activities that are currently suspended for this game server group. If this + * property is empty, all activities are occurring.

* @public */ - CustomEventData?: string; + SuspendedActions?: GameServerGroupAction[]; /** - *

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.

+ *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - GameProperties?: GameProperty[]; + CreationTime?: Date; /** - *

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.

+ *

A timestamp that indicates when this game server group was last updated.

* @public */ - GameSessionData?: string; + LastUpdatedTime?: Date; +} +/** + * @public + */ +export interface CreateGameServerGroupOutput { /** - *

The method used to backfill game sessions that are created with this matchmaking - * configuration. Specify MANUAL when your game manages backfill requests - * manually or does not use the match backfill feature. Specify AUTOMATIC to - * have Amazon GameLift create a backfill request whenever a game session has one or more open - * slots. Learn more about manual and automatic backfill in Backfill Existing Games - * with FlexMatch. Automatic backfill is not available when - * FlexMatchMode is set to STANDALONE.

+ *

The newly created game server group object, including the new ARN value for the Amazon GameLift FleetIQ + * game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially + * null, since the group has not yet been created. This value is added once the game server + * group status reaches ACTIVE.

* @public */ - BackfillMode?: BackfillMode; + GameServerGroup?: GameServerGroup; +} +/** + *

This key-value pair can store custom data about a game session. + * For example, you might use a GameProperty to track a game session's map, level of difficulty, or remaining time. + * The difficulty level could be specified like this: \{"Key": "difficulty", "Value":"Novice"\}. + *

+ *

+ * You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can't delete game properties from a game session. + *

+ *

For examples of working with game properties, see Create a game session with properties. + *

+ * @public + */ +export interface GameProperty { /** - *

Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or - * as a standalone matchmaking solution.

- *
    - *
  • - *

    - * STANDALONE - FlexMatch forms matches and - * returns match information, including players and team assignments, in a MatchmakingSucceeded event.

    - *
  • - *
  • - *

    - * WITH_QUEUE - FlexMatch forms matches and uses - * the specified Amazon GameLift queue to start a game session for the match.

    - *
  • - *
+ *

The game property identifier.

* @public */ - FlexMatchMode?: FlexMatchMode; + Key: string | undefined; /** - *

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.

+ *

The game property value.

* @public */ - Tags?: Tag[]; + Value: string | undefined; } /** - *

Guidelines for use with FlexMatch to match players into games. All matchmaking requests - * must specify a matchmaking configuration.

* @public */ -export interface MatchmakingConfiguration { +export interface CreateGameSessionInput { /** - *

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking - * request or ticket.

+ *

A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each + * request must reference either a fleet ID or alias ID, but not both.

* @public */ - Name?: string; + FleetId?: string; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingconfiguration/. In a Amazon GameLift configuration ARN, the resource ID matches the - * Name value.

+ *

A unique identifier for the alias associated with the fleet to create a game session in. You can use either the + * alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but + * not both.

* @public */ - ConfigurationArn?: string; + AliasId?: string; /** - *

A descriptive label that is associated with matchmaking configuration.

+ *

The maximum number of players that can be connected simultaneously to the game session.

* @public */ - Description?: string; + MaximumPlayerSessionCount: number | undefined; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new - * Amazon GameLift-hosted game sessions for matches that are created with this matchmaking - * configuration. This property is not set when FlexMatchMode is set to - * STANDALONE.

+ *

A descriptive label that is associated with a game session. Session names do not need to be unique.

* @public */ - GameSessionQueueArns?: string[]; + Name?: string; /** - *

The maximum duration, in seconds, that a matchmaking ticket can remain in process - * before timing out. Requests that fail due to timing out can be resubmitted as - * needed.

+ *

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. + *

* @public */ - RequestTimeoutSeconds?: number; + GameProperties?: GameProperty[]; /** - *

The length of time (in seconds) to wait for players to accept a proposed match, if - * acceptance is required. If any player rejects the match or fails to accept before the - * timeout, the ticket continues to look for an acceptable match.

+ *

A unique identifier for a player or entity creating the game session.

+ *

If you add a resource creation limit policy to a fleet, the + * CreateGameSession operation requires a CreatorId. Amazon GameLift + * limits the number of game session creation requests with the same CreatorId + * in a specified time period.

+ *

If you your fleet doesn't have a resource creation limit policy and you provide a + * CreatorId in your CreateGameSession requests, Amazon GameLift + * limits requests to one request per CreatorId per second.

+ *

To not limit CreateGameSession requests with the same + * CreatorId, don't provide a CreatorId in your + * CreateGameSession request.

* @public */ - AcceptanceTimeoutSeconds?: number; + CreatorId?: string; /** - *

A flag that indicates whether a match that was created with this configuration must be - * accepted by the matched players. To require acceptance, set to TRUE. When this option is - * enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate - * when a completed potential match is waiting for player acceptance.

+ *

+ * 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.

* @public */ - AcceptanceRequired?: boolean; + GameSessionId?: string; /** - *

A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule - * sets that are defined in the same Region.

+ *

Custom string that uniquely identifies the new game session request. This is useful + * for ensuring that game session requests with the same idempotency token are processed + * only once. Subsequent requests with the same string return the original + * GameSession object, with an updated status. Maximum token length is 48 + * characters. If provided, this string is included in the new game session's ID. + * A game session ARN has the following format: + * arn:aws:gamelift:::gamesession//. Idempotency tokens remain in use for 30 days after a game session has ended; + * game session objects are retained for this time period and then deleted.

* @public */ - RuleSetName?: string; + IdempotencyToken?: string; /** - *

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this - * configuration uses.

+ *

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).

* @public */ - RuleSetArn?: string; + GameSessionData?: string; /** - *

An SNS topic ARN that is set up to receive matchmaking notifications.

+ *

A fleet's remote location to place the new game session in. If this parameter is not + * set, the new game session is placed in the fleet's home Region. Specify a remote + * location with an Amazon Web Services Region code such as us-west-2. When using an + * Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's + * custom location.

* @public */ - NotificationTarget?: string; + Location?: string; +} + +/** + * @public + * @enum + */ +export const PlayerSessionCreationPolicy = { + ACCEPT_ALL: "ACCEPT_ALL", + DENY_ALL: "DENY_ALL", +} as const; + +/** + * @public + */ +export type PlayerSessionCreationPolicy = + (typeof PlayerSessionCreationPolicy)[keyof typeof PlayerSessionCreationPolicy]; + +/** + * @public + * @enum + */ +export const GameSessionStatus = { + ACTIVATING: "ACTIVATING", + ACTIVE: "ACTIVE", + ERROR: "ERROR", + TERMINATED: "TERMINATED", + TERMINATING: "TERMINATING", +} as const; + +/** + * @public + */ +export type GameSessionStatus = (typeof GameSessionStatus)[keyof typeof GameSessionStatus]; + +/** + * @public + * @enum + */ +export const GameSessionStatusReason = { + INTERRUPTED: "INTERRUPTED", +} as const; + +/** + * @public + */ +export type GameSessionStatusReason = (typeof GameSessionStatusReason)[keyof typeof GameSessionStatusReason]; +/** + *

Properties describing a game session.

+ *

A game session in ACTIVE status can host players. When a game session ends, its status + * is set to TERMINATED.

+ *

Amazon GameLift retains a game session resource for 30 days after the game session ends. You + * can reuse idempotency token values after this time. Game session logs are retained for + * 14 days.

+ *

+ * All APIs by task + *

+ * @public + */ +export interface GameSession { /** - *

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies - * a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used when FlexMatchMode is set to - * STANDALONE.

+ *

A unique identifier for the game session. A game session ARN has the following format: + * arn:aws:gamelift:::gamesession//.

* @public */ - AdditionalPlayerCount?: number; + GameSessionId?: string; /** - *

Information to attach to all events related to the matchmaking configuration.

+ *

A descriptive label that is associated with a game session. Session names do not need to be unique.

* @public */ - CustomEventData?: string; + Name?: string; + + /** + *

A unique identifier for the fleet that the game session is running on.

+ * @public + */ + FleetId?: string; + + /** + *

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

+ * @public + */ + FleetArn?: string; /** *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

@@ -3880,1991 +4292,1991 @@ export interface MatchmakingConfiguration { CreationTime?: Date; /** - *

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.

+ *

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - GameProperties?: GameProperty[]; + TerminationTime?: Date; /** - *

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.

+ *

Number of players currently in the game session.

* @public */ - GameSessionData?: string; + CurrentPlayerSessionCount?: number; /** - *

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.

+ *

The maximum number of players that can be connected simultaneously to the game session.

* @public */ - BackfillMode?: BackfillMode; + MaximumPlayerSessionCount?: number; /** - *

Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or - * as a standalone matchmaking solution.

+ *

Current status of the game session. A game session must have an ACTIVE + * status to have player sessions.

+ * @public + */ + Status?: GameSessionStatus; + + /** + *

Provides additional information about game session status. INTERRUPTED + * indicates that the game session was hosted on a spot instance that was reclaimed, + * causing the active game session to be terminated.

+ * @public + */ + StatusReason?: GameSessionStatusReason; + + /** + *

A set of key-value pairs that can store custom data in a game session. + * For example: \{"Key": "difficulty", "Value": "novice"\}.

+ * @public + */ + GameProperties?: GameProperty[]; + + /** + *

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

+ * @public + */ + IpAddress?: string; + + /** + *

The DNS identifier assigned to the instance that is running the game session. Values have + * the following format:

*
    *
  • - *

    - * STANDALONE - FlexMatch forms matches and - * returns match information, including players and team assignments, in a MatchmakingSucceeded event.

    + *

    TLS-enabled fleets: ..amazongamelift.com.

    *
  • *
  • - *

    - * WITH_QUEUE - FlexMatch forms matches and uses - * the specified Amazon GameLift queue to start a game session for the match.

    + *

    Non-TLS-enabled fleets: ec2-.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.

* @public */ - FlexMatchMode?: FlexMatchMode; -} + DnsName?: string; -/** - * @public - */ -export interface CreateMatchmakingConfigurationOutput { /** - *

Object that describes the newly created matchmaking configuration.

+ *

The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

* @public */ - Configuration?: MatchmakingConfiguration; -} + Port?: number; -/** - * @public - */ -export interface CreateMatchmakingRuleSetInput { /** - *

A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name - * value. Note that the rule set name is different from the optional name - * field in the rule set body.

+ *

Indicates whether or not the game session is accepting new players.

* @public */ - Name: string | undefined; + PlayerSessionCreationPolicy?: PlayerSessionCreationPolicy; /** - *

A collection of matchmaking rules, formatted as a JSON string. Comments are not - * allowed in JSON, but most elements support a description field.

+ *

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), + * that limits the number of game sessions a player can create.

* @public */ - RuleSetBody: string | undefined; + CreatorId?: string; /** - *

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.

+ *

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).

* @public */ - Tags?: Tag[]; + GameSessionData?: string; + + /** + *

Information about the matchmaking process that resulted in the game session, if + * matchmaking was used. Data is in JSON syntax, formatted as a string. Information + * includes the matchmaker ID as well as player attributes and team assignments. For more + * details on matchmaker data, see Match + * Data. Matchmaker data is updated whenever new players are added during a + * successful backfill (see StartMatchBackfill).

+ * @public + */ + MatchmakerData?: string; + + /** + *

The fleet location where the game session is running. This value might specify the + * fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code + * such as us-west-2.

+ * @public + */ + Location?: string; } /** - *

Set of rule statements, used with FlexMatch, that determine how to build your player - * matches. Each rule set describes a type of group to be created and defines the - * parameters for acceptable player matches.

- *

A rule set may define the following elements for a match. For detailed information and - * examples showing how to construct a rule set, see Build a FlexMatch rule - * set.

- *
    - *
  • - *

    Teams -- Required. A rule set must define one or multiple teams for the match - * and set minimum and maximum team sizes. For example, a rule set might describe a - * 4x4 match that requires all eight slots to be filled.

    - *
  • - *
  • - *

    Player attributes -- Optional. These attributes specify a set of player - * characteristics to evaluate when looking for a match. Matchmaking requests that - * use a rule set with player attributes must provide the corresponding attribute - * values. For example, an attribute might specify a player's skill or - * level.

    - *
  • - *
  • - *

    Rules -- Optional. Rules define how to evaluate potential players for a match - * based on player attributes. A rule might specify minimum requirements for - * individual players, teams, or entire matches. For example, a rule might require - * each player to meet a certain skill level, each team to have at least one player - * in a certain role, or the match to have a minimum average skill level. or may - * describe an entire group--such as all teams must be evenly matched or have at - * least one player in a certain role.

    - *
  • - *
  • - *

    Expansions -- Optional. Expansions allow you to relax the rules after a period - * of time when no acceptable matches are found. This feature lets you balance - * getting players into games in a reasonable amount of time instead of making them - * wait indefinitely for the best possible match. For example, you might use an - * expansion to increase the maximum skill variance between players after 30 - * seconds.

    - *
  • - *
* @public */ -export interface MatchmakingRuleSet { +export interface CreateGameSessionOutput { /** - *

A unique identifier for the matchmaking rule set

+ *

Object that describes the newly created game session record.

* @public */ - RuleSetName?: string; + GameSession?: GameSession; +} +/** + *

The specified fleet has no available instances to fulfill a + * CreateGameSession request. Clients can retry such requests immediately + * or after a waiting period.

+ * @public + */ +export class FleetCapacityExceededException extends __BaseException { + readonly name: "FleetCapacityExceededException" = "FleetCapacityExceededException"; + readonly $fault: "client" = "client"; + Message?: string; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingruleset/. In a GameLift rule set ARN, the resource ID matches the - * RuleSetName value.

- * @public + * @internal */ - RuleSetArn?: string; + constructor(opts: __ExceptionOptionType) { + super({ + name: "FleetCapacityExceededException", + $fault: "client", + ...opts, + }); + Object.setPrototypeOf(this, FleetCapacityExceededException.prototype); + this.Message = opts.Message; + } +} +/** + *

A game session with this custom ID string already exists in this fleet. Resolve this + * conflict before retrying this request.

+ * @public + */ +export class IdempotentParameterMismatchException extends __BaseException { + readonly name: "IdempotentParameterMismatchException" = "IdempotentParameterMismatchException"; + readonly $fault: "client" = "client"; + Message?: string; /** - *

A collection of matchmaking rules, formatted as a JSON string. Comments are not - * allowed in JSON, but most elements support a description field.

- * @public + * @internal */ - RuleSetBody: string | undefined; + constructor(opts: __ExceptionOptionType) { + super({ + name: "IdempotentParameterMismatchException", + $fault: "client", + ...opts, + }); + Object.setPrototypeOf(this, IdempotentParameterMismatchException.prototype); + this.Message = opts.Message; + } +} +/** + *

The service is unable to resolve the routing for a particular alias because it has a + * terminal RoutingStrategy associated with it. The message returned in this + * exception is the message defined in the routing strategy itself. Such requests should + * only be retried if the routing strategy for the specified alias is modified.

+ * @public + */ +export class TerminalRoutingStrategyException extends __BaseException { + readonly name: "TerminalRoutingStrategyException" = "TerminalRoutingStrategyException"; + readonly $fault: "client" = "client"; + Message?: string; /** - *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

- * @public + * @internal */ - CreationTime?: Date; + constructor(opts: __ExceptionOptionType) { + super({ + name: "TerminalRoutingStrategyException", + $fault: "client", + ...opts, + }); + Object.setPrototypeOf(this, TerminalRoutingStrategyException.prototype); + this.Message = opts.Message; + } } /** + *

A fleet or alias designated in a game session queue. Queues fulfill requests for new + * game sessions by placing a new game session on any of the queue's destinations.

* @public */ -export interface CreateMatchmakingRuleSetOutput { +export interface GameSessionQueueDestination { /** - *

The newly created matchmaking rule set.

+ *

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.

* @public */ - RuleSet: MatchmakingRuleSet | undefined; + DestinationArn?: string; } /** + *

A list of fleet locations where a game session queue can place new game sessions. You + * can use a filter to temporarily turn off placements for specific locations. For queues + * that have multi-location fleets, you can use a filter configuration allow placement with + * some, but not all of these locations.

* @public */ -export interface CreatePlayerSessionInput { +export interface FilterConfiguration { /** - *

A unique identifier for the game session to add a player to.

+ *

A list of locations to allow game session placement in, in the form of Amazon Web Services Region + * codes such as us-west-2.

* @public */ - GameSessionId: string | undefined; + AllowedLocations?: string[]; +} +/** + *

Sets a latency cap for individual players when placing a game session. With a latency + * policy in force, a game session cannot be placed in a fleet location where a player + * reports latency higher than the cap. Latency policies are used only with placement + * request that provide player latency information. Player latency policies can be stacked + * to gradually relax latency requirements over time.

+ * @public + */ +export interface PlayerLatencyPolicy { /** - *

A unique identifier for a player. Player IDs are developer-defined.

+ *

The maximum latency value that is allowed for any player, in milliseconds. All + * policies must have a value set for this property.

* @public */ - PlayerId: string | undefined; + MaximumIndividualPlayerLatencyMilliseconds?: number; /** - *

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

+ *

The length of time, in seconds, that the policy is enforced while placing a new game + * session. A null value for this property means that the policy is enforced until the + * queue times out.

* @public */ - PlayerData?: string; + PolicyDurationSeconds?: number; } /** * @public * @enum */ -export const PlayerSessionStatus = { - ACTIVE: "ACTIVE", - COMPLETED: "COMPLETED", - RESERVED: "RESERVED", - TIMEDOUT: "TIMEDOUT", +export const PriorityType = { + COST: "COST", + DESTINATION: "DESTINATION", + LATENCY: "LATENCY", + LOCATION: "LOCATION", } as const; /** * @public */ -export type PlayerSessionStatus = (typeof PlayerSessionStatus)[keyof typeof PlayerSessionStatus]; +export type PriorityType = (typeof PriorityType)[keyof typeof PriorityType]; /** - *

Represents a player session. Player sessions are created either for a specific game - * session, or as part of a game session placement or matchmaking request. A player session - * can represents a reserved player slot in a game session (when status is - * RESERVED) or actual player activity in a game session (when status is - * ACTIVE). A player session object, including player data, is - * automatically passed to a game session when the player connects to the game session and - * is validated. After the game session ends, player sessions information is retained for - * 30 days and then removed.

- *

- * Related actions - *

- *

- * All APIs by task - *

+ *

Custom prioritization settings for use by a game session queue when placing new game + * sessions with available game servers. When defined, this configuration replaces the + * default FleetIQ prioritization process, which is as follows:

+ *
    + *
  • + *

    If player latency data is included in a game session request, destinations and + * locations are prioritized first based on lowest average latency (1), then on + * lowest hosting cost (2), then on destination list order (3), and finally on + * location (alphabetical) (4). This approach ensures that the queue's top priority + * is to place game sessions where average player latency is lowest, and--if + * latency is the same--where the hosting cost is less, etc.

    + *
  • + *
  • + *

    If player latency data is not included, destinations and locations are + * prioritized first on destination list order (1), and then on location + * (alphabetical) (2). This approach ensures that the queue's top priority is to + * place game sessions on the first destination fleet listed. If that fleet has + * multiple locations, the game session is placed on the first location (when + * listed alphabetically).

    + *
  • + *
+ *

Changing the priority order will affect how game sessions are placed.

* @public */ -export interface PlayerSession { +export interface PriorityConfiguration { /** - *

A unique identifier for a player session.

+ *

The recommended sequence to use when prioritizing where to place new game sessions. + * Each type can only be listed once.

+ *
    + *
  • + *

    + * LATENCY -- FleetIQ prioritizes locations where the average player + * latency (provided in each game session request) is lowest.

    + *
  • + *
  • + *

    + * COST -- FleetIQ prioritizes destinations with the lowest current + * hosting costs. Cost is evaluated based on the location, instance type, and fleet + * type (Spot or On-Demand) for each destination in the queue.

    + *
  • + *
  • + *

    + * DESTINATION -- FleetIQ prioritizes based on the order that + * destinations are listed in the queue configuration.

    + *
  • + *
  • + *

    + * LOCATION -- FleetIQ prioritizes based on the provided order of + * locations, as defined in LocationOrder.

    + *
  • + *
* @public */ - PlayerSessionId?: string; + PriorityOrder?: PriorityType[]; /** - *

A unique identifier for a player that is associated with this player session.

+ *

The prioritization order to use for fleet locations, when the + * PriorityOrder property includes LOCATION. Locations are + * identified by Amazon Web Services Region codes such as us-west-2. Each location can only + * be listed once.

* @public */ - PlayerId?: string; + LocationOrder?: string[]; +} +/** + * @public + */ +export interface CreateGameSessionQueueInput { /** - *

A unique identifier for the game session that the player session is connected to.

+ *

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

* @public */ - GameSessionId?: string; + Name: string | undefined; /** - *

A unique identifier for the fleet that the player's game session is running on.

+ *

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.

* @public */ - FleetId?: string; + TimeoutInSeconds?: number; /** - *

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is - * running on.

- * @public - */ - FleetArn?: string; - - /** - *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

A set of policies that act as a sliding cap on player latency. FleetIQ works to + * deliver low latency for most players in a game session. These policies ensure that no + * individual player can be placed into a game with unreasonably high latency. Use multiple + * policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their + * maximum allowed latency, starting with the lowest value.

* @public */ - CreationTime?: Date; + PlayerLatencyPolicies?: PlayerLatencyPolicy[]; /** - *

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. + * Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

* @public */ - TerminationTime?: Date; + Destinations?: GameSessionQueueDestination[]; /** - *

Current status of the player session.

- *

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).

    - *
  • - *
+ *

A list of locations where a queue is allowed to place new game sessions. Locations + * are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is + * not set, game sessions can be placed in any queue location.

* @public */ - Status?: PlayerSessionStatus; + FilterConfiguration?: FilterConfiguration; /** - *

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

+ *

Custom settings to use when prioritizing destinations and locations for game session placements. This + * configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly + * named will be automatically applied at the end of the prioritization process.

* @public */ - IpAddress?: string; + PriorityConfiguration?: PriorityConfiguration; /** - *

The DNS identifier assigned to the instance that is running the game session. Values have - * the following format:

- *
    - *
  • - *

    TLS-enabled fleets: ..amazongamelift.com.

    - *
  • - *
  • - *

    Non-TLS-enabled fleets: ec2-.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.

+ *

Information to be added to all events that are related to this game session + * queue.

* @public */ - DnsName?: string; + CustomEventData?: string; /** - *

Port number for the game session. To connect to a Amazon GameLift server process, an app needs - * both the IP address and port number.

+ *

An SNS topic ARN that is set up to receive game session placement notifications. See + * Setting up + * notifications for game session placement.

* @public */ - Port?: number; + NotificationTarget?: string; /** - *

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

+ *

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.

* @public */ - PlayerData?: string; + Tags?: Tag[]; } /** + *

Configuration for a game session placement mechanism that processes requests for new + * game sessions. A queue can be used on its own or as part of a matchmaking + * solution.

* @public */ -export interface CreatePlayerSessionOutput { +export interface GameSessionQueue { /** - *

Object that describes the newly created player session record.

+ *

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

* @public */ - PlayerSession?: PlayerSession; -} + Name?: string; -/** - *

The game instance is currently full and cannot allow the requested player(s) to join. - * Clients can retry such requests immediately or after a waiting period.

- * @public - */ -export class GameSessionFullException extends __BaseException { - readonly name: "GameSessionFullException" = "GameSessionFullException"; - readonly $fault: "client" = "client"; - Message?: string; /** - * @internal + *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. In a Amazon GameLift game session queue ARN, the resource ID matches the + * Name value.

+ * @public */ - constructor(opts: __ExceptionOptionType) { - super({ - name: "GameSessionFullException", - $fault: "client", - ...opts, - }); - Object.setPrototypeOf(this, GameSessionFullException.prototype); - this.Message = opts.Message; - } -} + GameSessionQueueArn?: string; -/** - *

The requested operation would cause a conflict with the current state of a resource - * associated with the request and/or the game instance. Resolve the conflict before - * retrying.

- * @public - */ -export class InvalidGameSessionStatusException extends __BaseException { - readonly name: "InvalidGameSessionStatusException" = "InvalidGameSessionStatusException"; - readonly $fault: "client" = "client"; - Message?: string; /** - * @internal + *

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.

+ * @public */ - constructor(opts: __ExceptionOptionType) { - super({ - name: "InvalidGameSessionStatusException", - $fault: "client", - ...opts, - }); - Object.setPrototypeOf(this, InvalidGameSessionStatusException.prototype); - this.Message = opts.Message; - } -} + TimeoutInSeconds?: number; -/** - * @public - */ -export interface CreatePlayerSessionsInput { /** - *

A unique identifier for the game session to add players to.

+ *

A set of policies that act as a sliding cap on player latency. FleetIQ works to + * deliver low latency for most players in a game session. These policies ensure that no + * individual player can be placed into a game with unreasonably high latency. Use multiple + * policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their + * maximum allowed latency, starting with the lowest value.

* @public */ - GameSessionId: string | undefined; + PlayerLatencyPolicies?: PlayerLatencyPolicy[]; /** - *

List of unique identifiers for the players to be added.

+ *

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. + * Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

* @public */ - PlayerIds: string[] | undefined; + Destinations?: GameSessionQueueDestination[]; /** - *

Map of string pairs, each specifying a player ID and a set of developer-defined - * information related to the player. Amazon GameLift does not use this data, so it can be formatted - * as needed for use in the game. Any player data strings for player IDs that are not - * included in the PlayerIds parameter are ignored.

+ *

A list of locations where a queue is allowed to place new game sessions. Locations + * are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is + * not set, game sessions can be placed in any queue location.

* @public */ - PlayerDataMap?: Record; -} + FilterConfiguration?: FilterConfiguration; -/** - * @public - */ -export interface CreatePlayerSessionsOutput { /** - *

A collection of player session objects created for the added players.

+ *

Custom settings to use when prioritizing destinations and locations for game session placements. This + * configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly + * named will be automatically applied at the end of the prioritization process.

* @public */ - PlayerSessions?: PlayerSession[]; -} + PriorityConfiguration?: PriorityConfiguration; -/** - * @public - */ -export interface CreateScriptInput { /** - *

A descriptive label that is associated with a script. Script names don't need to be unique. You can use UpdateScript to - * change this value later.

+ *

Information that is added to all events that are related to this game session + * queue.

* @public */ - Name?: string; + CustomEventData?: string; /** - *

Version information associated with a build or script. Version strings don't need to be unique. You can use UpdateScript to - * change this value later.

+ *

An SNS topic ARN that is set up to receive game session placement notifications. See + * Setting up + * notifications for game session placement.

* @public */ - Version?: string; + NotificationTarget?: string; +} +/** + * @public + */ +export interface CreateGameSessionQueueOutput { /** - *

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.

+ *

An object that describes the newly created game session queue.

* @public */ - StorageLocation?: S3Location; + GameSessionQueue?: GameSessionQueue; +} +/** + * @public + */ +export interface CreateLocationInput { /** - *

A data object containing your Realtime scripts and dependencies as a zip file. The zip - * file can have one or multiple files. Maximum size of a zip file is 5 MB.

- *

When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip - * file name. It must be prepended with the string "fileb://" to indicate that the file - * data is a binary object. For example: --zip-file - * fileb://myRealtimeScript.zip.

+ *

A descriptive name for the custom location.

* @public */ - ZipFile?: Uint8Array; + LocationName: string | undefined; /** - *

A list of labels to assign to the new script 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.

+ *

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.

* @public */ Tags?: Tag[]; } /** - *

Properties describing a Realtime script.

- *

- * Related actions - *

- *

- * All APIs by task - *

+ *

Properties of a custom location for use in an Amazon GameLift Anywhere fleet. This data type is returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateLocation.html.

* @public */ -export interface Script { +export interface LocationModel { /** - *

A unique identifier for the Realtime script

+ *

The location's name.

* @public */ - ScriptId?: string; + LocationName?: string; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the - * ScriptId value.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

* @public */ - ScriptArn?: string; + LocationArn?: string; +} +/** + * @public + */ +export interface CreateLocationOutput { /** - *

A descriptive label that is associated with a script. Script names don't need to be unique.

+ *

The details of the custom location you created.

* @public */ - Name?: string; + Location?: LocationModel; +} - /** - *

Version information associated with a build or script. Version strings don't need to be unique.

- * @public - */ - Version?: string; +/** + * @public + * @enum + */ +export const FlexMatchMode = { + STANDALONE: "STANDALONE", + WITH_QUEUE: "WITH_QUEUE", +} as const; + +/** + * @public + */ +export type FlexMatchMode = (typeof FlexMatchMode)[keyof typeof FlexMatchMode]; +/** + * @public + */ +export interface CreateMatchmakingConfigurationInput { /** - *

The file size of the uploaded Realtime script, expressed in bytes. When files are - * uploaded from an S3 location, this value remains at "0".

+ *

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking + * request or ticket.

* @public */ - SizeOnDisk?: number; + Name: string | undefined; /** - *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

A human-readable description of the matchmaking configuration.

* @public */ - CreationTime?: Date; + Description?: string; /** - *

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.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new + * Amazon GameLift-hosted game sessions for matches that are created with this matchmaking + * configuration. If FlexMatchMode is set to STANDALONE, do not + * set this parameter.

* @public */ - StorageLocation?: S3Location; -} + GameSessionQueueArns?: string[]; -/** - * @public - */ -export interface CreateScriptOutput { /** - *

The newly created script record with a unique script ID and ARN. The new script's - * storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 - * bucket under your account, the storage location reflects the information that was - * provided in the CreateScript request; (2) If the script file was - * uploaded from a local zip file, the storage location reflects an S3 location controls by - * the Amazon GameLift service.

+ *

The maximum duration, in seconds, that a matchmaking ticket can remain in process + * before timing out. Requests that fail due to timing out can be resubmitted as + * needed.

* @public */ - Script?: Script; -} + RequestTimeoutSeconds: number | undefined; -/** - * @public - */ -export interface CreateVpcPeeringAuthorizationInput { /** - *

A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. - * You can find your Account ID in the Amazon Web Services Management Console under account settings.

+ *

The length of time (in seconds) to wait for players to accept a proposed match, if + * acceptance is required.

* @public */ - GameLiftAwsAccountId: string | undefined; + AcceptanceTimeoutSeconds?: number; /** - *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The - * VPC must be in the same Region as your fleet. To look up a VPC ID, use the - * VPC Dashboard in the Amazon Web Services Management Console. - * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

+ *

A flag that determines whether a match that was created with this configuration must + * be accepted by the matched players. To require acceptance, set to TRUE. + * With this option enabled, matchmaking tickets use the status + * REQUIRES_ACCEPTANCE to indicate when a completed potential match is + * waiting for player acceptance.

* @public */ - PeerVpcId: string | undefined; -} + AcceptanceRequired: boolean | undefined; -/** - *

Represents an authorization for a VPC peering connection between the VPC for an - * Amazon GameLift fleet and another VPC on an account you have access to. This authorization - * must exist and be valid for the peering connection to be established. Authorizations are - * valid for 24 hours after they are issued.

- *

- * Related actions - *

- *

- * All APIs by task - *

- * @public - */ -export interface VpcPeeringAuthorization { /** - *

A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. - * You can find your Account ID in the Amazon Web Services Management Console under account settings.

+ *

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN + * value. A matchmaking configuration can only use rule sets that are defined in the same + * Region.

* @public */ - GameLiftAwsAccountId?: string; + RuleSetName: string | undefined; /** - *

The authorization's peer VPC Amazon Web Services account ID.

+ *

An SNS topic ARN that is set up to receive matchmaking notifications. See + * Setting up notifications for matchmaking for more information.

* @public */ - PeerVpcAwsAccountId?: string; + NotificationTarget?: string; /** - *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The - * VPC must be in the same Region as your fleet. To look up a VPC ID, use the - * VPC Dashboard in the Amazon Web Services Management Console. - * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

+ *

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies + * a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode is set to + * STANDALONE.

* @public */ - PeerVpcId?: string; + AdditionalPlayerCount?: number; /** - *

Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

Information to be added to all events related to this matchmaking configuration. + *

* @public */ - CreationTime?: Date; + CustomEventData?: string; /** - *

Time stamp indicating when this authorization expires (24 hours after issuance). - * Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

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.

* @public */ - ExpirationTime?: Date; -} + GameProperties?: GameProperty[]; -/** - * @public - */ -export interface CreateVpcPeeringAuthorizationOutput { /** - *

Details on the requested VPC peering authorization, including expiration.

+ *

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.

* @public */ - VpcPeeringAuthorization?: VpcPeeringAuthorization; -} + GameSessionData?: string; -/** - * @public - */ -export interface CreateVpcPeeringConnectionInput { /** - *

A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift - * VPC to peer with.

+ *

The method used to backfill game sessions that are created with this matchmaking + * configuration. Specify MANUAL when your game manages backfill requests + * manually or does not use the match backfill feature. Specify AUTOMATIC to + * have Amazon GameLift create a backfill request whenever a game session has one or more open + * slots. Learn more about manual and automatic backfill in Backfill Existing Games + * with FlexMatch. Automatic backfill is not available when + * FlexMatchMode is set to STANDALONE.

* @public */ - FleetId: string | undefined; + BackfillMode?: BackfillMode; /** - *

A unique identifier for the Amazon Web Services account with the VPC that you want to peer your - * Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services Management Console under account - * settings.

+ *

Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or + * as a standalone matchmaking solution.

+ *
    + *
  • + *

    + * STANDALONE - FlexMatch forms matches and + * returns match information, including players and team assignments, in a MatchmakingSucceeded event.

    + *
  • + *
  • + *

    + * WITH_QUEUE - FlexMatch forms matches and uses + * the specified Amazon GameLift queue to start a game session for the match.

    + *
  • + *
* @public */ - PeerVpcAwsAccountId: string | undefined; + FlexMatchMode?: FlexMatchMode; /** - *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The - * VPC must be in the same Region as your fleet. To look up a VPC ID, use the - * VPC Dashboard in the Amazon Web Services Management Console. - * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

+ *

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.

* @public */ - PeerVpcId: string | undefined; + Tags?: Tag[]; } /** + *

Guidelines for use with FlexMatch to match players into games. All matchmaking requests + * must specify a matchmaking configuration.

* @public */ -export interface CreateVpcPeeringConnectionOutput {} - -/** - * @public - */ -export interface DeleteAliasInput { +export interface MatchmakingConfiguration { /** - *

A unique identifier of the alias that you want to delete. You can use either the alias - * ID or ARN value.

+ *

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking + * request or ticket.

* @public */ - AliasId: string | undefined; -} + Name?: string; -/** - * @public - */ -export interface DeleteBuildInput { /** - *

A unique identifier for the build to delete. You can use either the build ID or ARN value.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingconfiguration/. In a Amazon GameLift configuration ARN, the resource ID matches the + * Name value.

* @public */ - BuildId: string | undefined; -} + ConfigurationArn?: string; -/** - * @public - */ -export interface DeleteFleetInput { /** - *

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

+ *

A descriptive label that is associated with matchmaking configuration.

* @public */ - FleetId: string | undefined; -} + Description?: string; -/** - * @public - */ -export interface DeleteFleetLocationsInput { /** - *

A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new + * Amazon GameLift-hosted game sessions for matches that are created with this matchmaking + * configuration. This property is not set when FlexMatchMode is set to + * STANDALONE.

* @public */ - FleetId: string | undefined; + GameSessionQueueArns?: string[]; /** - *

The list of fleet locations to delete. Specify locations in the form of an Amazon Web Services - * Region code, such as us-west-2.

+ *

The maximum duration, in seconds, that a matchmaking ticket can remain in process + * before timing out. Requests that fail due to timing out can be resubmitted as + * needed.

* @public */ - Locations: string[] | undefined; -} + RequestTimeoutSeconds?: number; -/** - * @public - */ -export interface DeleteFleetLocationsOutput { /** - *

A unique identifier for the fleet that location attributes are being deleted for.

+ *

The length of time (in seconds) to wait for players to accept a proposed match, if + * acceptance is required. If any player rejects the match or fails to accept before the + * timeout, the ticket continues to look for an acceptable match.

* @public */ - FleetId?: string; + AcceptanceTimeoutSeconds?: number; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

A flag that indicates whether a match that was created with this configuration must be + * accepted by the matched players. To require acceptance, set to TRUE. When this option is + * enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate + * when a completed potential match is waiting for player acceptance.

* @public */ - FleetArn?: string; + AcceptanceRequired?: boolean; /** - *

The remote locations that are being deleted, with each location status set to - * DELETING.

+ *

A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule + * sets that are defined in the same Region.

* @public */ - LocationStates?: LocationState[]; -} + RuleSetName?: string; -/** - * @public - * @enum - */ -export const GameServerGroupDeleteOption = { - FORCE_DELETE: "FORCE_DELETE", - RETAIN: "RETAIN", - SAFE_DELETE: "SAFE_DELETE", -} as const; + /** + *

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this + * configuration uses.

+ * @public + */ + RuleSetArn?: string; -/** - * @public - */ -export type GameServerGroupDeleteOption = - (typeof GameServerGroupDeleteOption)[keyof typeof GameServerGroupDeleteOption]; + /** + *

An SNS topic ARN that is set up to receive matchmaking notifications.

+ * @public + */ + NotificationTarget?: string; -/** - * @public - */ -export interface DeleteGameServerGroupInput { /** - *

A unique identifier for the game server group. Use either the name or ARN value.

+ *

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies + * a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used when FlexMatchMode is set to + * STANDALONE.

* @public */ - GameServerGroupName: string | undefined; + AdditionalPlayerCount?: number; /** - *

The type of delete to perform. Options include the following:

+ *

Information to attach to all events related to the matchmaking configuration.

+ * @public + */ + CustomEventData?: string; + + /** + *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ * @public + */ + CreationTime?: Date; + + /** + *

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.

+ * @public + */ + GameProperties?: GameProperty[]; + + /** + *

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.

+ * @public + */ + GameSessionData?: string; + + /** + *

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.

+ * @public + */ + BackfillMode?: BackfillMode; + + /** + *

Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or + * as a standalone matchmaking solution.

*
    *
  • *

    - * SAFE_DELETE – (default) Terminates the game server group and - * Amazon EC2 Auto Scaling group only when it has no game servers that are in - * UTILIZED status.

    - *
  • - *
  • - *

    - * FORCE_DELETE – Terminates the game server group, including all - * active game servers regardless of their utilization status, and the Amazon EC2 Auto - * Scaling group.

    + * STANDALONE - FlexMatch forms matches and + * returns match information, including players and team assignments, in a MatchmakingSucceeded event.

    *
  • *
  • *

    - * RETAIN – Does a safe delete of the game server group but retains - * the Amazon EC2 Auto Scaling group as is.

    + * WITH_QUEUE - FlexMatch forms matches and uses + * the specified Amazon GameLift queue to start a game session for the match.

    *
  • *
* @public */ - DeleteOption?: GameServerGroupDeleteOption; + FlexMatchMode?: FlexMatchMode; } /** * @public */ -export interface DeleteGameServerGroupOutput { +export interface CreateMatchmakingConfigurationOutput { /** - *

An object that describes the deleted game server group resource, with status updated - * to DELETE_SCHEDULED.

+ *

Object that describes the newly created matchmaking configuration.

* @public */ - GameServerGroup?: GameServerGroup; + Configuration?: MatchmakingConfiguration; } /** * @public */ -export interface DeleteGameSessionQueueInput { +export interface CreateMatchmakingRuleSetInput { /** - *

A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

+ *

A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name + * value. Note that the rule set name is different from the optional name + * field in the rule set body.

* @public */ Name: string | undefined; -} -/** - * @public - */ -export interface DeleteGameSessionQueueOutput {} - -/** - * @public - */ -export interface DeleteLocationInput { /** - *

The location name of the custom location to be deleted.

+ *

A collection of matchmaking rules, formatted as a JSON string. Comments are not + * allowed in JSON, but most elements support a description field.

* @public */ - LocationName: string | undefined; -} - -/** - * @public - */ -export interface DeleteLocationOutput {} + RuleSetBody: string | undefined; -/** - * @public - */ -export interface DeleteMatchmakingConfigurationInput { /** - *

A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.

+ *

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.

* @public */ - Name: string | undefined; + Tags?: Tag[]; } /** + *

Set of rule statements, used with FlexMatch, that determine how to build your player + * matches. Each rule set describes a type of group to be created and defines the + * parameters for acceptable player matches.

+ *

A rule set may define the following elements for a match. For detailed information and + * examples showing how to construct a rule set, see Build a FlexMatch rule + * set.

+ *
    + *
  • + *

    Teams -- Required. A rule set must define one or multiple teams for the match + * and set minimum and maximum team sizes. For example, a rule set might describe a + * 4x4 match that requires all eight slots to be filled.

    + *
  • + *
  • + *

    Player attributes -- Optional. These attributes specify a set of player + * characteristics to evaluate when looking for a match. Matchmaking requests that + * use a rule set with player attributes must provide the corresponding attribute + * values. For example, an attribute might specify a player's skill or + * level.

    + *
  • + *
  • + *

    Rules -- Optional. Rules define how to evaluate potential players for a match + * based on player attributes. A rule might specify minimum requirements for + * individual players, teams, or entire matches. For example, a rule might require + * each player to meet a certain skill level, each team to have at least one player + * in a certain role, or the match to have a minimum average skill level. or may + * describe an entire group--such as all teams must be evenly matched or have at + * least one player in a certain role.

    + *
  • + *
  • + *

    Expansions -- Optional. Expansions allow you to relax the rules after a period + * of time when no acceptable matches are found. This feature lets you balance + * getting players into games in a reasonable amount of time instead of making them + * wait indefinitely for the best possible match. For example, you might use an + * expansion to increase the maximum skill variance between players after 30 + * seconds.

    + *
  • + *
* @public */ -export interface DeleteMatchmakingConfigurationOutput {} - -/** - * @public - */ -export interface DeleteMatchmakingRuleSetInput { +export interface MatchmakingRuleSet { /** - *

A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" - * field in the rule set body.) You can use either the rule set name or ARN value.

+ *

A unique identifier for the matchmaking rule set

* @public */ - Name: string | undefined; -} + RuleSetName?: string; -/** - * @public - */ -export interface DeleteMatchmakingRuleSetOutput {} + /** + *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingruleset/. In a GameLift rule set ARN, the resource ID matches the + * RuleSetName value.

+ * @public + */ + RuleSetArn?: string; -/** - * @public - */ -export interface DeleteScalingPolicyInput { /** - *

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

+ *

A collection of matchmaking rules, formatted as a JSON string. Comments are not + * allowed in JSON, but most elements support a description field.

* @public */ - Name: string | undefined; + RuleSetBody: string | undefined; /** - *

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

+ *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - FleetId: string | undefined; + CreationTime?: Date; } /** * @public */ -export interface DeleteScriptInput { +export interface CreateMatchmakingRuleSetOutput { /** - *

A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.

+ *

The newly created matchmaking rule set.

* @public */ - ScriptId: string | undefined; + RuleSet: MatchmakingRuleSet | undefined; } /** * @public */ -export interface DeleteVpcPeeringAuthorizationInput { +export interface CreatePlayerSessionInput { /** - *

A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. - * You can find your Account ID in the Amazon Web Services Management Console under account settings.

+ *

A unique identifier for the game session to add a player to.

* @public */ - GameLiftAwsAccountId: string | undefined; + GameSessionId: string | undefined; /** - *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The - * VPC must be in the same Region as your fleet. To look up a VPC ID, use the - * VPC Dashboard in the Amazon Web Services Management Console. - * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

+ *

A unique identifier for a player. Player IDs are developer-defined.

* @public */ - PeerVpcId: string | undefined; -} - -/** - * @public - */ -export interface DeleteVpcPeeringAuthorizationOutput {} - -/** - * @public - */ -export interface DeleteVpcPeeringConnectionInput { - /** - *

A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering - * connection record. You can use either the fleet ID or ARN value.

- * @public - */ - FleetId: string | undefined; + PlayerId: string | undefined; /** - *

A unique identifier for a VPC peering connection.

+ *

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

* @public */ - VpcPeeringConnectionId: string | undefined; + PlayerData?: string; } /** * @public + * @enum */ -export interface DeleteVpcPeeringConnectionOutput {} +export const PlayerSessionStatus = { + ACTIVE: "ACTIVE", + COMPLETED: "COMPLETED", + RESERVED: "RESERVED", + TIMEDOUT: "TIMEDOUT", +} as const; /** * @public */ -export interface DeregisterComputeInput { +export type PlayerSessionStatus = (typeof PlayerSessionStatus)[keyof typeof PlayerSessionStatus]; + +/** + *

Represents a player session. Player sessions are created either for a specific game + * session, or as part of a game session placement or matchmaking request. A player session + * can represents a reserved player slot in a game session (when status is + * RESERVED) or actual player activity in a game session (when status is + * ACTIVE). A player session object, including player data, is + * automatically passed to a game session when the player connects to the game session and + * is validated. After the game session ends, player sessions information is retained for + * 30 days and then removed.

+ *

+ * Related actions + *

+ *

+ * All APIs by task + *

+ * @public + */ +export interface PlayerSession { /** - *

A unique identifier for the fleet the compute resource is currently registered to.

+ *

A unique identifier for a player session.

* @public */ - FleetId: string | undefined; + PlayerSessionId?: string; /** - *

The name of the compute resource to remove from the specified Anywhere fleet.

+ *

A unique identifier for a player that is associated with this player session.

* @public */ - ComputeName: string | undefined; -} + PlayerId?: string; -/** - * @public - */ -export interface DeregisterComputeOutput {} + /** + *

A unique identifier for the game session that the player session is connected to.

+ * @public + */ + GameSessionId?: string; -/** - * @public - */ -export interface DeregisterGameServerInput { /** - *

A unique identifier for the game server group where the game server is running.

+ *

A unique identifier for the fleet that the player's game session is running on.

* @public */ - GameServerGroupName: string | undefined; + FleetId?: string; /** - *

A custom string that uniquely identifies the game server to deregister.

+ *

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is + * running on.

* @public */ - GameServerId: string | undefined; -} + FleetArn?: string; -/** - * @public - */ -export interface DescribeAliasInput { /** - *

The unique identifier for the fleet alias that you want to retrieve. You can use - * either the alias ID or ARN value.

+ *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - AliasId: string | undefined; -} + CreationTime?: Date; -/** - * @public - */ -export interface DescribeAliasOutput { /** - *

The requested alias resource.

+ *

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - Alias?: Alias; -} + TerminationTime?: Date; -/** - * @public - */ -export interface DescribeBuildInput { /** - *

A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value. - *

+ *

Current status of the player session.

+ *

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).

    + *
  • + *
* @public */ - BuildId: string | undefined; -} + Status?: PlayerSessionStatus; -/** - * @public - */ -export interface DescribeBuildOutput { /** - *

Set of properties describing the requested build.

+ *

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

* @public */ - Build?: Build; -} + IpAddress?: string; -/** - * @public - */ -export interface DescribeComputeInput { /** - *

A unique identifier for the fleet that the compute is registered to. You can use either the fleet ID or ARN - * value.

+ *

The DNS identifier assigned to the instance that is running the game session. Values have + * the following format:

+ *
    + *
  • + *

    TLS-enabled fleets: ..amazongamelift.com.

    + *
  • + *
  • + *

    Non-TLS-enabled fleets: ec2-.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.

* @public */ - FleetId: string | undefined; + DnsName?: string; /** - *

The unique identifier of the compute resource to retrieve properties for. For an - * Anywhere fleet compute, use the registered compute name. For a managed EC2 fleet - * instance, use the instance ID.

+ *

Port number for the game session. To connect to a Amazon GameLift server process, an app needs + * both the IP address and port number.

* @public */ - ComputeName: string | undefined; -} + Port?: number; -/** - * @public - */ -export interface DescribeComputeOutput { /** - *

The set of properties for the requested compute resource.

+ *

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

* @public */ - Compute?: Compute; + PlayerData?: string; } /** * @public */ -export interface DescribeEC2InstanceLimitsInput { +export interface CreatePlayerSessionOutput { /** - *

Name of an Amazon EC2 instance type that is supported in Amazon GameLift. A fleet instance type - * determines the computing resources of each instance in the fleet, including CPU, memory, - * storage, and networking capacity. Do not specify a value for this parameter to retrieve - * limits for all instance types.

+ *

Object that describes the newly created player session record.

* @public */ - EC2InstanceType?: EC2InstanceType; + PlayerSession?: PlayerSession; +} +/** + *

The game instance is currently full and cannot allow the requested player(s) to join. + * Clients can retry such requests immediately or after a waiting period.

+ * @public + */ +export class GameSessionFullException extends __BaseException { + readonly name: "GameSessionFullException" = "GameSessionFullException"; + readonly $fault: "client" = "client"; + Message?: string; /** - *

The name of a remote location to request instance limits for, in the form of an Amazon Web Services - * Region code such as us-west-2.

- * @public + * @internal */ - Location?: string; + constructor(opts: __ExceptionOptionType) { + super({ + name: "GameSessionFullException", + $fault: "client", + ...opts, + }); + Object.setPrototypeOf(this, GameSessionFullException.prototype); + this.Message = opts.Message; + } } /** - *

The Amazon GameLift service limits for an Amazon EC2 instance type and current utilization. Amazon GameLift - * allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region - * or location, for use with Amazon GameLift. You can request an limit increase for your account by - * using the Service limits page in the Amazon GameLift - * console.

+ *

The requested operation would cause a conflict with the current state of a resource + * associated with the request and/or the game instance. Resolve the conflict before + * retrying.

* @public */ -export interface EC2InstanceLimit { +export class InvalidGameSessionStatusException extends __BaseException { + readonly name: "InvalidGameSessionStatusException" = "InvalidGameSessionStatusException"; + readonly $fault: "client" = "client"; + Message?: string; /** - *

The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed - * descriptions.

- * @public + * @internal */ - EC2InstanceType?: EC2InstanceType; + constructor(opts: __ExceptionOptionType) { + super({ + name: "InvalidGameSessionStatusException", + $fault: "client", + ...opts, + }); + Object.setPrototypeOf(this, InvalidGameSessionStatusException.prototype); + this.Message = opts.Message; + } +} +/** + * @public + */ +export interface CreatePlayerSessionsInput { /** - *

The number of instances for the specified type and location that are currently being - * used by the Amazon Web Services account.

+ *

A unique identifier for the game session to add players to.

* @public */ - CurrentInstances?: number; + GameSessionId: string | undefined; /** - *

The number of instances that is allowed for the specified instance type and - * location.

+ *

List of unique identifiers for the players to be added.

* @public */ - InstanceLimit?: number; + PlayerIds: string[] | undefined; /** - *

An Amazon Web Services Region code, such as us-west-2.

+ *

Map of string pairs, each specifying a player ID and a set of developer-defined + * information related to the player. Amazon GameLift does not use this data, so it can be formatted + * as needed for use in the game. Any player data strings for player IDs that are not + * included in the PlayerIds parameter are ignored.

* @public */ - Location?: string; + PlayerDataMap?: Record; } /** * @public */ -export interface DescribeEC2InstanceLimitsOutput { +export interface CreatePlayerSessionsOutput { /** - *

The maximum number of instances for the specified instance type.

+ *

A collection of player session objects created for the added players.

* @public */ - EC2InstanceLimits?: EC2InstanceLimit[]; + PlayerSessions?: PlayerSession[]; } /** * @public */ -export interface DescribeFleetAttributesInput { +export interface CreateScriptInput { /** - *

A list of unique fleet identifiers to retrieve attributes for. You can use either the - * fleet ID or ARN value. To retrieve attributes for all current fleets, do not include - * this parameter.

+ *

A descriptive label that is associated with a script. Script names don't need to be unique. You can use UpdateScript to + * change this value later.

* @public */ - FleetIds?: string[]; + Name?: string; /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet - * IDs.

+ *

Version information associated with a build or script. Version strings don't need to be unique. You can use UpdateScript to + * change this value later.

* @public */ - Limit?: number; + Version?: string; /** - *

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. This parameter is ignored when the request specifies one or a list of fleet - * IDs.

+ *

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.

* @public */ - NextToken?: string; -} + StorageLocation?: S3Location; -/** - * @public - */ -export interface DescribeFleetAttributesOutput { /** - *

A collection of objects containing attribute metadata for each requested fleet ID. - * Attribute objects are returned only for fleets that currently exist.

+ *

A data object containing your Realtime scripts and dependencies as a zip file. The zip + * file can have one or multiple files. Maximum size of a zip file is 5 MB.

+ *

When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip + * file name. It must be prepended with the string "fileb://" to indicate that the file + * data is a binary object. For example: --zip-file + * fileb://myRealtimeScript.zip.

* @public */ - FleetAttributes?: FleetAttributes[]; + ZipFile?: Uint8Array; /** - *

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.

+ *

A list of labels to assign to the new script 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.

* @public */ - NextToken?: string; + Tags?: Tag[]; } /** + *

Properties describing a Realtime script.

+ *

+ * Related actions + *

+ *

+ * All APIs by task + *

* @public */ -export interface DescribeFleetCapacityInput { +export interface Script { /** - *

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.

+ *

A unique identifier for the Realtime script

* @public */ - FleetIds?: string[]; + ScriptId?: string; /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet - * IDs.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the + * ScriptId value.

* @public */ - Limit?: number; + ScriptArn?: string; /** - *

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. This parameter is ignored when the request specifies one or a list of fleet - * IDs.

+ *

A descriptive label that is associated with a script. Script names don't need to be unique.

* @public */ - NextToken?: string; -} + Name?: string; -/** - *

Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and - * terminating counts are non-zero when the fleet capacity is adjusting to a scaling event - * or if access to resources is temporarily affected.

- * @public - */ -export interface EC2InstanceCounts { /** - *

Requested number of active instances. Amazon GameLift takes action as needed to maintain the - * desired number of instances. Capacity is scaled up or down by changing the desired - * instances. A change in the desired instances value can take up to 1 minute to be - * reflected when viewing a fleet's capacity settings.

+ *

Version information associated with a build or script. Version strings don't need to be unique.

* @public */ - DESIRED?: number; + Version?: string; /** - *

The minimum instance count value allowed.

+ *

The file size of the uploaded Realtime script, expressed in bytes. When files are + * uploaded from an S3 location, this value remains at "0".

* @public */ - MINIMUM?: number; + SizeOnDisk?: number; /** - *

The maximum instance count value allowed.

+ *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - MAXIMUM?: number; + CreationTime?: Date; /** - *

Number of instances that are starting but not yet active.

+ *

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.

* @public */ - PENDING?: number; + StorageLocation?: S3Location; +} +/** + * @public + */ +export interface CreateScriptOutput { /** - *

Actual number of instances that are ready to host game sessions.

+ *

The newly created script record with a unique script ID and ARN. The new script's + * storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 + * bucket under your account, the storage location reflects the information that was + * provided in the CreateScript request; (2) If the script file was + * uploaded from a local zip file, the storage location reflects an S3 location controls by + * the Amazon GameLift service.

* @public */ - ACTIVE?: number; + Script?: Script; +} +/** + * @public + */ +export interface CreateVpcPeeringAuthorizationInput { /** - *

Number of active instances that are not currently hosting a game session.

+ *

A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. + * You can find your Account ID in the Amazon Web Services Management Console under account settings.

* @public */ - IDLE?: number; + GameLiftAwsAccountId: string | undefined; /** - *

Number of instances that are no longer active but haven't yet been terminated.

+ *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The + * VPC must be in the same Region as your fleet. To look up a VPC ID, use the + * VPC Dashboard in the Amazon Web Services Management Console. + * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

* @public */ - TERMINATING?: number; + PeerVpcId: string | undefined; } /** - *

Current resource capacity settings in a specified fleet or location. The location - * value might refer to a fleet's remote location or its home Region.

+ *

Represents an authorization for a VPC peering connection between the VPC for an + * Amazon GameLift fleet and another VPC on an account you have access to. This authorization + * must exist and be valid for the peering connection to be established. Authorizations are + * valid for 24 hours after they are issued.

*

* Related actions *

*

- * DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity + * All APIs by task *

* @public */ -export interface FleetCapacity { +export interface VpcPeeringAuthorization { /** - *

A unique identifier for the fleet associated with the location.

+ *

A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. + * You can find your Account ID in the Amazon Web Services Management Console under account settings.

* @public */ - FleetId?: string; + GameLiftAwsAccountId?: string; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

The authorization's peer VPC Amazon Web Services account ID.

* @public */ - FleetArn?: string; + PeerVpcAwsAccountId?: string; /** - *

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.

+ *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The + * VPC must be in the same Region as your fleet. To look up a VPC ID, use the + * VPC Dashboard in the Amazon Web Services Management Console. + * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

* @public */ - InstanceType?: EC2InstanceType; + PeerVpcId?: string; /** - *

Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and - * terminating counts are non-zero when the fleet capacity is adjusting to a scaling event - * or if access to resources is temporarily affected.

+ *

Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - InstanceCounts?: EC2InstanceCounts; + CreationTime?: Date; /** - *

The fleet location for the instance count information, expressed as an Amazon Web Services Region - * code, such as us-west-2.

+ *

Time stamp indicating when this authorization expires (24 hours after issuance). + * Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - Location?: string; + ExpirationTime?: Date; } /** * @public */ -export interface DescribeFleetCapacityOutput { - /** - *

A collection of objects that contains capacity information for each requested fleet - * ID. Capacity objects are returned only for fleets that currently exist. Changes in - * desired instance value can take up to 1 minute to be reflected.

- * @public - */ - FleetCapacity?: FleetCapacity[]; - +export interface CreateVpcPeeringAuthorizationOutput { /** - *

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.

+ *

Details on the requested VPC peering authorization, including expiration.

* @public */ - NextToken?: string; + VpcPeeringAuthorization?: VpcPeeringAuthorization; } /** * @public */ -export interface DescribeFleetEventsInput { +export interface CreateVpcPeeringConnectionInput { /** - *

A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.

+ *

A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift + * VPC to peer with.

* @public */ FleetId: string | undefined; /** - *

The earliest date to retrieve event logs for. If no start time is specified, this call - * returns entries starting from when the fleet was created to the specified end time. - * Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").

+ *

A unique identifier for the Amazon Web Services account with the VPC that you want to peer your + * Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services Management Console under account + * settings.

* @public */ - StartTime?: Date; + PeerVpcAwsAccountId: string | undefined; /** - *

The most recent date to retrieve event logs for. If no end time is specified, this - * call returns entries from the specified start time up to the present. Format is a number - * expressed in Unix time as milliseconds (ex: "1469498468.057").

+ *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The + * VPC must be in the same Region as your fleet. To look up a VPC ID, use the + * VPC Dashboard in the Amazon Web Services Management Console. + * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

* @public */ - EndTime?: Date; + PeerVpcId: string | undefined; +} + +/** + * @public + */ +export interface CreateVpcPeeringConnectionOutput {} +/** + * @public + */ +export interface DeleteAliasInput { /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

+ *

A unique identifier of the alias that you want to delete. You can use either the alias + * ID or ARN value.

* @public */ - Limit?: number; + AliasId: string | undefined; +} +/** + * @public + */ +export interface DeleteBuildInput { /** - *

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.

+ *

A unique identifier for the build to delete. You can use either the build ID or ARN value.

* @public */ - NextToken?: string; + BuildId: string | undefined; } /** * @public - * @enum */ -export const EventCode = { - FLEET_ACTIVATION_FAILED: "FLEET_ACTIVATION_FAILED", - FLEET_ACTIVATION_FAILED_NO_INSTANCES: "FLEET_ACTIVATION_FAILED_NO_INSTANCES", - FLEET_BINARY_DOWNLOAD_FAILED: "FLEET_BINARY_DOWNLOAD_FAILED", - FLEET_CREATED: "FLEET_CREATED", - FLEET_CREATION_EXTRACTING_BUILD: "FLEET_CREATION_EXTRACTING_BUILD", - FLEET_CREATION_RUNNING_INSTALLER: "FLEET_CREATION_RUNNING_INSTALLER", - FLEET_CREATION_VALIDATING_RUNTIME_CONFIG: "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG", - FLEET_DELETED: "FLEET_DELETED", - FLEET_INITIALIZATION_FAILED: "FLEET_INITIALIZATION_FAILED", - FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED: "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED", - FLEET_SCALING_EVENT: "FLEET_SCALING_EVENT", - FLEET_STATE_ACTIVATING: "FLEET_STATE_ACTIVATING", - FLEET_STATE_ACTIVE: "FLEET_STATE_ACTIVE", - FLEET_STATE_BUILDING: "FLEET_STATE_BUILDING", - FLEET_STATE_DOWNLOADING: "FLEET_STATE_DOWNLOADING", - FLEET_STATE_ERROR: "FLEET_STATE_ERROR", - FLEET_STATE_VALIDATING: "FLEET_STATE_VALIDATING", - FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE: "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE", - FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND: "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND", - FLEET_VALIDATION_TIMED_OUT: "FLEET_VALIDATION_TIMED_OUT", - FLEET_VPC_PEERING_DELETED: "FLEET_VPC_PEERING_DELETED", - FLEET_VPC_PEERING_FAILED: "FLEET_VPC_PEERING_FAILED", - FLEET_VPC_PEERING_SUCCEEDED: "FLEET_VPC_PEERING_SUCCEEDED", - GAME_SESSION_ACTIVATION_TIMEOUT: "GAME_SESSION_ACTIVATION_TIMEOUT", - GENERIC_EVENT: "GENERIC_EVENT", - INSTANCE_INTERRUPTED: "INSTANCE_INTERRUPTED", - INSTANCE_RECYCLED: "INSTANCE_RECYCLED", - SERVER_PROCESS_CRASHED: "SERVER_PROCESS_CRASHED", - SERVER_PROCESS_FORCE_TERMINATED: "SERVER_PROCESS_FORCE_TERMINATED", - SERVER_PROCESS_INVALID_PATH: "SERVER_PROCESS_INVALID_PATH", - SERVER_PROCESS_PROCESS_EXIT_TIMEOUT: "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT", - SERVER_PROCESS_PROCESS_READY_TIMEOUT: "SERVER_PROCESS_PROCESS_READY_TIMEOUT", - SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT: "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT", - SERVER_PROCESS_TERMINATED_UNHEALTHY: "SERVER_PROCESS_TERMINATED_UNHEALTHY", -} as const; +export interface DeleteContainerGroupDefinitionInput { + /** + *

The unique identifier for the container group definition to delete. You can use either the Name or ARN + * value.

+ * @public + */ + Name: string | undefined; +} /** * @public */ -export type EventCode = (typeof EventCode)[keyof typeof EventCode]; +export interface DeleteFleetInput { + /** + *

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

+ * @public + */ + FleetId: string | undefined; +} /** - *

Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In - * addition to tracking activity, event codes and messages can provide additional - * information for troubleshooting and debugging problems.

* @public */ -export interface Event { +export interface DeleteFleetLocationsInput { /** - *

A unique identifier for a fleet event.

+ *

A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.

* @public */ - EventId?: string; + FleetId: string | undefined; /** - *

A unique identifier for an event resource, such as a fleet ID.

+ *

The list of fleet locations to delete. Specify locations in the form of an Amazon Web Services + * Region code, such as us-west-2.

* @public */ - ResourceId?: string; + Locations: string[] | undefined; +} +/** + * @public + */ +export interface DeleteFleetLocationsOutput { /** - *

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: - *

+ *

A unique identifier for the fleet that location attributes are being deleted for.

+ * @public + */ + FleetId?: string; + + /** + *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ * @public + */ + FleetArn?: string; + + /** + *

The remote locations that are being deleted, with each location status set to + * DELETING.

+ * @public + */ + LocationStates?: LocationState[]; +} + +/** + * @public + * @enum + */ +export const GameServerGroupDeleteOption = { + FORCE_DELETE: "FORCE_DELETE", + RETAIN: "RETAIN", + SAFE_DELETE: "SAFE_DELETE", +} as const; + +/** + * @public + */ +export type GameServerGroupDeleteOption = + (typeof GameServerGroupDeleteOption)[keyof typeof GameServerGroupDeleteOption]; + +/** + * @public + */ +export interface DeleteGameServerGroupInput { + /** + *

A unique identifier for the game server group. Use either the name or ARN value.

+ * @public + */ + GameServerGroupName: string | undefined; + + /** + *

The type of delete to perform. Options include the following:

*
    *
  • - *

    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.

    + *

    + * SAFE_DELETE – (default) Terminates the game server group and + * Amazon EC2 Auto Scaling group only when it has no game servers that are in + * UTILIZED status.

    *
  • *
  • - *

    FLEET_DELETED -- A request to delete a fleet was initiated.

    + *

    + * FORCE_DELETE – Terminates the game server group, including all + * active game servers regardless of their utilization status, and the Amazon EC2 Auto + * Scaling group.

    *
  • *
  • - *

    GENERIC_EVENT -- An unspecified event has occurred.

    + *

    + * RETAIN – Does a safe delete of the game server group but retains + * the Amazon EC2 Auto Scaling group as is.

    *
  • *
* @public */ - EventCode?: EventCode; + DeleteOption?: GameServerGroupDeleteOption; +} +/** + * @public + */ +export interface DeleteGameServerGroupOutput { /** - *

Additional information related to the event.

+ *

An object that describes the deleted game server group resource, with status updated + * to DELETE_SCHEDULED.

* @public */ - Message?: string; + GameServerGroup?: GameServerGroup; +} +/** + * @public + */ +export interface DeleteGameSessionQueueInput { /** - *

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

* @public */ - EventTime?: Date; + Name: string | undefined; +} + +/** + * @public + */ +export interface DeleteGameSessionQueueOutput {} +/** + * @public + */ +export interface DeleteLocationInput { /** - *

Location of stored logs with additional detail that is related to the event. This is - * useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet - * creation logs through the Amazon GameLift console.

+ *

The location name of the custom location to be deleted.

+ * @public + */ + LocationName: string | undefined; +} + +/** + * @public + */ +export interface DeleteLocationOutput {} + +/** + * @public + */ +export interface DeleteMatchmakingConfigurationInput { + /** + *

A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.

+ * @public + */ + Name: string | undefined; +} + +/** + * @public + */ +export interface DeleteMatchmakingConfigurationOutput {} + +/** + * @public + */ +export interface DeleteMatchmakingRuleSetInput { + /** + *

A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" + * field in the rule set body.) You can use either the rule set name or ARN value.

+ * @public + */ + Name: string | undefined; +} + +/** + * @public + */ +export interface DeleteMatchmakingRuleSetOutput {} + +/** + * @public + */ +export interface DeleteScalingPolicyInput { + /** + *

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

+ * @public + */ + Name: string | undefined; + + /** + *

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

* @public */ - PreSignedLogUrl?: string; + FleetId: string | undefined; } /** * @public */ -export interface DescribeFleetEventsOutput { - /** - *

A collection of objects containing event log entries for the specified fleet.

- * @public - */ - Events?: Event[]; - +export interface DeleteScriptInput { /** - *

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.

+ *

A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.

* @public */ - NextToken?: string; + ScriptId: string | undefined; } /** * @public */ -export interface DescribeFleetLocationAttributesInput { +export interface DeleteVpcPeeringAuthorizationInput { /** - *

A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN - * value.

+ *

A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. + * You can find your Account ID in the Amazon Web Services Management Console under account settings.

* @public */ - FleetId: string | undefined; + GameLiftAwsAccountId: string | undefined; /** - *

A list of fleet locations to retrieve information for. Specify locations in the form - * of an Amazon Web Services Region code, such as us-west-2.

+ *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The + * VPC must be in the same Region as your fleet. To look up a VPC ID, use the + * VPC Dashboard in the Amazon Web Services Management Console. + * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

* @public */ - Locations?: string[]; + PeerVpcId: string | undefined; +} + +/** + * @public + */ +export interface DeleteVpcPeeringAuthorizationOutput {} +/** + * @public + */ +export interface DeleteVpcPeeringConnectionInput { /** - *

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.

+ *

A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering + * connection record. You can use either the fleet ID or ARN value.

* @public */ - Limit?: number; + FleetId: string | undefined; /** - *

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.

+ *

A unique identifier for a VPC peering connection.

* @public */ - NextToken?: string; + VpcPeeringConnectionId: string | undefined; } -/** - * @public - * @enum - */ -export const LocationUpdateStatus = { - PENDING_UPDATE: "PENDING_UPDATE", -} as const; - /** * @public */ -export type LocationUpdateStatus = (typeof LocationUpdateStatus)[keyof typeof LocationUpdateStatus]; +export interface DeleteVpcPeeringConnectionOutput {} /** - *

Details about a location in a multi-location fleet.

* @public */ -export interface LocationAttributes { - /** - *

A fleet location and its current life-cycle state.

- * @public - */ - LocationState?: LocationState; - +export interface DeregisterComputeInput { /** - *

A list of fleet actions that have been suspended in the fleet location.

+ *

A unique identifier for the fleet the compute resource is currently registered to.

* @public */ - StoppedActions?: FleetAction[]; + FleetId: string | undefined; /** - *

The status of fleet activity updates to the location. The status - * PENDING_UPDATE indicates that StopFleetActions or - * StartFleetActions has been requested but the update has not yet been - * completed for the location.

+ *

The unique identifier of the compute resource to deregister. For an Anywhere fleet + * compute, use the registered compute name. For a container fleet, use the compute name + * (for example, + * a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9) + * or the compute ARN.

* @public */ - UpdateStatus?: LocationUpdateStatus; + ComputeName: string | undefined; } /** * @public */ -export interface DescribeFleetLocationAttributesOutput { - /** - *

A unique identifier for the fleet that location attributes were requested for.

- * @public - */ - FleetId?: string; +export interface DeregisterComputeOutput {} +/** + * @public + */ +export interface DeregisterGameServerInput { /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

A unique identifier for the game server group where the game server is running.

* @public */ - FleetArn?: string; + GameServerGroupName: string | undefined; /** - *

Location-specific information on the requested fleet's remote locations.

+ *

A custom string that uniquely identifies the game server to deregister.

* @public */ - LocationAttributes?: LocationAttributes[]; + GameServerId: string | undefined; +} +/** + * @public + */ +export interface DescribeAliasInput { /** - *

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.

+ *

The unique identifier for the fleet alias that you want to retrieve. You can use + * either the alias ID or ARN value.

* @public */ - NextToken?: string; + AliasId: string | undefined; } /** * @public */ -export interface DescribeFleetLocationCapacityInput { +export interface DescribeAliasOutput { /** - *

A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN - * value.

+ *

The requested alias resource.

* @public */ - FleetId: string | undefined; + Alias?: Alias; +} +/** + * @public + */ +export interface DescribeBuildInput { /** - *

The fleet location to retrieve capacity information for. Specify a location in the - * form of an Amazon Web Services Region code, such as us-west-2.

+ *

A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value. + *

* @public */ - Location: string | undefined; + BuildId: string | undefined; } /** * @public */ -export interface DescribeFleetLocationCapacityOutput { +export interface DescribeBuildOutput { /** - *

Resource capacity information for the requested fleet location. Capacity objects are - * returned only for fleets and locations that currently exist. Changes in desired instance - * value can take up to 1 minute to be reflected.

+ *

Set of properties describing the requested build.

* @public */ - FleetCapacity?: FleetCapacity; + Build?: Build; } /** * @public */ -export interface DescribeFleetLocationUtilizationInput { +export interface DescribeComputeInput { /** - *

A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN + *

A unique identifier for the fleet that the compute belongs to. You can use either the fleet ID or ARN * value.

* @public */ FleetId: string | undefined; /** - *

The fleet location to retrieve utilization information for. Specify a location in the - * form of an Amazon Web Services Region code, such as us-west-2.

+ *

The unique identifier of the compute resource to retrieve properties for. For an + * Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, use + * the instance ID. For a container fleet, use the compute name (for example, + * a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9) + * or the compute ARN.

* @public */ - Location: string | undefined; + ComputeName: string | undefined; } /** - *

Current resource utilization statistics in a specified fleet or location. The location - * value might refer to a fleet's remote location or its home Region.

- *

- * Related actions - *

* @public */ -export interface FleetUtilization { - /** - *

A unique identifier for the fleet associated with the location.

- * @public - */ - FleetId?: string; - - /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

- * @public - */ - FleetArn?: string; - - /** - *

The number of server processes in ACTIVE status that are currently - * running across all instances in the fleet location.

- * @public - */ - ActiveServerProcessCount?: number; - - /** - *

The number of active game sessions that are currently being hosted across all - * instances in the fleet location.

- * @public - */ - ActiveGameSessionCount?: number; - - /** - *

The number of active player sessions that are currently being hosted across all - * instances in the fleet location.

- * @public - */ - CurrentPlayerSessionCount?: number; - +export interface DescribeComputeOutput { /** - *

The maximum number of players allowed across all game sessions that are currently - * being hosted across all instances in the fleet location.

+ *

The set of properties for the requested compute resource.

* @public */ - MaximumPlayerSessionCount?: number; + Compute?: Compute; +} +/** + * @public + */ +export interface DescribeContainerGroupDefinitionInput { /** - *

The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region - * code, such as us-west-2.

+ *

The unique identifier for the container group definition to retrieve properties for. You can use either the Name or + * ARN value.

* @public */ - Location?: string; + Name: string | undefined; } /** * @public */ -export interface DescribeFleetLocationUtilizationOutput { +export interface DescribeContainerGroupDefinitionOutput { /** - *

Utilization information for the requested fleet location. Utilization objects are - * returned only for fleets and locations that currently exist.

+ *

The properties of the requested container group definition resource.

* @public */ - FleetUtilization?: FleetUtilization; + ContainerGroupDefinition?: ContainerGroupDefinition; } /** * @public */ -export interface DescribeFleetPortSettingsInput { +export interface DescribeEC2InstanceLimitsInput { /** - *

A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN - * value.

+ *

Name of an Amazon EC2 instance type that is supported in Amazon GameLift. A fleet instance type + * determines the computing resources of each instance in the fleet, including CPU, memory, + * storage, and networking capacity. Do not specify a value for this parameter to retrieve + * limits for all instance types.

* @public */ - FleetId: string | undefined; + EC2InstanceType?: EC2InstanceType; /** - *

A remote location to check for status of port setting updates. Use the Amazon Web Services Region - * code format, such as us-west-2.

+ *

The name of a remote location to request instance limits for, in the form of an Amazon Web Services + * Region code such as us-west-2.

* @public */ Location?: string; } /** + *

The Amazon GameLift service limits for an Amazon EC2 instance type and current utilization. Amazon GameLift + * allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region + * or location, for use with Amazon GameLift. You can request an limit increase for your account by + * using the Service limits page in the Amazon GameLift + * console.

* @public */ -export interface DescribeFleetPortSettingsOutput { +export interface EC2InstanceLimit { /** - *

A unique identifier for the fleet that was requested.

+ *

The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed + * descriptions.

* @public */ - FleetId?: string; + EC2InstanceType?: EC2InstanceType; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

The number of instances for the specified type and location that are currently being + * used by the Amazon Web Services account.

* @public */ - FleetArn?: string; + CurrentInstances?: number; /** - *

The port settings for the requested fleet ID.

+ *

The number of instances that is allowed for the specified instance type and + * location.

* @public */ - InboundPermissions?: IpPermission[]; + InstanceLimit?: number; /** - *

The current status of updates to the fleet's port settings in the requested fleet - * location. A status of PENDING_UPDATE indicates that an update was requested - * for the fleet but has not yet been completed for the location.

+ *

An Amazon Web Services Region code, such as us-west-2.

* @public */ - UpdateStatus?: LocationUpdateStatus; + Location?: string; +} +/** + * @public + */ +export interface DescribeEC2InstanceLimitsOutput { /** - *

The requested fleet location, expressed as an Amazon Web Services Region code, such as - * us-west-2.

+ *

The maximum number of instances for the specified instance type.

* @public */ - Location?: string; + EC2InstanceLimits?: EC2InstanceLimit[]; } /** * @public */ -export interface DescribeFleetUtilizationInput { +export interface DescribeFleetAttributesInput { /** - *

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.

+ *

A list of unique fleet identifiers to retrieve attributes for. You can use either the + * fleet ID or ARN value. To retrieve attributes for all current fleets, do not include + * this parameter.

* @public */ FleetIds?: string[]; @@ -5887,13 +6299,13 @@ export interface DescribeFleetUtilizationInput { /** * @public */ -export interface DescribeFleetUtilizationOutput { +export interface DescribeFleetAttributesOutput { /** - *

A collection of objects containing utilization information for each requested fleet - * ID. Utilization objects are returned only for fleets that currently exist.

+ *

A collection of objects containing attribute metadata for each requested fleet ID. + * Attribute objects are returned only for fleets that currently exist.

* @public */ - FleetUtilization?: FleetUtilization[]; + FleetAttributes?: FleetAttributes[]; /** *

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.

@@ -5905,253 +6317,193 @@ export interface DescribeFleetUtilizationOutput { /** * @public */ -export interface DescribeGameServerInput { +export interface DescribeFleetCapacityInput { /** - *

A unique identifier for the game server group where the game server is running.

+ *

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.

* @public */ - GameServerGroupName: string | undefined; + FleetIds?: string[]; /** - *

A custom string that uniquely identifies the game server information to be retrieved.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet + * IDs.

* @public */ - GameServerId: string | undefined; -} + Limit?: number; -/** - * @public - */ -export interface DescribeGameServerOutput { /** - *

Object that describes the requested game server.

+ *

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. This parameter is ignored when the request specifies one or a list of fleet + * IDs.

* @public */ - GameServer?: GameServer; + NextToken?: string; } /** + *

Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and + * terminating counts are non-zero when the fleet capacity is adjusting to a scaling event + * or if access to resources is temporarily affected.

* @public */ -export interface DescribeGameServerGroupInput { +export interface EC2InstanceCounts { /** - *

A unique identifier for the game server group. Use either the name or ARN value.

+ *

Requested number of active instances. Amazon GameLift takes action as needed to maintain the + * desired number of instances. Capacity is scaled up or down by changing the desired + * instances. A change in the desired instances value can take up to 1 minute to be + * reflected when viewing a fleet's capacity settings.

* @public */ - GameServerGroupName: string | undefined; -} + DESIRED?: number; -/** - * @public - */ -export interface DescribeGameServerGroupOutput { /** - *

An object with the property settings for the requested game server group resource. - *

+ *

The minimum instance count value allowed.

* @public */ - GameServerGroup?: GameServerGroup; -} + MINIMUM?: number; -/** - * @public - */ -export interface DescribeGameServerInstancesInput { /** - *

A unique identifier for the game server group. Use either the name or ARN value.

+ *

The maximum instance count value allowed.

* @public */ - GameServerGroupName: string | undefined; + MAXIMUM?: number; /** - *

The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a - * 17-character format, for example: i-1234567890abcdef0. To retrieve all - * instances in the game server group, leave this parameter empty.

+ *

Number of instances that are starting but not yet active.

* @public */ - InstanceIds?: string[]; + PENDING?: number; /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

+ *

Actual number of instances that are ready to host game sessions.

* @public */ - Limit?: number; + ACTIVE?: number; /** - *

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.

+ *

Number of active instances that are not currently hosting a game session.

* @public */ - NextToken?: string; -} - -/** - * @public - * @enum - */ -export const GameServerInstanceStatus = { - ACTIVE: "ACTIVE", - DRAINING: "DRAINING", - SPOT_TERMINATING: "SPOT_TERMINATING", -} as const; + IDLE?: number; -/** - * @public - */ -export type GameServerInstanceStatus = (typeof GameServerInstanceStatus)[keyof typeof GameServerInstanceStatus]; + /** + *

Number of instances that are no longer active but haven't yet been terminated.

+ * @public + */ + TERMINATING?: number; +} /** *

- * This data type is used with the Amazon GameLift FleetIQ and game server groups. + * This data type is used with the Amazon GameLift containers feature, which is currently in public preview. + *

+ *

The number and status of replica container groups that are deployed across a fleet with + * compute type CONTAINER. This information, combined with the number of server + * processes being hosted per container group (see RuntimeConfiguration), tells you + * how many game sessions the fleet is currently capable of hosting concurrently.

+ *

+ * Returned by: + * DescribeFleetCapacity, DescribeFleetLocationCapacity *

- *

Additional properties, - * including status, that describe an EC2 instance in a game server group. Instance - * configurations are set with game server group properties (see - * DescribeGameServerGroup and with the EC2 launch template that was used - * when creating the game server group.

- *

Retrieve game server instances for a game server group by calling - * DescribeGameServerInstances.

* @public */ -export interface GameServerInstance { - /** - *

A developer-defined identifier for the game server group that includes the game server - * instance. The name is unique for each Region in each Amazon Web Services account.

- * @public - */ - GameServerGroupName?: string; - - /** - *

A generated unique identifier for the game server group that includes the game server - * instance.

- * @public - */ - GameServerGroupArn?: string; - +export interface ReplicaContainerGroupCounts { /** - *

The unique identifier for the instance where the game server is running. This ID is - * available in the instance metadata. EC2 instance IDs - * use a 17-character format, for example: i-1234567890abcdef0.

+ *

The number of container groups that are starting up but have not yet registered.

* @public */ - InstanceId?: string; + PENDING?: number; /** - *

Current status of the game server instance

+ *

+ * The number of container groups that have active game sessions. + *

* @public */ - InstanceStatus?: GameServerInstanceStatus; -} + ACTIVE?: number; -/** - * @public - */ -export interface DescribeGameServerInstancesOutput { /** - *

The collection of requested game server instances.

+ *

+ * The number of container groups that have no active game sessions. + *

* @public */ - GameServerInstances?: GameServerInstance[]; + IDLE?: number; /** - *

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.

+ *

The number of container groups that are in the process of shutting down.

* @public */ - NextToken?: string; + TERMINATING?: number; } /** + *

Current resource capacity settings for managed EC2 fleets and container fleets. For + * multi-location fleets, location values might refer to a fleet's remote location or its + * home Region.

+ *

+ * Returned by: + * DescribeFleetCapacity, DescribeFleetLocationCapacity, UpdateFleetCapacity + *

* @public */ -export interface DescribeGameSessionDetailsInput { +export interface FleetCapacity { /** - *

A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet - * ID or ARN value.

+ *

A unique identifier for the fleet associated with the location.

* @public */ FleetId?: string; /** - *

A unique identifier for the game session to retrieve.

- * @public - */ - GameSessionId?: string; - - /** - *

A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either - * the alias ID or ARN value.

- * @public - */ - AliasId?: string; - - /** - *

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.

- * @public - */ - Location?: string; - - /** - *

Game session status to filter results on. Possible game session statuses include - * ACTIVE, TERMINATED, ACTIVATING and - * TERMINATING (the last two are transitory).

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

* @public */ - StatusFilter?: string; + FleetArn?: string; /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

+ *

The Amazon EC2 instance type that is used for instances in a fleet. 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.

* @public */ - Limit?: number; + InstanceType?: EC2InstanceType; /** - *

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.

+ *

The current number of instances in the fleet, listed by instance status. Counts for pending and + * terminating instances might be non-zero if the fleet is adjusting to a scaling event + * or if access to resources is temporarily affected.

* @public */ - NextToken?: string; -} + InstanceCounts?: EC2InstanceCounts; -/** - *

A game session's properties plus the protection policy currently in force.

- * @public - */ -export interface GameSessionDetail { /** - *

Object that describes a game session.

+ *

The fleet location for the instance count information, expressed as an Amazon Web Services Region + * code, such as us-west-2.

* @public */ - GameSession?: GameSession; + Location?: string; /** - *

Current status of protection for the game session.

- *
    - *
  • - *

    - * 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.

    - *
  • - *
+ *

+ * This property is used with the Amazon GameLift containers feature, which is currently in public preview. The number and status of replica container groups in a container fleet.

* @public */ - ProtectionPolicy?: ProtectionPolicy; + ReplicaContainerGroupCounts?: ReplicaContainerGroupCounts; } /** * @public */ -export interface DescribeGameSessionDetailsOutput { +export interface DescribeFleetCapacityOutput { /** - *

A collection of properties for each game session that matches the request.

+ *

A collection of objects that contains capacity information for each requested fleet + * ID. Capacity objects are returned only for fleets that currently exist. Changes in + * desired instance value can take up to 1 minute to be reflected.

* @public */ - GameSessionDetails?: GameSessionDetail[]; + FleetCapacity?: FleetCapacity[]; /** *

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.

@@ -6163,375 +6515,364 @@ export interface DescribeGameSessionDetailsOutput { /** * @public */ -export interface DescribeGameSessionPlacementInput { - /** - *

A unique identifier for a game session placement to retrieve.

- * @public - */ - PlacementId: string | undefined; -} - -/** - *

Information about a player session. This object contains only the player ID and player - * session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

- * @public - */ -export interface PlacedPlayerSession { +export interface DescribeFleetEventsInput { /** - *

A unique identifier for a player that is associated with this player session.

+ *

A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.

* @public */ - PlayerId?: string; + FleetId: string | undefined; /** - *

A unique identifier for a player session.

- * @public - */ - PlayerSessionId?: string; -} - -/** - *

Regional latency information for a player, used when requesting a new game session. - * This value indicates the amount of time lag that exists when the player is connected to - * a fleet in the specified Region. The relative difference between a player's latency - * values for multiple Regions are used to determine which fleets are best suited to place - * a new game session for the player.

- * @public - */ -export interface PlayerLatency { + *

The earliest date to retrieve event logs for. If no start time is specified, this call + * returns entries starting from when the fleet was created to the specified end time. + * Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").

+ * @public + */ + StartTime?: Date; + /** - *

A unique identifier for a player associated with the latency data.

+ *

The most recent date to retrieve event logs for. If no end time is specified, this + * call returns entries from the specified start time up to the present. Format is a number + * expressed in Unix time as milliseconds (ex: "1469498468.057").

* @public */ - PlayerId?: string; + EndTime?: Date; /** - *

Name of the Region that is associated with the latency value.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ - RegionIdentifier?: string; + Limit?: number; /** - *

Amount of time that represents the time lag experienced by the player when connected - * to the specified Region.

+ *

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.

* @public */ - LatencyInMilliseconds?: number; + NextToken?: string; } /** * @public * @enum */ -export const GameSessionPlacementState = { - CANCELLED: "CANCELLED", - FAILED: "FAILED", - FULFILLED: "FULFILLED", - PENDING: "PENDING", - TIMED_OUT: "TIMED_OUT", +export const EventCode = { + FLEET_ACTIVATION_FAILED: "FLEET_ACTIVATION_FAILED", + FLEET_ACTIVATION_FAILED_NO_INSTANCES: "FLEET_ACTIVATION_FAILED_NO_INSTANCES", + FLEET_BINARY_DOWNLOAD_FAILED: "FLEET_BINARY_DOWNLOAD_FAILED", + FLEET_CREATED: "FLEET_CREATED", + FLEET_CREATION_EXTRACTING_BUILD: "FLEET_CREATION_EXTRACTING_BUILD", + FLEET_CREATION_RUNNING_INSTALLER: "FLEET_CREATION_RUNNING_INSTALLER", + FLEET_CREATION_VALIDATING_RUNTIME_CONFIG: "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG", + FLEET_DELETED: "FLEET_DELETED", + FLEET_INITIALIZATION_FAILED: "FLEET_INITIALIZATION_FAILED", + FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED: "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED", + FLEET_SCALING_EVENT: "FLEET_SCALING_EVENT", + FLEET_STATE_ACTIVATING: "FLEET_STATE_ACTIVATING", + FLEET_STATE_ACTIVE: "FLEET_STATE_ACTIVE", + FLEET_STATE_BUILDING: "FLEET_STATE_BUILDING", + FLEET_STATE_DOWNLOADING: "FLEET_STATE_DOWNLOADING", + FLEET_STATE_ERROR: "FLEET_STATE_ERROR", + FLEET_STATE_VALIDATING: "FLEET_STATE_VALIDATING", + FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE: "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE", + FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND: "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND", + FLEET_VALIDATION_TIMED_OUT: "FLEET_VALIDATION_TIMED_OUT", + FLEET_VPC_PEERING_DELETED: "FLEET_VPC_PEERING_DELETED", + FLEET_VPC_PEERING_FAILED: "FLEET_VPC_PEERING_FAILED", + FLEET_VPC_PEERING_SUCCEEDED: "FLEET_VPC_PEERING_SUCCEEDED", + GAME_SESSION_ACTIVATION_TIMEOUT: "GAME_SESSION_ACTIVATION_TIMEOUT", + GENERIC_EVENT: "GENERIC_EVENT", + INSTANCE_INTERRUPTED: "INSTANCE_INTERRUPTED", + INSTANCE_RECYCLED: "INSTANCE_RECYCLED", + SERVER_PROCESS_CRASHED: "SERVER_PROCESS_CRASHED", + SERVER_PROCESS_FORCE_TERMINATED: "SERVER_PROCESS_FORCE_TERMINATED", + SERVER_PROCESS_INVALID_PATH: "SERVER_PROCESS_INVALID_PATH", + SERVER_PROCESS_PROCESS_EXIT_TIMEOUT: "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT", + SERVER_PROCESS_PROCESS_READY_TIMEOUT: "SERVER_PROCESS_PROCESS_READY_TIMEOUT", + SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT: "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT", + SERVER_PROCESS_TERMINATED_UNHEALTHY: "SERVER_PROCESS_TERMINATED_UNHEALTHY", } as const; /** * @public */ -export type GameSessionPlacementState = (typeof GameSessionPlacementState)[keyof typeof GameSessionPlacementState]; +export type EventCode = (typeof EventCode)[keyof typeof EventCode]; /** - *

Represents a potential game session placement, including the full details of the - * original placement request and the current status.

- * - *

If the game session placement status is PENDING, the properties for game - * session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not - * active and ready to accept players until placement status reaches - * FULFILLED. When the placement is in PENDING status, - * Amazon GameLift may attempt to place a game session multiple times before succeeding. With - * each attempt it creates a GameSession object and updates this - * placement object with the new game session properties..

- *
+ *

Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In + * addition to tracking activity, event codes and messages can provide additional + * information for troubleshooting and debugging problems.

* @public */ -export interface GameSessionPlacement { +export interface Event { /** - *

A unique identifier for a game session placement.

+ *

A unique identifier for a fleet event.

* @public */ - PlacementId?: string; + EventId?: string; /** - *

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

+ *

A unique identifier for an event resource, such as a fleet ID.

* @public */ - GameSessionQueueName?: string; + ResourceId?: string; /** - *

Current status of the game session placement request.

+ *

The type of event being logged.

+ *

+ * Fleet state transition events: + *

*
    *
  • - *

    - * PENDING -- The placement request is - * in the queue waiting to be processed. Game session properties are not - * yet final.

    + *

    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.

    *
  • *
  • - *

    - * FULFILLED -- A new game session has been - * successfully placed. Game session properties are now final.

    + *

    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.

    *
  • *
  • - *

    - * CANCELLED -- The placement request was - * canceled.

    + *

    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.

    *
  • *
  • - *

    - * TIMED_OUT -- A new game session was not - * successfully created before the time limit expired. You can resubmit the - * placement request as needed.

    + *

    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: + *

+ *
    *
  • - *

    - * FAILED -- Amazon GameLift is not able to complete the - * process of placing the game session. Common reasons are the game session - * terminated before the placement process was completed, or an unexpected internal - * error.

    + *

    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.

    *
  • *
- * @public - */ - Status?: GameSessionPlacementState; - - /** - *

A set of key-value pairs that can store custom data in a game session. - * For example: \{"Key": "difficulty", "Value": "novice"\}.

- * @public - */ - GameProperties?: GameProperty[]; - - /** - *

The maximum number of players that can be connected simultaneously to the game session.

- * @public - */ - MaximumPlayerSessionCount?: number; - - /** - *

A descriptive label that is associated with a game session. Session names do not need to be unique.

- * @public - */ - GameSessionName?: string; - - /** - *

A unique identifier for the game session. This value isn't final until placement status is - * FULFILLED.

- * @public - */ - GameSessionId?: string; - - /** - *

Identifier for the game session created by this placement request. This identifier is - * unique across all Regions. This value isn't final until placement status is - * FULFILLED.

- * @public - */ - GameSessionArn?: string; - - /** - *

Name of the Region where the game session created by this placement request is - * running. This value isn't final until placement status is FULFILLED.

- * @public - */ - GameSessionRegion?: string; - - /** - *

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

- * @public - */ - PlayerLatencies?: PlayerLatency[]; - - /** - *

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

- * @public - */ - StartTime?: Date; - - /** - *

Time stamp indicating when this request was completed, canceled, or timed out.

- * @public - */ - EndTime?: Date; - - /** - *

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.

- * @public - */ - IpAddress?: string; - - /** - *

The DNS identifier assigned to the instance that is running the game session. Values have - * the following format:

+ *

+ * Other fleet events: + *

*
    *
  • - *

    TLS-enabled fleets: ..amazongamelift.com.

    + *

    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.

    *
  • *
  • - *

    Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See - * Amazon EC2 Instance IP Addressing.)

    + *

    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.

    *
  • *
- *

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

- * @public - */ - DnsName?: string; - - /** - *

The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is - * FULFILLED.

- * @public - */ - Port?: number; - - /** - *

A collection of information on player sessions created in response to the game session - * placement request. These player sessions are created only after a new game session is - * successfully placed (placement status is FULFILLED). This information - * includes the player ID, provided in the placement request, and a corresponding player - * session ID.

- * @public - */ - PlacedPlayerSessions?: PlacedPlayerSession[]; - - /** - *

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the - * GameSession object with a request to start a new game session (see Start a Game Session).

- * @public - */ - GameSessionData?: string; - - /** - *

Information on the matchmaking process for this game. Data is in JSON syntax, - * formatted as a string. It identifies the matchmaking configuration used to create the - * match, and contains data on all players assigned to the match, including player - * attributes and team assignments. For more details on matchmaker data, see Match - * Data.

- * @public - */ - MatchmakerData?: string; -} - -/** - * @public - */ -export interface DescribeGameSessionPlacementOutput { - /** - *

Object that describes the requested game session placement.

- * @public - */ - GameSessionPlacement?: GameSessionPlacement; -} - -/** - * @public - */ -export interface DescribeGameSessionQueuesInput { - /** - *

A list of queue names to retrieve information for. You can use either the queue ID or - * ARN value. To request settings for all queues, leave this parameter empty.

- * @public - */ - Names?: string[]; - - /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. You can request up to 50 results.

- * @public - */ - Limit?: number; - - /** - *

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.

- * @public - */ - NextToken?: string; -} - -/** - * @public - */ -export interface DescribeGameSessionQueuesOutput { - /** - *

A collection of objects that describe the requested game session queues.

- * @public - */ - GameSessionQueues?: GameSessionQueue[]; - - /** - *

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.

- * @public - */ - NextToken?: string; -} - -/** - * @public - */ -export interface DescribeGameSessionsInput { - /** - *

A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value. - *

- * @public - */ - FleetId?: string; - - /** - *

A unique identifier for the game session to retrieve.

- * @public - */ - GameSessionId?: string; - - /** - *

A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the - * alias ID or ARN value.

* @public */ - AliasId?: string; + EventCode?: EventCode; /** - *

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. - *

+ *

Additional information related to the event.

* @public */ - Location?: string; + Message?: string; /** - *

Game session status to filter results on. You can filter on the following states: - * ACTIVE, TERMINATED, ACTIVATING, and - * TERMINATING. The last two are transitory and used for only very brief - * periods of time.

+ *

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

* @public */ - StatusFilter?: string; + EventTime?: Date; /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

+ *

Location of stored logs with additional detail that is related to the event. This is + * useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet + * creation logs through the Amazon GameLift console.

* @public */ - Limit?: number; + PreSignedLogUrl?: string; /** - *

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.

+ *

The number of times that this event occurred.

* @public */ - NextToken?: string; + Count?: number; } /** * @public */ -export interface DescribeGameSessionsOutput { +export interface DescribeFleetEventsOutput { /** - *

A collection of properties for each game session that matches the request.

+ *

A collection of objects containing event log entries for the specified fleet.

* @public */ - GameSessions?: GameSession[]; + Events?: Event[]; /** *

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.

@@ -6543,23 +6884,23 @@ export interface DescribeGameSessionsOutput { /** * @public */ -export interface DescribeInstancesInput { +export interface DescribeFleetLocationAttributesInput { /** - *

A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN + *

A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN * value.

* @public */ FleetId: string | undefined; /** - *

A unique identifier for an instance to retrieve. Specify an instance ID or leave blank - * to retrieve all instances in the fleet.

+ *

A list of fleet locations to retrieve information for. Specify locations in the form + * of an Amazon Web Services Region code, such as us-west-2.

* @public */ - InstanceId?: string; + Locations?: string[]; /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

+ *

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.

* @public */ Limit?: number; @@ -6569,483 +6910,444 @@ export interface DescribeInstancesInput { * @public */ NextToken?: string; - - /** - *

The name of a location to retrieve instance information for, in the form of an Amazon Web Services - * Region code such as us-west-2.

- * @public - */ - Location?: string; } /** * @public * @enum */ -export const InstanceStatus = { - ACTIVE: "ACTIVE", - PENDING: "PENDING", - TERMINATING: "TERMINATING", +export const LocationUpdateStatus = { + PENDING_UPDATE: "PENDING_UPDATE", } as const; /** * @public */ -export type InstanceStatus = (typeof InstanceStatus)[keyof typeof InstanceStatus]; +export type LocationUpdateStatus = (typeof LocationUpdateStatus)[keyof typeof LocationUpdateStatus]; /** - *

Represents a virtual computing instance that runs game server processes and hosts game - * sessions. In Amazon GameLift, one or more instances make up a managed EC2 fleet.

+ *

Details about a location in a multi-location fleet.

* @public */ -export interface Instance { +export interface LocationAttributes { /** - *

A unique identifier for the fleet that the instance belongs to.

+ *

A fleet location and its current life-cycle state.

* @public */ - FleetId?: string; + LocationState?: LocationState; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

A list of fleet actions that have been suspended in the fleet location.

* @public */ - FleetArn?: string; + StoppedActions?: FleetAction[]; /** - *

A unique identifier for the instance.

+ *

The status of fleet activity updates to the location. The status + * PENDING_UPDATE indicates that StopFleetActions or + * StartFleetActions has been requested but the update has not yet been + * completed for the location.

* @public */ - InstanceId?: string; + UpdateStatus?: LocationUpdateStatus; +} +/** + * @public + */ +export interface DescribeFleetLocationAttributesOutput { /** - *

IP address that is assigned to the instance.

+ *

A unique identifier for the fleet that location attributes were requested for.

* @public */ - IpAddress?: string; + FleetId?: string; /** - *

The DNS identifier assigned to the instance that is running the game session. Values have - * the following format:

- * - *

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

* @public */ - DnsName?: string; + FleetArn?: string; /** - *

Operating system that is running on this EC2 instance.

+ *

Location-specific information on the requested fleet's remote locations.

* @public */ - OperatingSystem?: OperatingSystem; + LocationAttributes?: LocationAttributes[]; /** - *

EC2 instance type that defines the computing resources of this instance.

+ *

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.

* @public */ - Type?: EC2InstanceType; + NextToken?: string; +} +/** + * @public + */ +export interface DescribeFleetLocationCapacityInput { /** - *

Current status of the instance. Possible statuses include the following:

- *
    - *
  • - *

    - * PENDING -- The instance is in the process of - * being created and launching server processes as defined in the fleet's run-time - * configuration.

    - *
  • - *
  • - *

    - * ACTIVE -- The instance has been successfully - * created and at least one server process has successfully launched and reported - * back to Amazon GameLift that it is ready to host a game session. The instance is now - * considered ready to host game sessions.

    - *
  • - *
  • - *

    - * TERMINATING -- The instance is in the process - * of shutting down. This may happen to reduce capacity during a scaling down event - * or to recycle resources in the event of a problem.

    - *
  • - *
+ *

A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN + * value.

* @public */ - Status?: InstanceStatus; + FleetId: string | undefined; /** - *

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

The fleet location to retrieve capacity information for. Specify a location in the + * form of an Amazon Web Services Region code, such as us-west-2.

* @public */ - CreationTime?: Date; + Location: string | undefined; +} + +/** + * @public + */ +export interface DescribeFleetLocationCapacityOutput { + /** + *

Resource capacity information for the requested fleet location. Capacity objects are + * returned only for fleets and locations that currently exist. Changes in desired instance + * value can take up to 1 minute to be reflected.

+ * @public + */ + FleetCapacity?: FleetCapacity; +} + +/** + * @public + */ +export interface DescribeFleetLocationUtilizationInput { + /** + *

A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN + * value.

+ * @public + */ + FleetId: string | undefined; /** - *

The fleet location of the instance, expressed as an Amazon Web Services Region code, such as - * us-west-2.

+ *

The fleet location to retrieve utilization information for. Specify a location in the + * form of an Amazon Web Services Region code, such as us-west-2.

* @public */ - Location?: string; + Location: string | undefined; } /** + *

Current resource utilization statistics in a specified fleet or location. The location + * value might refer to a fleet's remote location or its home region.

* @public */ -export interface DescribeInstancesOutput { +export interface FleetUtilization { /** - *

A collection of objects containing properties for each instance returned.

+ *

A unique identifier for the fleet associated with the location.

* @public */ - Instances?: Instance[]; + FleetId?: string; /** - *

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.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

* @public */ - NextToken?: string; + FleetArn?: string; + + /** + *

The number of server processes in ACTIVE status that are currently + * running across all instances in the fleet location.

+ * @public + */ + ActiveServerProcessCount?: number; + + /** + *

The number of active game sessions that are currently being hosted across all + * instances in the fleet location.

+ * @public + */ + ActiveGameSessionCount?: number; + + /** + *

The number of active player sessions that are currently being hosted across all + * instances in the fleet location.

+ * @public + */ + CurrentPlayerSessionCount?: number; + + /** + *

The maximum number of players allowed across all game sessions that are currently + * being hosted across all instances in the fleet location.

+ * @public + */ + MaximumPlayerSessionCount?: number; + + /** + *

The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region + * code, such as us-west-2.

+ * @public + */ + Location?: string; } /** * @public */ -export interface DescribeMatchmakingInput { +export interface DescribeFleetLocationUtilizationOutput { /** - *

A unique identifier for a matchmaking ticket. You can include up to 10 ID values.

+ *

Utilization information for the requested fleet location. Utilization objects are + * returned only for fleets and locations that currently exist.

* @public */ - TicketIds: string[] | undefined; + FleetUtilization?: FleetUtilization; } /** - *

Represents a new player session that is created as a result of a successful FlexMatch - * match. A successful match automatically creates new player sessions for every player ID - * in the original matchmaking request.

- *

When players connect to the match's game session, they must include both player ID and - * player session ID in order to claim their assigned player slot.

* @public */ -export interface MatchedPlayerSession { +export interface DescribeFleetPortSettingsInput { /** - *

A unique identifier for a player

+ *

A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN + * value.

* @public */ - PlayerId?: string; + FleetId: string | undefined; /** - *

A unique identifier for a player session

+ *

A remote location to check for status of port setting updates. Use the Amazon Web Services Region + * code format, such as us-west-2.

* @public */ - PlayerSessionId?: string; + Location?: string; } /** - *

Connection information for a new game session that is created in response to a start - * matchmaking request. Once a match is made, the FlexMatch engine creates a new game session - * for it. This information, including the game session endpoint and player sessions for - * each player in the original matchmaking request, is added to the matchmaking - * ticket.

* @public */ -export interface GameSessionConnectionInfo { +export interface DescribeFleetPortSettingsOutput { /** - *

A unique identifier for the game session. Use the game session ID.

+ *

A unique identifier for the fleet that was requested.

* @public */ - GameSessionArn?: string; + FleetId?: string; /** - *

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

* @public - */ - IpAddress?: string; - - /** - *

The DNS identifier assigned to the instance that is running the game session. Values have - * the following format:

- *
    - *
  • - *

    TLS-enabled fleets: ..amazongamelift.com.

    - *
  • - *
  • - *

    Non-TLS-enabled fleets: ec2-.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.

+ */ + FleetArn?: string; + + /** + *

The port settings for the requested fleet ID.

* @public */ - DnsName?: string; + InboundPermissions?: IpPermission[]; /** - *

The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

+ *

The current status of updates to the fleet's port settings in the requested fleet + * location. A status of PENDING_UPDATE indicates that an update was requested + * for the fleet but has not yet been completed for the location.

* @public */ - Port?: number; + UpdateStatus?: LocationUpdateStatus; /** - *

A collection of player session IDs, one for each player ID that was included in the - * original matchmaking request.

+ *

The requested fleet location, expressed as an Amazon Web Services Region code, such as + * us-west-2.

* @public */ - MatchedPlayerSessions?: MatchedPlayerSession[]; + Location?: string; } /** - *

Represents a player in matchmaking. When starting a matchmaking request, a player has - * a player ID, attributes, and may have latency data. Team information is added after a - * match has been successfully completed.

* @public */ -export interface Player { - /** - *

A unique identifier for a player

- * @public - */ - PlayerId?: string; - +export interface DescribeFleetUtilizationInput { /** - *

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.

+ *

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.

* @public */ - PlayerAttributes?: Record; + FleetIds?: string[]; /** - *

Name of the team that the player is assigned to in a match. Team names are defined in - * a matchmaking rule set.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet + * IDs.

* @public */ - Team?: string; + Limit?: number; /** - *

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in - * Regions for which latency is reported.

- *

If a matchmaker has a rule that evaluates player latency, players must report latency - * in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that - * no Regions are available to the player and the ticket is not matchable.

+ *

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. This parameter is ignored when the request specifies one or a list of fleet + * IDs.

* @public */ - LatencyInMs?: Record; + NextToken?: string; } /** - * @public - * @enum - */ -export const MatchmakingConfigurationStatus = { - CANCELLED: "CANCELLED", - COMPLETED: "COMPLETED", - FAILED: "FAILED", - PLACING: "PLACING", - QUEUED: "QUEUED", - REQUIRES_ACCEPTANCE: "REQUIRES_ACCEPTANCE", - SEARCHING: "SEARCHING", - TIMED_OUT: "TIMED_OUT", -} as const; - -/** - * @public - */ -export type MatchmakingConfigurationStatus = - (typeof MatchmakingConfigurationStatus)[keyof typeof MatchmakingConfigurationStatus]; - -/** - *

Ticket generated to track the progress of a matchmaking request. Each ticket is - * uniquely identified by a ticket ID, supplied by the requester, when creating a - * matchmaking request.

* @public */ -export interface MatchmakingTicket { +export interface DescribeFleetUtilizationOutput { /** - *

A unique identifier for a matchmaking ticket.

+ *

A collection of objects containing utilization information for each requested fleet + * ID. Utilization objects are returned only for fleets that currently exist.

* @public */ - TicketId?: string; + FleetUtilization?: FleetUtilization[]; /** - *

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.

+ *

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.

* @public */ - ConfigurationName?: string; + NextToken?: string; +} +/** + * @public + */ +export interface DescribeGameServerInput { /** - *

The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used - * with this ticket.

+ *

A unique identifier for the game server group where the game server is running.

* @public */ - ConfigurationArn?: string; + GameServerGroupName: string | undefined; /** - *

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.

- *
+ *

A custom string that uniquely identifies the game server information to be retrieved.

* @public */ - Status?: MatchmakingConfigurationStatus; + GameServerId: string | undefined; +} +/** + * @public + */ +export interface DescribeGameServerOutput { /** - *

Code to explain the current status. For example, a status reason may indicate when a - * ticket has returned to SEARCHING status after a proposed match fails to - * receive player acceptances.

+ *

Object that describes the requested game server.

* @public */ - StatusReason?: string; + GameServer?: GameServer; +} +/** + * @public + */ +export interface DescribeGameServerGroupInput { /** - *

Additional information about the current status.

+ *

A unique identifier for the game server group. Use either the name or ARN value.

* @public */ - StatusMessage?: string; + GameServerGroupName: string | undefined; +} +/** + * @public + */ +export interface DescribeGameServerGroupOutput { /** - *

Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

+ *

An object with the property settings for the requested game server group resource. + *

* @public */ - StartTime?: Date; + GameServerGroup?: GameServerGroup; +} +/** + * @public + */ +export interface DescribeGameServerInstancesInput { /** - *

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").

+ *

A unique identifier for the game server group. Use either the name or ARN value.

* @public */ - EndTime?: Date; + GameServerGroupName: string | undefined; /** - *

A set of Player objects, each representing a player to find matches for. - * Players are identified by a unique player ID and may include latency data for use during - * matchmaking. If the ticket is in status COMPLETED, the Player - * objects include the team the players were assigned to in the resulting match.

+ *

The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a + * 17-character format, for example: i-1234567890abcdef0. To retrieve all + * instances in the game server group, leave this parameter empty.

* @public */ - Players?: Player[]; + InstanceIds?: string[]; /** - *

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 .

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ - GameSessionConnectionInfo?: GameSessionConnectionInfo; + Limit?: number; /** - *

Average amount of time (in seconds) that players are currently waiting for a match. If - * there is not enough recent data, this property may be empty.

+ *

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.

* @public */ - EstimatedWaitTime?: number; + NextToken?: string; } /** * @public + * @enum */ -export interface DescribeMatchmakingOutput { - /** - *

A collection of existing matchmaking ticket objects matching the request.

- * @public - */ - TicketList?: MatchmakingTicket[]; -} +export const GameServerInstanceStatus = { + ACTIVE: "ACTIVE", + DRAINING: "DRAINING", + SPOT_TERMINATING: "SPOT_TERMINATING", +} as const; /** * @public */ -export interface DescribeMatchmakingConfigurationsInput { +export type GameServerInstanceStatus = (typeof GameServerInstanceStatus)[keyof typeof GameServerInstanceStatus]; + +/** + *

+ * This data type is used with the Amazon GameLift FleetIQ and game server groups. + *

+ *

Additional properties, + * including status, that describe an EC2 instance in a game server group. Instance + * configurations are set with game server group properties (see + * DescribeGameServerGroup and with the EC2 launch template that was used + * when creating the game server group.

+ *

Retrieve game server instances for a game server group by calling + * DescribeGameServerInstances.

+ * @public + */ +export interface GameServerInstance { /** - *

A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To - * request all existing configurations, leave this parameter empty.

+ *

A developer-defined identifier for the game server group that includes the game server + * instance. The name is unique for each Region in each Amazon Web Services account.

* @public */ - Names?: string[]; + GameServerGroupName?: string; - /** - *

A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to - * retrieve all matchmaking configurations that use this rule set.

+ /** + *

A generated unique identifier for the game server group that includes the game server + * instance.

* @public */ - RuleSetName?: string; + GameServerGroupArn?: string; /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.

+ *

The unique identifier for the instance where the game server is running. This ID is + * available in the instance metadata. EC2 instance IDs + * use a 17-character format, for example: i-1234567890abcdef0.

* @public */ - Limit?: number; + InstanceId?: string; /** - *

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.

+ *

Current status of the game server instance

* @public */ - NextToken?: string; + InstanceStatus?: GameServerInstanceStatus; } /** * @public */ -export interface DescribeMatchmakingConfigurationsOutput { +export interface DescribeGameServerInstancesOutput { /** - *

A collection of requested matchmaking configurations.

+ *

The collection of requested game server instances.

* @public */ - Configurations?: MatchmakingConfiguration[]; + GameServerInstances?: GameServerInstance[]; /** *

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.

@@ -7057,123 +7359,96 @@ export interface DescribeMatchmakingConfigurationsOutput { /** * @public */ -export interface DescribeMatchmakingRuleSetsInput { +export interface DescribeGameSessionDetailsInput { /** - *

A list of one or more matchmaking rule set names to retrieve details for. (Note: The - * rule set name is different from the optional "name" field in the rule set body.) You can - * use either the rule set name or ARN value.

+ *

A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet + * ID or ARN value.

* @public */ - Names?: string[]; + FleetId?: string; /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

+ *

A unique identifier for the game session to retrieve.

* @public */ - Limit?: number; + GameSessionId?: string; /** - *

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.

+ *

A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either + * the alias ID or ARN value.

* @public */ - NextToken?: string; -} + AliasId?: string; -/** - * @public - */ -export interface DescribeMatchmakingRuleSetsOutput { /** - *

A collection of requested matchmaking rule set objects.

+ *

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.

* @public */ - RuleSets: MatchmakingRuleSet[] | undefined; + Location?: string; /** - *

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.

+ *

Game session status to filter results on. Possible game session statuses include + * ACTIVE, TERMINATED, ACTIVATING and + * TERMINATING (the last two are transitory).

* @public */ - NextToken?: string; -} + StatusFilter?: string; -/** - * @public - */ -export interface DescribePlayerSessionsInput { /** - *

A unique identifier for the game session to retrieve player sessions for.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ - GameSessionId?: string; + Limit?: number; /** - *

A unique identifier for a player to retrieve player sessions for.

+ *

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.

* @public */ - PlayerId?: string; + NextToken?: string; +} +/** + *

A game session's properties plus the protection policy currently in force.

+ * @public + */ +export interface GameSessionDetail { /** - *

A unique identifier for a player session to retrieve.

+ *

Object that describes a game session.

* @public */ - PlayerSessionId?: string; + GameSession?: GameSession; /** - *

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:

+ *

Current status of protection for the game session.

*
    *
  • *

    - * 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.

    + * NoProtection -- The game session can be + * terminated during a scale-down event.

    *
  • *
  • *

    - * TIMEDOUT -- A player session request was - * received, but the player did not connect and/or was not validated within the - * timeout limit (60 seconds).

    + * FullProtection -- If the game session is in an + * ACTIVE status, it cannot be terminated during a scale-down + * event.

    *
  • *
* @public */ - PlayerSessionStatusFilter?: string; - - /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

- * @public - */ - Limit?: number; - - /** - *

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. If a player session ID is specified, this parameter is ignored.

- * @public - */ - NextToken?: string; + ProtectionPolicy?: ProtectionPolicy; } /** * @public */ -export interface DescribePlayerSessionsOutput { +export interface DescribeGameSessionDetailsOutput { /** - *

A collection of objects containing properties for each player session that matches the - * request.

+ *

A collection of properties for each game session that matches the request.

* @public */ - PlayerSessions?: PlayerSession[]; + GameSessionDetails?: GameSessionDetail[]; /** *

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.

@@ -7185,430 +7460,290 @@ export interface DescribePlayerSessionsOutput { /** * @public */ -export interface DescribeRuntimeConfigurationInput { - /** - *

A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN - * value.

- * @public - */ - FleetId: string | undefined; -} - -/** - * @public - */ -export interface DescribeRuntimeConfigurationOutput { +export interface DescribeGameSessionPlacementInput { /** - *

Instructions that describe how server processes should be launched and maintained on - * each instance in the fleet.

+ *

A unique identifier for a game session placement to retrieve.

* @public */ - RuntimeConfiguration?: RuntimeConfiguration; + PlacementId: string | undefined; } /** - * @public - * @enum - */ -export const ScalingStatusType = { - ACTIVE: "ACTIVE", - DELETED: "DELETED", - DELETE_REQUESTED: "DELETE_REQUESTED", - DELETING: "DELETING", - ERROR: "ERROR", - UPDATE_REQUESTED: "UPDATE_REQUESTED", - UPDATING: "UPDATING", -} as const; - -/** - * @public - */ -export type ScalingStatusType = (typeof ScalingStatusType)[keyof typeof ScalingStatusType]; - -/** + *

Information about a player session. This object contains only the player ID and player + * session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

* @public */ -export interface DescribeScalingPoliciesInput { - /** - *

A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN - * value.

- * @public - */ - FleetId: string | undefined; - - /** - *

Scaling policy status to filter results on. A scaling policy is only in force when in - * an ACTIVE status.

- *
    - *
  • - *

    - * ACTIVE -- The scaling policy is currently in - * force.

    - *
  • - *
  • - *

    - * UPDATEREQUESTED -- A request to update the - * scaling policy has been received.

    - *
  • - *
  • - *

    - * UPDATING -- A change is being made to the - * scaling policy.

    - *
  • - *
  • - *

    - * DELETEREQUESTED -- 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.

    - *
  • - *
- * @public - */ - StatusFilter?: ScalingStatusType; - - /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

- * @public - */ - Limit?: number; - +export interface PlacedPlayerSession { /** - *

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.

+ *

A unique identifier for a player that is associated with this player session.

* @public */ - NextToken?: string; + PlayerId?: string; /** - *

The fleet location. If you don't specify this value, the response contains the - * scaling policies of every location in the fleet.

+ *

A unique identifier for a player session.

* @public */ - Location?: string; + PlayerSessionId?: string; } /** + *

Regional latency information for a player, used when requesting a new game session. + * This value indicates the amount of time lag that exists when the player is connected to + * a fleet in the specified Region. The relative difference between a player's latency + * values for multiple Regions are used to determine which fleets are best suited to place + * a new game session for the player.

* @public - * @enum - */ -export const MetricName = { - ActivatingGameSessions: "ActivatingGameSessions", - ActiveGameSessions: "ActiveGameSessions", - ActiveInstances: "ActiveInstances", - AvailableGameSessions: "AvailableGameSessions", - AvailablePlayerSessions: "AvailablePlayerSessions", - ConcurrentActivatableGameSessions: "ConcurrentActivatableGameSessions", - CurrentPlayerSessions: "CurrentPlayerSessions", - IdleInstances: "IdleInstances", - PercentAvailableGameSessions: "PercentAvailableGameSessions", - PercentIdleInstances: "PercentIdleInstances", - QueueDepth: "QueueDepth", - WaitTime: "WaitTime", -} as const; - -/** - * @public - */ -export type MetricName = (typeof MetricName)[keyof typeof MetricName]; - -/** - * @public - * @enum */ -export const PolicyType = { - RuleBased: "RuleBased", - TargetBased: "TargetBased", -} as const; +export interface PlayerLatency { + /** + *

A unique identifier for a player associated with the latency data.

+ * @public + */ + PlayerId?: string; -/** - * @public - */ -export type PolicyType = (typeof PolicyType)[keyof typeof PolicyType]; + /** + *

Name of the Region that is associated with the latency value.

+ * @public + */ + RegionIdentifier?: string; + + /** + *

Amount of time that represents the time lag experienced by the player when connected + * to the specified Region.

+ * @public + */ + LatencyInMilliseconds?: number; +} /** * @public * @enum */ -export const ScalingAdjustmentType = { - ChangeInCapacity: "ChangeInCapacity", - ExactCapacity: "ExactCapacity", - PercentChangeInCapacity: "PercentChangeInCapacity", +export const GameSessionPlacementState = { + CANCELLED: "CANCELLED", + FAILED: "FAILED", + FULFILLED: "FULFILLED", + PENDING: "PENDING", + TIMED_OUT: "TIMED_OUT", } as const; /** * @public */ -export type ScalingAdjustmentType = (typeof ScalingAdjustmentType)[keyof typeof ScalingAdjustmentType]; - -/** - *

Settings for a target-based scaling policy. A target-based policy tracks a particular - * fleet metric specifies a target value for the metric. As player usage changes, the - * policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target - * value. The target configuration specifies settings as needed for the target based - * policy, including the target value.

- * @public - */ -export interface TargetConfiguration { - /** - *

Desired value to use with a target-based scaling policy. The value must be relevant - * for whatever metric the scaling policy is using. For example, in a policy using the - * metric PercentAvailableGameSessions, the target value should be the preferred size of - * the fleet's buffer (the percent of capacity that should be idle and ready for new game - * sessions).

- * @public - */ - TargetValue: number | undefined; -} +export type GameSessionPlacementState = (typeof GameSessionPlacementState)[keyof typeof GameSessionPlacementState]; /** - *

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by - * the combination of name and fleet ID.

+ *

Represents a potential game session placement, including the full details of the + * original placement request and the current status.

+ * + *

If the game session placement status is PENDING, the properties for game + * session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not + * active and ready to accept players until placement status reaches + * FULFILLED. When the placement is in PENDING status, + * Amazon GameLift may attempt to place a game session multiple times before succeeding. With + * each attempt it creates a GameSession object and updates this + * placement object with the new game session properties..

+ *
* @public */ -export interface ScalingPolicy { - /** - *

A unique identifier for the fleet that is associated with this scaling policy.

- * @public - */ - FleetId?: string; - +export interface GameSessionPlacement { /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

A unique identifier for a game session placement.

* @public */ - FleetArn?: string; + PlacementId?: string; /** - *

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

+ *

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

* @public */ - Name?: string; + GameSessionQueueName?: string; /** - *

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.

+ *

Current status of the game session placement request.

*
    *
  • *

    - * 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.

    + * PENDING -- The placement request is + * in the queue waiting to be processed. Game session properties are not + * yet final.

    *
  • *
  • *

    - * DELETE_REQUESTED -- A request to delete the - * scaling policy has been received.

    + * FULFILLED -- A new game session has been + * successfully placed. Game session properties are now final.

    *
  • *
  • *

    - * DELETING -- The scaling policy is being - * deleted.

    + * CANCELLED -- The placement request was + * canceled.

    *
  • *
  • *

    - * DELETED -- The scaling policy has been - * deleted.

    + * TIMED_OUT -- A new game session was not + * successfully created before the time limit expired. You can resubmit the + * placement request as needed.

    *
  • *
  • *

    - * ERROR -- An error occurred in creating the - * policy. It should be removed and recreated.

    + * FAILED -- Amazon GameLift is not able to complete the + * process of placing the game session. Common reasons are the game session + * terminated before the placement process was completed, or an unexpected internal + * error.

    *
  • *
* @public */ - Status?: ScalingStatusType; + Status?: GameSessionPlacementState; /** - *

Amount of adjustment to make, based on the scaling adjustment type.

+ *

A set of key-value pairs that can store custom data in a game session. + * For example: \{"Key": "difficulty", "Value": "novice"\}.

* @public */ - ScalingAdjustment?: number; + GameProperties?: GameProperty[]; /** - *

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.

    - *
  • - *
+ *

The maximum number of players that can be connected simultaneously to the game session.

* @public */ - ScalingAdjustmentType?: ScalingAdjustmentType; + MaximumPlayerSessionCount?: number; /** - *

Comparison operator to use when measuring a metric against the threshold value.

+ *

A descriptive label that is associated with a game session. Session names do not need to be unique.

* @public */ - ComparisonOperator?: ComparisonOperatorType; + GameSessionName?: string; /** - *

Metric value used to trigger a scaling event.

+ *

A unique identifier for the game session. This value isn't final until placement status is + * FULFILLED.

* @public */ - Threshold?: number; + GameSessionId?: string; /** - *

Length of time (in minutes) the metric must be at or beyond the threshold before a - * scaling event is triggered.

+ *

Identifier for the game session created by this placement request. This identifier is + * unique across all Regions. This value isn't final until placement status is + * FULFILLED.

* @public */ - EvaluationPeriods?: number; + GameSessionArn?: string; /** - *

Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For - * detailed descriptions of fleet metrics, see Monitor Amazon GameLift - * with Amazon CloudWatch.

- *
    - *
  • - *

    - * ActivatingGameSessions -- Game sessions in - * the process of being created.

    - *
  • - *
  • - *

    - * ActiveGameSessions -- Game sessions that - * are currently running.

    - *
  • - *
  • - *

    - * ActiveInstances -- Fleet instances that - * are currently running at least one game session.

    - *
  • - *
  • - *

    - * AvailableGameSessions -- Additional game - * sessions that fleet could host simultaneously, given current capacity.

    - *
  • - *
  • - *

    - * AvailablePlayerSessions -- Empty player - * slots in currently active game sessions. This includes game sessions that are - * not currently accepting players. Reserved player slots are not - * included.

    - *
  • - *
  • - *

    - * CurrentPlayerSessions -- Player slots in - * active game sessions that are being used by a player or are reserved for a - * player.

    - *
  • - *
  • - *

    - * IdleInstances -- Active instances that are - * currently hosting zero game sessions.

    - *
  • - *
  • - *

    - * PercentAvailableGameSessions -- Unused - * percentage of the total number of game sessions that a fleet could host - * simultaneously, given current capacity. Use this metric for a target-based - * scaling policy.

    - *
  • - *
  • - *

    - * PercentIdleInstances -- Percentage of the - * total number of active instances that are hosting zero game sessions.

    - *
  • + *

    Name of the Region where the game session created by this placement request is + * running. This value isn't final until placement status is FULFILLED.

    + * @public + */ + GameSessionRegion?: string; + + /** + *

    A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

    + * @public + */ + PlayerLatencies?: PlayerLatency[]; + + /** + *

    Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    + * @public + */ + StartTime?: Date; + + /** + *

    Time stamp indicating when this request was completed, canceled, or timed out.

    + * @public + */ + EndTime?: Date; + + /** + *

    The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.

    + * @public + */ + IpAddress?: string; + + /** + *

    The DNS identifier assigned to the instance that is running the game session. Values have + * the following format:

    + *
      *
    • - *

      - * QueueDepth -- Pending game session - * placement requests, in any queue, where the current fleet is the top-priority - * destination.

      + *

      TLS-enabled fleets: ..amazongamelift.com.

      *
    • *
    • - *

      - * WaitTime -- Current wait time for pending - * game session placement requests, in any queue, where the current fleet is the - * top-priority destination.

      + *

      Non-TLS-enabled fleets: ec2-.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.

    * @public */ - MetricName?: MetricName; + DnsName?: string; /** - *

    The type of scaling policy to create. For a target-based policy, set the parameter - * MetricName to 'PercentAvailableGameSessions' and specify a - * TargetConfiguration. For a rule-based policy set the following - * parameters: MetricName, ComparisonOperator, - * Threshold, EvaluationPeriods, - * ScalingAdjustmentType, and - * ScalingAdjustment.

    + *

    The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is + * FULFILLED.

    * @public */ - PolicyType?: PolicyType; + Port?: number; /** - *

    An object that contains settings for a target-based scaling policy.

    + *

    A collection of information on player sessions created in response to the game session + * placement request. These player sessions are created only after a new game session is + * successfully placed (placement status is FULFILLED). This information + * includes the player ID, provided in the placement request, and a corresponding player + * session ID.

    * @public */ - TargetConfiguration?: TargetConfiguration; + PlacedPlayerSessions?: PlacedPlayerSession[]; /** - *

    The current status of the fleet's scaling policies in a requested fleet location. The - * status PENDING_UPDATE indicates that an update was requested for the fleet - * but has not yet been completed for the location.

    + *

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the + * GameSession object with a request to start a new game session (see Start a Game Session).

    * @public */ - UpdateStatus?: LocationUpdateStatus; + GameSessionData?: string; /** - *

    The fleet location.

    + *

    Information on the matchmaking process for this game. Data is in JSON syntax, + * formatted as a string. It identifies the matchmaking configuration used to create the + * match, and contains data on all players assigned to the match, including player + * attributes and team assignments. For more details on matchmaker data, see Match + * Data.

    * @public */ - Location?: string; + MatchmakerData?: string; } /** * @public */ -export interface DescribeScalingPoliciesOutput { +export interface DescribeGameSessionPlacementOutput { /** - *

    A collection of objects containing the scaling policies matching the request.

    + *

    Object that describes the requested game session placement.

    * @public */ - ScalingPolicies?: ScalingPolicy[]; + GameSessionPlacement?: GameSessionPlacement; +} +/** + * @public + */ +export interface DescribeGameSessionQueuesInput { /** - *

    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.

    + *

    A list of queue names to retrieve information for. You can use either the queue ID or + * ARN value. To request settings for all queues, leave this parameter empty.

    + * @public + */ + Names?: string[]; + + /** + *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. You can request up to 50 results.

    + * @public + */ + Limit?: number; + + /** + *

    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.

    * @public */ NextToken?: string; @@ -7617,437 +7752,577 @@ export interface DescribeScalingPoliciesOutput { /** * @public */ -export interface DescribeScriptInput { +export interface DescribeGameSessionQueuesOutput { /** - *

    A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN - * value.

    + *

    A collection of objects that describe the requested game session queues.

    * @public */ - ScriptId: string | undefined; -} + GameSessionQueues?: GameSessionQueue[]; -/** - * @public - */ -export interface DescribeScriptOutput { /** - *

    A set of properties describing the requested script.

    + *

    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.

    * @public */ - Script?: Script; + NextToken?: string; } /** * @public */ -export interface DescribeVpcPeeringAuthorizationsInput {} +export interface DescribeGameSessionsInput { + /** + *

    A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value. + *

    + * @public + */ + FleetId?: string; -/** - * @public - */ -export interface DescribeVpcPeeringAuthorizationsOutput { /** - *

    A collection of objects that describe all valid VPC peering operations for the current - * Amazon Web Services account.

    + *

    A unique identifier for the game session to retrieve.

    * @public */ - VpcPeeringAuthorizations?: VpcPeeringAuthorization[]; + GameSessionId?: string; + + /** + *

    A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the + * alias ID or ARN value.

    + * @public + */ + AliasId?: string; + + /** + *

    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. + *

    + * @public + */ + Location?: string; + + /** + *

    Game session status to filter results on. You can filter on the following states: + * ACTIVE, TERMINATED, ACTIVATING, and + * TERMINATING. The last two are transitory and used for only very brief + * periods of time.

    + * @public + */ + StatusFilter?: string; + + /** + *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    + * @public + */ + Limit?: number; + + /** + *

    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.

    + * @public + */ + NextToken?: string; } /** * @public */ -export interface DescribeVpcPeeringConnectionsInput { +export interface DescribeGameSessionsOutput { /** - *

    A unique identifier for the fleet. You can use either the fleet ID or ARN value.

    + *

    A collection of properties for each game session that matches the request.

    * @public */ - FleetId?: string; + GameSessions?: GameSession[]; + + /** + *

    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.

    + * @public + */ + NextToken?: string; } /** - *

    Represents status information for a VPC peering connection. Status codes and messages - * are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also - * communicated as a fleet event.

    * @public */ -export interface VpcPeeringConnectionStatus { +export interface DescribeInstancesInput { /** - *

    Code indicating the status of a VPC peering connection.

    + *

    A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN + * value.

    * @public */ - Code?: string; + FleetId: string | undefined; /** - *

    Additional messaging associated with the connection status.

    + *

    A unique identifier for an instance to retrieve. Specify an instance ID or leave blank + * to retrieve all instances in the fleet.

    * @public */ - Message?: string; + InstanceId?: string; + + /** + *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    + * @public + */ + Limit?: number; + + /** + *

    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.

    + * @public + */ + NextToken?: string; + + /** + *

    The name of a location to retrieve instance information for, in the form of an Amazon Web Services + * Region code such as us-west-2.

    + * @public + */ + Location?: string; } /** - *

    Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the - * VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a - * pending connection that has not yet been established.

    - *

    - * Related actions - *

    - *

    - * All APIs by task - *

    * @public + * @enum */ -export interface VpcPeeringConnection { +export const InstanceStatus = { + ACTIVE: "ACTIVE", + PENDING: "PENDING", + TERMINATING: "TERMINATING", +} as const; + +/** + * @public + */ +export type InstanceStatus = (typeof InstanceStatus)[keyof typeof InstanceStatus]; + +/** + *

    Represents a virtual computing instance that runs game server processes and hosts game + * sessions. In Amazon GameLift, one or more instances make up a managed EC2 fleet.

    + * @public + */ +export interface Instance { /** - *

    A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

    + *

    A unique identifier for the fleet that the instance belongs to.

    * @public */ FleetId?: string; /** - *

    The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

    + *

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

    * @public */ FleetArn?: string; /** - *

    CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift - * VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot - * overlap or the peering connection cannot be created.

    + *

    A unique identifier for the instance.

    + * @public + */ + InstanceId?: string; + + /** + *

    IP address that is assigned to the instance.

    + * @public + */ + IpAddress?: string; + + /** + *

    The DNS identifier assigned to the instance that is running the game session. Values have + * the following format:

    + * + *

    When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

    * @public */ - IpV4CidrBlock?: string; + DnsName?: string; /** - *

    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.

    + *

    Operating system that is running on this EC2 instance.

    * @public */ - VpcPeeringConnectionId?: string; + OperatingSystem?: OperatingSystem; /** - *

    The status information about the connection. Status indicates if a connection is - * pending, successful, or failed.

    + *

    EC2 instance type that defines the computing resources of this instance.

    * @public */ - Status?: VpcPeeringConnectionStatus; + Type?: EC2InstanceType; /** - *

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The - * VPC must be in the same Region as your fleet. To look up a VPC ID, use the - * VPC Dashboard in the Amazon Web Services Management Console. - * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

    + *

    Current status of the instance. Possible statuses include the following:

    + *
      + *
    • + *

      + * PENDING -- The instance is in the process of + * being created and launching server processes as defined in the fleet's run-time + * configuration.

      + *
    • + *
    • + *

      + * ACTIVE -- The instance has been successfully + * created and at least one server process has successfully launched and reported + * back to Amazon GameLift that it is ready to host a game session. The instance is now + * considered ready to host game sessions.

      + *
    • + *
    • + *

      + * TERMINATING -- The instance is in the process + * of shutting down. This may happen to reduce capacity during a scaling down event + * or to recycle resources in the event of a problem.

      + *
    • + *
    * @public */ - PeerVpcId?: string; + Status?: InstanceStatus; /** - *

    A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. - * This VPC is managed by Amazon GameLift and does not appear in your Amazon Web Services account.

    + *

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    * @public */ - GameLiftVpcId?: string; -} + CreationTime?: Date; -/** - * @public - */ -export interface DescribeVpcPeeringConnectionsOutput { /** - *

    A collection of VPC peering connection records that match the request.

    + *

    The fleet location of the instance, expressed as an Amazon Web Services Region code, such as + * us-west-2.

    * @public */ - VpcPeeringConnections?: VpcPeeringConnection[]; + Location?: string; } /** - *

    Player information for use when creating player sessions using a game session - * placement request.

    * @public */ -export interface DesiredPlayerSession { +export interface DescribeInstancesOutput { /** - *

    A unique identifier for a player to associate with the player session.

    + *

    A collection of objects containing properties for each instance returned.

    * @public */ - PlayerId?: string; + Instances?: Instance[]; /** - *

    Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

    + *

    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.

    * @public */ - PlayerData?: string; + NextToken?: string; } /** * @public */ -export interface GetComputeAccessInput { - /** - *

    A unique identifier for the fleet that contains the compute resource you want to connect to. You can use either - * the fleet ID or ARN value.

    - * @public - */ - FleetId: string | undefined; - +export interface DescribeMatchmakingInput { /** - *

    A unique identifier for the compute resource that you want to connect to. You can use - * either a registered compute name or an instance ID.

    + *

    A unique identifier for a matchmaking ticket. You can include up to 10 ID values.

    * @public */ - ComputeName: string | undefined; + TicketIds: string[] | undefined; } /** + *

    Represents a new player session that is created as a result of a successful FlexMatch + * match. A successful match automatically creates new player sessions for every player ID + * in the original matchmaking request.

    + *

    When players connect to the match's game session, they must include both player ID and + * player session ID in order to claim their assigned player slot.

    * @public */ -export interface GetComputeAccessOutput { +export interface MatchedPlayerSession { /** - *

    The ID of the fleet that contains the compute resource to be accessed.

    + *

    A unique identifier for a player

    * @public */ - FleetId?: string; + PlayerId?: string; /** - *

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

    + *

    A unique identifier for a player session

    * @public */ - FleetArn?: string; + PlayerSessionId?: string; +} +/** + *

    Connection information for a new game session that is created in response to a start + * matchmaking request. Once a match is made, the FlexMatch engine creates a new game session + * for it. This information, including the game session endpoint and player sessions for + * each player in the original matchmaking request, is added to the matchmaking + * ticket.

    + * @public + */ +export interface GameSessionConnectionInfo { /** - *

    The identifier of the compute resource to be accessed. This value might be either a - * compute name or an instance ID.

    + *

    A unique identifier for the game session. Use the game session ID.

    * @public */ - ComputeName?: string; + GameSessionArn?: string; /** - *

    The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. - * ARNs are unique across all Regions. Format is - * arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

    + *

    The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

    * @public */ - ComputeArn?: string; + IpAddress?: string; /** - *

    A set of temporary Amazon Web Services credentials for use when connecting to the - * compute resource with Amazon EC2 Systems Manager (SSM).

    + *

    The DNS identifier assigned to the instance that is running the game session. Values have + * the following format:

    + *
      + *
    • + *

      TLS-enabled fleets: ..amazongamelift.com.

      + *
    • + *
    • + *

      Non-TLS-enabled fleets: ec2-.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.

    * @public */ - Credentials?: AwsCredentials; -} + DnsName?: string; -/** - * @public - */ -export interface GetComputeAuthTokenInput { /** - *

    A unique identifier for the fleet that the compute is registered to.

    + *

    The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

    * @public */ - FleetId: string | undefined; + Port?: number; /** - *

    The name of the compute resource you are requesting the authentication token - * for.

    + *

    A collection of player session IDs, one for each player ID that was included in the + * original matchmaking request.

    * @public */ - ComputeName: string | undefined; + MatchedPlayerSessions?: MatchedPlayerSession[]; } /** + *

    Represents a player in matchmaking. When starting a matchmaking request, a player has + * a player ID, attributes, and may have latency data. Team information is added after a + * match has been successfully completed.

    * @public */ -export interface GetComputeAuthTokenOutput { +export interface Player { /** - *

    A unique identifier for the fleet that the compute is registered to.

    + *

    A unique identifier for a player

    * @public */ - FleetId?: string; + PlayerId?: string; /** - *

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

    + *

    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.

    * @public */ - FleetArn?: string; + PlayerAttributes?: Record; /** - *

    The name of the compute resource that the authentication token is issued to.

    + *

    Name of the team that the player is assigned to in a match. Team names are defined in + * a matchmaking rule set.

    * @public */ - ComputeName?: string; + Team?: string; /** - *

    The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. - * ARNs are unique across all Regions. Format is - * arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

    + *

    A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in + * Regions for which latency is reported.

    + *

    If a matchmaker has a rule that evaluates player latency, players must report latency + * in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that + * no Regions are available to the player and the ticket is not matchable.

    * @public */ - ComputeArn?: string; + LatencyInMs?: Record; +} - /** - *

    A valid temporary authentication token.

    - * @public - */ - AuthToken?: string; +/** + * @public + * @enum + */ +export const MatchmakingConfigurationStatus = { + CANCELLED: "CANCELLED", + COMPLETED: "COMPLETED", + FAILED: "FAILED", + PLACING: "PLACING", + QUEUED: "QUEUED", + REQUIRES_ACCEPTANCE: "REQUIRES_ACCEPTANCE", + SEARCHING: "SEARCHING", + TIMED_OUT: "TIMED_OUT", +} as const; - /** - *

    The amount of time until the authentication token is no longer valid.

    - * @public - */ - ExpirationTimestamp?: Date; -} +/** + * @public + */ +export type MatchmakingConfigurationStatus = + (typeof MatchmakingConfigurationStatus)[keyof typeof MatchmakingConfigurationStatus]; /** + *

    Ticket generated to track the progress of a matchmaking request. Each ticket is + * uniquely identified by a ticket ID, supplied by the requester, when creating a + * matchmaking request.

    * @public */ -export interface GetGameSessionLogUrlInput { +export interface MatchmakingTicket { /** - *

    A unique identifier for the game session to get logs for.

    + *

    A unique identifier for a matchmaking ticket.

    * @public */ - GameSessionId: string | undefined; -} + TicketId?: string; -/** - * @public - */ -export interface GetGameSessionLogUrlOutput { /** - *

    Location of the requested game session logs, available for download. This URL is valid - * for 15 minutes, after which S3 will reject any download request using this URL. You can - * request a new URL any time within the 14-day period that the logs are retained.

    + *

    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.

    * @public */ - PreSignedUrl?: string; -} + ConfigurationName?: string; -/** - * @public - */ -export interface GetInstanceAccessInput { /** - *

    A unique identifier for the fleet that contains the instance you want to access. You can request access to - * instances in EC2 fleets with the following statuses: ACTIVATING, - * ACTIVE, or ERROR. Use either a fleet ID or an ARN value.

    + *

    The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used + * with this ticket.

    + * @public + */ + ConfigurationArn?: string; + + /** + *

    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. + *

      + *
    • + *
    * - *

    You can access fleets in ERROR status for a short period of time before Amazon GameLift deletes them.

    + *

    Matchmaking requests that fail to successfully complete (statuses FAILED, + * CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

    *
    * @public */ - FleetId: string | undefined; - - /** - *

    A unique identifier for the instance you want to access. You can access an instance in any status.

    - * @public - */ - InstanceId: string | undefined; -} + Status?: MatchmakingConfigurationStatus; -/** - *

    A set of credentials that allow remote access to an instance in an EC2 managed fleet. - * These credentials are returned in response to a call to GetInstanceAccess, which requests access for instances that are running - * game servers with the Amazon GameLift server SDK version 4.x or earlier.

    - * @public - */ -export interface InstanceCredentials { /** - *

    A user name for logging in.

    + *

    Code to explain the current status. For example, a status reason may indicate when a + * ticket has returned to SEARCHING status after a proposed match fails to + * receive player acceptances.

    * @public */ - UserName?: string; + StatusReason?: string; /** - *

    Secret string. For Windows instances, the secret is a password for use with Windows - * Remote Desktop. For Linux instances, it's a private key for use with SSH.

    + *

    Additional information about the current status.

    * @public */ - Secret?: string; -} + StatusMessage?: string; -/** - *

    Information and credentials that you can use to remotely connect to an instance in an - * EC2 managed fleet. This data type is returned in response to a call to GetInstanceAccess.

    - * @public - */ -export interface InstanceAccess { /** - *

    A unique identifier for the fleet containing the instance to be accessed.

    + *

    Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    * @public */ - FleetId?: string; + StartTime?: Date; /** - *

    A unique identifier for the instance to be accessed.

    + *

    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").

    * @public */ - InstanceId?: string; + EndTime?: Date; /** - *

    IP address assigned to the instance.

    + *

    A set of Player objects, each representing a player to find matches for. + * Players are identified by a unique player ID and may include latency data for use during + * matchmaking. If the ticket is in status COMPLETED, the Player + * objects include the team the players were assigned to in the resulting match.

    * @public */ - IpAddress?: string; + Players?: Player[]; /** - *

    Operating system that is running on the instance.

    + *

    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 .

    * @public */ - OperatingSystem?: OperatingSystem; + GameSessionConnectionInfo?: GameSessionConnectionInfo; /** - *

    Security credentials that are required to access the instance.

    + *

    Average amount of time (in seconds) that players are currently waiting for a match. If + * there is not enough recent data, this property may be empty.

    * @public */ - Credentials?: InstanceCredentials; + EstimatedWaitTime?: number; } /** * @public */ -export interface GetInstanceAccessOutput { +export interface DescribeMatchmakingOutput { /** - *

    The connection information for a fleet instance, including IP address and access - * credentials.

    + *

    A collection of existing matchmaking ticket objects matching the request.

    * @public */ - InstanceAccess?: InstanceAccess; + TicketList?: MatchmakingTicket[]; } /** * @public */ -export interface ListAliasesInput { +export interface DescribeMatchmakingConfigurationsInput { /** - *

    The routing type to filter results on. Use this parameter to retrieve only aliases - * with a certain routing type. To retrieve all aliases, leave this parameter empty.

    - *

    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 RoutingStrategy message embedded.

      - *
    • - *
    + *

    A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To + * request all existing configurations, leave this parameter empty.

    * @public */ - RoutingStrategyType?: RoutingStrategyType; + Names?: string[]; /** - *

    A descriptive label that is associated with an alias. Alias names do not need to be unique.

    + *

    A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to + * retrieve all matchmaking configurations that use this rule set.

    * @public */ - Name?: string; + RuleSetName?: string; /** - *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    + *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.

    * @public */ Limit?: number; @@ -8062,12 +8337,12 @@ export interface ListAliasesInput { /** * @public */ -export interface ListAliasesOutput { +export interface DescribeMatchmakingConfigurationsOutput { /** - *

    A collection of alias resources that match the request parameters.

    + *

    A collection of requested matchmaking configurations.

    * @public */ - Aliases?: Alias[]; + Configurations?: MatchmakingConfiguration[]; /** *

    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.

    @@ -8079,33 +8354,14 @@ export interface ListAliasesOutput { /** * @public */ -export interface ListBuildsInput { +export interface DescribeMatchmakingRuleSetsInput { /** - *

    Build status to filter results by. To retrieve all builds, leave this parameter - * empty.

    - *

    Possible build statuses include the following:

    - *
      - *
    • - *

      - * INITIALIZED -- A new build has been defined, - * but no files have been uploaded. You cannot create fleets for builds that are in - * this status. When a build is successfully created, the build status is set to - * this value.

      - *
    • - *
    • - *

      - * READY -- The game build has been successfully - * uploaded. You can now create new fleets for this build.

      - *
    • - *
    • - *

      - * FAILED -- The game build upload failed. You - * cannot create new fleets for this build.

      - *
    • - *
    + *

    A list of one or more matchmaking rule set names to retrieve details for. (Note: The + * rule set name is different from the optional "name" field in the rule set body.) You can + * use either the rule set name or ARN value.

    * @public */ - Status?: BuildStatus; + Names?: string[]; /** *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    @@ -8114,7 +8370,7 @@ export interface ListBuildsInput { Limit?: number; /** - *

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, don't specify a value.

    + *

    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.

    * @public */ NextToken?: string; @@ -8123,12 +8379,12 @@ export interface ListBuildsInput { /** * @public */ -export interface ListBuildsOutput { +export interface DescribeMatchmakingRuleSetsOutput { /** - *

    A collection of build resources that match the request.

    + *

    A collection of requested matchmaking rule set objects.

    * @public */ - Builds?: Build[]; + RuleSets: MatchmakingRuleSet[] | undefined; /** *

    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.

    @@ -8140,75 +8396,66 @@ export interface ListBuildsOutput { /** * @public */ -export interface ListComputeInput { - /** - *

    A unique identifier for the fleet to retrieve compute resources for.

    - * @public - */ - FleetId: string | undefined; - - /** - *

    The name of a location to retrieve compute resources for.

    - * @public - */ - Location?: string; - - /** - *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    - * @public - */ - Limit?: number; - - /** - *

    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.

    - * @public - */ - NextToken?: string; -} - -/** - * @public - */ -export interface ListComputeOutput { +export interface DescribePlayerSessionsInput { /** - *

    A list of compute resources in the specified fleet.

    + *

    A unique identifier for the game session to retrieve player sessions for.

    * @public */ - ComputeList?: Compute[]; + GameSessionId?: string; /** - *

    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.

    + *

    A unique identifier for a player to retrieve player sessions for.

    * @public */ - NextToken?: string; -} + PlayerId?: string; -/** - * @public - */ -export interface ListFleetsInput { /** - *

    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.

    + *

    A unique identifier for a player session to retrieve.

    * @public */ - BuildId?: string; + PlayerSessionId?: string; /** - *

    A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a - * specified script. Use either the script ID or ARN value.

    + *

    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).

      + *
    • + *
    * @public */ - ScriptId?: string; + PlayerSessionStatusFilter?: string; /** - *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    + *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

    * @public */ Limit?: number; /** - *

    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.

    + *

    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. If a player session ID is specified, this parameter is ignored.

    * @public */ NextToken?: string; @@ -8217,12 +8464,13 @@ export interface ListFleetsInput { /** * @public */ -export interface ListFleetsOutput { +export interface DescribePlayerSessionsOutput { /** - *

    A set of fleet IDs that match the list request.

    + *

    A collection of objects containing properties for each player session that matches the + * request.

    * @public */ - FleetIds?: string[]; + PlayerSessions?: PlayerSession[]; /** *

    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.

    @@ -8234,72 +8482,100 @@ export interface ListFleetsOutput { /** * @public */ -export interface ListGameServerGroupsInput { - /** - *

    The game server groups' limit.

    - * @public - */ - Limit?: number; - +export interface DescribeRuntimeConfigurationInput { /** - *

    Specify the pagination token from a previous request to retrieve the next page of - * results.

    + *

    A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN + * value.

    * @public */ - NextToken?: string; + FleetId: string | undefined; } /** * @public */ -export interface ListGameServerGroupsOutput { - /** - *

    The game server groups' game server groups.

    - * @public - */ - GameServerGroups?: GameServerGroup[]; - +export interface DescribeRuntimeConfigurationOutput { /** - *

    Specify the pagination token from a previous request to retrieve the next page of - * results.

    + *

    Instructions that describe how server processes are launched and maintained on + * computes in the fleet.

    * @public */ - NextToken?: string; + RuntimeConfiguration?: RuntimeConfiguration; } /** * @public * @enum */ -export const SortOrder = { - ASCENDING: "ASCENDING", - DESCENDING: "DESCENDING", +export const ScalingStatusType = { + ACTIVE: "ACTIVE", + DELETED: "DELETED", + DELETE_REQUESTED: "DELETE_REQUESTED", + DELETING: "DELETING", + ERROR: "ERROR", + UPDATE_REQUESTED: "UPDATE_REQUESTED", + UPDATING: "UPDATING", } as const; /** * @public */ -export type SortOrder = (typeof SortOrder)[keyof typeof SortOrder]; +export type ScalingStatusType = (typeof ScalingStatusType)[keyof typeof ScalingStatusType]; /** * @public */ -export interface ListGameServersInput { +export interface DescribeScalingPoliciesInput { /** - *

    An identifier for the game server group to retrieve a list of game servers from. Use - * either the name or ARN value.

    + *

    A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN + * value.

    * @public */ - GameServerGroupName: string | undefined; + FleetId: string | undefined; /** - *

    Indicates how to sort the returned data based on game server registration timestamp. - * Use ASCENDING to retrieve oldest game servers first, or use - * DESCENDING to retrieve newest game servers first. If this parameter is - * left empty, game servers are returned in no particular order.

    + *

    Scaling policy status to filter results on. A scaling policy is only in force when in + * an ACTIVE status.

    + *
      + *
    • + *

      + * ACTIVE -- The scaling policy is currently in + * force.

      + *
    • + *
    • + *

      + * UPDATEREQUESTED -- A request to update the + * scaling policy has been received.

      + *
    • + *
    • + *

      + * UPDATING -- A change is being made to the + * scaling policy.

      + *
    • + *
    • + *

      + * DELETEREQUESTED -- 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.

      + *
    • + *
    * @public */ - SortOrder?: SortOrder; + StatusFilter?: ScalingStatusType; /** *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    @@ -8312,154 +8588,156 @@ export interface ListGameServersInput { * @public */ NextToken?: string; -} - -/** - * @public - */ -export interface ListGameServersOutput { - /** - *

    A collection of game server objects that match the request.

    - * @public - */ - GameServers?: GameServer[]; /** - *

    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.

    + *

    The fleet location. If you don't specify this value, the response contains the + * scaling policies of every location in the fleet.

    * @public */ - NextToken?: string; + Location?: string; } /** * @public * @enum */ -export const LocationFilter = { - AWS: "AWS", - CUSTOM: "CUSTOM", +export const MetricName = { + ActivatingGameSessions: "ActivatingGameSessions", + ActiveGameSessions: "ActiveGameSessions", + ActiveInstances: "ActiveInstances", + AvailableGameSessions: "AvailableGameSessions", + AvailablePlayerSessions: "AvailablePlayerSessions", + ConcurrentActivatableGameSessions: "ConcurrentActivatableGameSessions", + CurrentPlayerSessions: "CurrentPlayerSessions", + IdleInstances: "IdleInstances", + PercentAvailableGameSessions: "PercentAvailableGameSessions", + PercentIdleInstances: "PercentIdleInstances", + QueueDepth: "QueueDepth", + WaitTime: "WaitTime", } as const; /** * @public */ -export type LocationFilter = (typeof LocationFilter)[keyof typeof LocationFilter]; +export type MetricName = (typeof MetricName)[keyof typeof MetricName]; /** * @public + * @enum */ -export interface ListLocationsInput { - /** - *

    Filters the list for AWS or CUSTOM locations.

    - * @public - */ - Filters?: LocationFilter[]; - - /** - *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    - * @public - */ - Limit?: number; - - /** - *

    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.

    - * @public - */ - NextToken?: string; -} +export const PolicyType = { + RuleBased: "RuleBased", + TargetBased: "TargetBased", +} as const; /** * @public */ -export interface ListLocationsOutput { - /** - *

    A collection of locations.

    - * @public - */ - Locations?: LocationModel[]; - - /** - *

    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.

    - * @public - */ - NextToken?: string; -} +export type PolicyType = (typeof PolicyType)[keyof typeof PolicyType]; /** * @public + * @enum */ -export interface ListScriptsInput { - /** - *

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    - * @public - */ - Limit?: number; - - /** - *

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, don't specify a value.

    - * @public - */ - NextToken?: string; -} +export const ScalingAdjustmentType = { + ChangeInCapacity: "ChangeInCapacity", + ExactCapacity: "ExactCapacity", + PercentChangeInCapacity: "PercentChangeInCapacity", +} as const; /** * @public */ -export interface ListScriptsOutput { - /** - *

    A set of properties describing the requested script.

    - * @public - */ - Scripts?: Script[]; +export type ScalingAdjustmentType = (typeof ScalingAdjustmentType)[keyof typeof ScalingAdjustmentType]; +/** + *

    Settings for a target-based scaling policy. A target-based policy tracks a particular + * fleet metric specifies a target value for the metric. As player usage changes, the + * policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target + * value. The target configuration specifies settings as needed for the target based + * policy, including the target value.

    + * @public + */ +export interface TargetConfiguration { /** - *

    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.

    + *

    Desired value to use with a target-based scaling policy. The value must be relevant + * for whatever metric the scaling policy is using. For example, in a policy using the + * metric PercentAvailableGameSessions, the target value should be the preferred size of + * the fleet's buffer (the percent of capacity that should be idle and ready for new game + * sessions).

    * @public */ - NextToken?: string; + TargetValue: number | undefined; } /** + *

    Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by + * the combination of name and fleet ID.

    * @public */ -export interface ListTagsForResourceRequest { +export interface ScalingPolicy { /** - *

    The Amazon Resource Name (ARN) that uniquely identifies - * the Amazon GameLift resource that you want to retrieve tags for. Amazon GameLift includes resource ARNs in - * the data object for the resource. You can retrieve the ARN by calling a - * List or Describe operation for the resource type.

    + *

    A unique identifier for the fleet that is associated with this scaling policy.

    * @public */ - ResourceARN: string | undefined; -} + FleetId?: string; -/** - * @public - */ -export interface ListTagsForResourceResponse { /** - *

    The collection of tags assigned to the resource.

    + *

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

    * @public */ - Tags?: Tag[]; -} + FleetArn?: string; -/** - * @public - */ -export interface PutScalingPolicyInput { /** - *

    A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

    + *

    A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

    * @public */ - Name: string | undefined; + Name?: string; /** - *

    A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet - * cannot be in any of the following statuses: ERROR or DELETING.

    + *

    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.

      + *
    • + *
    * @public */ - FleetId: string | undefined; + Status?: ScalingStatusType; /** *

    Amount of adjustment to make, based on the scaling adjustment type.

    @@ -8468,7 +8746,7 @@ export interface PutScalingPolicyInput { ScalingAdjustment?: number; /** - *

    The type of adjustment to make to a fleet's instance count:

    + *

    The type of adjustment to make to a fleet's instance count.

    *
      *
    • *

      @@ -8485,8 +8763,7 @@ export interface PutScalingPolicyInput { *

      * 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%.

      + * Positive values scale up while negative values scale down.

      *
    • *
    * @public @@ -8494,17 +8771,16 @@ export interface PutScalingPolicyInput { ScalingAdjustmentType?: ScalingAdjustmentType; /** - *

    Metric value used to trigger a scaling event.

    + *

    Comparison operator to use when measuring a metric against the threshold value.

    * @public */ - Threshold?: number; + ComparisonOperator?: ComparisonOperatorType; /** - *

    Comparison operator to use when measuring the metric against the threshold - * value.

    + *

    Metric value used to trigger a scaling event.

    * @public */ - ComparisonOperator?: ComparisonOperatorType; + Threshold?: number; /** *

    Length of time (in minutes) the metric must be at or beyond the threshold before a @@ -8583,356 +8859,670 @@ export interface PutScalingPolicyInput { *

* @public */ - MetricName: MetricName | undefined; + MetricName?: MetricName; + + /** + *

The type of scaling policy to create. For a target-based policy, set the parameter + * MetricName to 'PercentAvailableGameSessions' and specify a + * TargetConfiguration. For a rule-based policy set the following + * parameters: MetricName, ComparisonOperator, + * Threshold, EvaluationPeriods, + * ScalingAdjustmentType, and + * ScalingAdjustment.

+ * @public + */ + PolicyType?: PolicyType; + + /** + *

An object that contains settings for a target-based scaling policy.

+ * @public + */ + TargetConfiguration?: TargetConfiguration; + + /** + *

The current status of the fleet's scaling policies in a requested fleet location. The + * status PENDING_UPDATE indicates that an update was requested for the fleet + * but has not yet been completed for the location.

+ * @public + */ + UpdateStatus?: LocationUpdateStatus; + + /** + *

The fleet location.

+ * @public + */ + Location?: string; +} + +/** + * @public + */ +export interface DescribeScalingPoliciesOutput { + /** + *

A collection of objects containing the scaling policies matching the request.

+ * @public + */ + ScalingPolicies?: ScalingPolicy[]; + + /** + *

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.

+ * @public + */ + NextToken?: string; +} + +/** + * @public + */ +export interface DescribeScriptInput { + /** + *

A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN + * value.

+ * @public + */ + ScriptId: string | undefined; +} + +/** + * @public + */ +export interface DescribeScriptOutput { + /** + *

A set of properties describing the requested script.

+ * @public + */ + Script?: Script; +} + +/** + * @public + */ +export interface DescribeVpcPeeringAuthorizationsInput {} + +/** + * @public + */ +export interface DescribeVpcPeeringAuthorizationsOutput { + /** + *

A collection of objects that describe all valid VPC peering operations for the current + * Amazon Web Services account.

+ * @public + */ + VpcPeeringAuthorizations?: VpcPeeringAuthorization[]; +} + +/** + * @public + */ +export interface DescribeVpcPeeringConnectionsInput { + /** + *

A unique identifier for the fleet. You can use either the fleet ID or ARN value.

+ * @public + */ + FleetId?: string; +} + +/** + *

Represents status information for a VPC peering connection. Status codes and messages + * are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also + * communicated as a fleet event.

+ * @public + */ +export interface VpcPeeringConnectionStatus { + /** + *

Code indicating the status of a VPC peering connection.

+ * @public + */ + Code?: string; + + /** + *

Additional messaging associated with the connection status.

+ * @public + */ + Message?: string; +} + +/** + *

Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the + * VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a + * pending connection that has not yet been established.

+ *

+ * Related actions + *

+ *

+ * All APIs by task + *

+ * @public + */ +export interface VpcPeeringConnection { + /** + *

A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

+ * @public + */ + FleetId?: string; + + /** + *

The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

+ * @public + */ + FleetArn?: string; + + /** + *

CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift + * VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot + * overlap or the peering connection cannot be created.

+ * @public + */ + IpV4CidrBlock?: string; + + /** + *

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.

+ * @public + */ + VpcPeeringConnectionId?: string; + + /** + *

The status information about the connection. Status indicates if a connection is + * pending, successful, or failed.

+ * @public + */ + Status?: VpcPeeringConnectionStatus; + + /** + *

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The + * VPC must be in the same Region as your fleet. To look up a VPC ID, use the + * VPC Dashboard in the Amazon Web Services Management Console. + * Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

+ * @public + */ + PeerVpcId?: string; + + /** + *

A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. + * This VPC is managed by Amazon GameLift and does not appear in your Amazon Web Services account.

+ * @public + */ + GameLiftVpcId?: string; +} + +/** + * @public + */ +export interface DescribeVpcPeeringConnectionsOutput { + /** + *

A collection of VPC peering connection records that match the request.

+ * @public + */ + VpcPeeringConnections?: VpcPeeringConnection[]; +} + +/** + *

Player information for use when creating player sessions using a game session + * placement request.

+ * @public + */ +export interface DesiredPlayerSession { + /** + *

A unique identifier for a player to associate with the player session.

+ * @public + */ + PlayerId?: string; /** - *

The type of scaling policy to create. For a target-based policy, set the parameter - * MetricName to 'PercentAvailableGameSessions' and specify a - * TargetConfiguration. For a rule-based policy set the following - * parameters: MetricName, ComparisonOperator, - * Threshold, EvaluationPeriods, - * ScalingAdjustmentType, and - * ScalingAdjustment.

+ *

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

* @public */ - PolicyType?: PolicyType; + PlayerData?: string; +} +/** + * @public + */ +export interface GetComputeAccessInput { /** - *

An object that contains settings for a target-based scaling policy.

+ *

A unique identifier for the fleet that holds the compute resource that you want to connect to. You can use either the + * fleet ID or ARN value.

* @public */ - TargetConfiguration?: TargetConfiguration; + FleetId: string | undefined; + + /** + *

A unique identifier for the compute resource that you want to connect to. For an EC2 + * fleet compute, use the instance ID. For a container fleet, use the compute name (for + * example, + * a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9) + * or the compute ARN.

+ * @public + */ + ComputeName: string | undefined; } /** * @public */ -export interface PutScalingPolicyOutput { +export interface GetComputeAccessOutput { /** - *

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

+ *

The ID of the fleet that holds the compute resource to be accessed.

* @public */ - Name?: string; + FleetId?: string; + + /** + *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ * @public + */ + FleetArn?: string; + + /** + *

The identifier of the compute resource to be accessed. This value might be either a + * compute name or an instance ID.

+ * @public + */ + ComputeName?: string; + + /** + *

The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. + * ARNs are unique across all Regions. Format is + * arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ * @public + */ + ComputeArn?: string; + + /** + *

A set of temporary Amazon Web Services credentials for use when connecting to the + * compute resource with Amazon EC2 Systems Manager (SSM).

+ * @public + */ + Credentials?: AwsCredentials; + + /** + *

(For container fleets only) The instance ID where the compute resource is + * running.

+ * @public + */ + Target?: string; } /** * @public */ -export interface RegisterComputeInput { +export interface GetComputeAuthTokenInput { /** - *

A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.

+ *

A unique identifier for the fleet that the compute is registered to.

* @public */ FleetId: string | undefined; /** - *

A descriptive label for the compute resource.

+ *

The name of the compute resource you are requesting the authentication token for. For + * an Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, + * use the instance ID. For a container fleet, use the compute name (for example, + * a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9) + * or the compute ARN.

* @public */ ComputeName: string | undefined; +} +/** + * @public + */ +export interface GetComputeAuthTokenOutput { /** - *

The path to a TLS certificate on your compute resource. Amazon GameLift doesn't validate the - * path and certificate.

+ *

A unique identifier for the fleet that the compute is registered to.

* @public */ - CertificatePath?: string; + FleetId?: string; /** - *

The DNS name of the compute resource. Amazon GameLift requires either a DNS name or IP - * address.

+ *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

* @public */ - DnsName?: string; + FleetArn?: string; /** - *

The IP address of the compute resource. Amazon GameLift requires either a DNS name or IP - * address.

+ *

The name of the compute resource that the authentication token is issued to.

* @public */ - IpAddress?: string; + ComputeName?: string; /** - *

The name of a custom location to associate with the compute resource being registered.

+ *

The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. + * ARNs are unique across all Regions. Format is + * arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

* @public */ - Location?: string; + ComputeArn?: string; + + /** + *

A valid temporary authentication token.

+ * @public + */ + AuthToken?: string; + + /** + *

The amount of time until the authentication token is no longer valid.

+ * @public + */ + ExpirationTimestamp?: Date; } /** * @public */ -export interface RegisterComputeOutput { +export interface GetGameSessionLogUrlInput { /** - *

The details of the compute resource you registered.

+ *

A unique identifier for the game session to get logs for.

* @public */ - Compute?: Compute; + GameSessionId: string | undefined; } /** * @public */ -export interface RegisterGameServerInput { +export interface GetGameSessionLogUrlOutput { /** - *

A unique identifier for the game server group where the game server is running.

+ *

Location of the requested game session logs, available for download. This URL is valid + * for 15 minutes, after which S3 will reject any download request using this URL. You can + * request a new URL any time within the 14-day period that the logs are retained.

* @public */ - GameServerGroupName: string | undefined; + PreSignedUrl?: string; +} +/** + * @public + */ +export interface GetInstanceAccessInput { /** - *

A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique - * across all game server groups in your Amazon Web Services account.

+ *

A unique identifier for the fleet that contains the instance you want to access. You can request access to + * instances in EC2 fleets with the following statuses: ACTIVATING, + * ACTIVE, or ERROR. Use either a fleet ID or an ARN value.

+ * + *

You can access fleets in ERROR status for a short period of time before Amazon GameLift deletes them.

+ *
* @public */ - GameServerId: string | undefined; + FleetId: string | undefined; /** - *

The unique identifier for the instance where the game server is running. This ID is - * available in the instance metadata. EC2 instance IDs - * use a 17-character format, for example: i-1234567890abcdef0.

+ *

A unique identifier for the instance you want to access. You can access an instance in any status.

* @public */ InstanceId: string | undefined; +} +/** + *

A set of credentials that allow remote access to an instance in an EC2 managed fleet. + * These credentials are returned in response to a call to + * GetInstanceAccess, which requests access for instances that are running + * game servers with the Amazon GameLift server SDK version 4.x or earlier.

+ * @public + */ +export interface InstanceCredentials { /** - *

Information that is needed to make inbound client connections to the game server. This - * might include the IP address and port, DNS name, and other information.

+ *

A user name for logging in.

* @public */ - ConnectionInfo?: string; + UserName?: string; /** - *

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.

+ *

Secret string. For Windows instances, the secret is a password for use with Windows + * Remote Desktop. For Linux instances, it's a private key for use with SSH.

* @public */ - GameServerData?: string; + Secret?: string; } /** + *

Information and credentials that you can use to remotely connect to an instance in an + * EC2 managed fleet. This data type is returned in response to a call to + * GetInstanceAccess.

* @public */ -export interface RegisterGameServerOutput { +export interface InstanceAccess { /** - *

Object that describes the newly registered game server.

+ *

A unique identifier for the fleet containing the instance to be accessed.

* @public */ - GameServer?: GameServer; + FleetId?: string; + + /** + *

A unique identifier for the instance to be accessed.

+ * @public + */ + InstanceId?: string; + + /** + *

IP address assigned to the instance.

+ * @public + */ + IpAddress?: string; + + /** + *

Operating system that is running on the instance.

+ * @public + */ + OperatingSystem?: OperatingSystem; + + /** + *

Security credentials that are required to access the instance.

+ * @public + */ + Credentials?: InstanceCredentials; } /** * @public */ -export interface RequestUploadCredentialsInput { +export interface GetInstanceAccessOutput { /** - *

A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.

+ *

The connection information for a fleet instance, including IP address and access + * credentials.

* @public */ - BuildId: string | undefined; + InstanceAccess?: InstanceAccess; } /** * @public */ -export interface RequestUploadCredentialsOutput { +export interface ListAliasesInput { /** - *

Amazon Web Services credentials required when uploading a game build to the storage location. These - * credentials have a limited lifespan and are valid only for the build they were issued - * for.

+ *

The routing type to filter results on. Use this parameter to retrieve only aliases + * with a certain routing type. To retrieve all aliases, leave this parameter empty.

+ *

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 RoutingStrategy message embedded.

    + *
  • + *
* @public */ - UploadCredentials?: AwsCredentials; + RoutingStrategyType?: RoutingStrategyType; /** - *

Amazon S3 path and key, identifying where the game build files are - * stored.

+ *

A descriptive label that is associated with an alias. Alias names do not need to be unique.

* @public */ - StorageLocation?: S3Location; + Name?: string; + + /** + *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

+ * @public + */ + Limit?: number; + + /** + *

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.

+ * @public + */ + NextToken?: string; +} + +/** + * @public + */ +export interface ListAliasesOutput { + /** + *

A collection of alias resources that match the request parameters.

+ * @public + */ + Aliases?: Alias[]; + + /** + *

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.

+ * @public + */ + NextToken?: string; } /** * @public */ -export interface ResolveAliasInput { +export interface ListBuildsInput { /** - *

The unique identifier of the alias that you want to retrieve a fleet ID for. You can - * use either the alias ID or ARN value.

+ *

Build status to filter results by. To retrieve all builds, leave this parameter + * empty.

+ *

Possible build statuses include the following:

+ *
    + *
  • + *

    + * INITIALIZED -- A new build has been defined, + * but no files have been uploaded. You cannot create fleets for builds that are in + * this status. When a build is successfully created, the build status is set to + * this value.

    + *
  • + *
  • + *

    + * READY -- The game build has been successfully + * uploaded. You can now create new fleets for this build.

    + *
  • + *
  • + *

    + * FAILED -- The game build upload failed. You + * cannot create new fleets for this build.

    + *
  • + *
* @public */ - AliasId: string | undefined; -} + Status?: BuildStatus; -/** - * @public - */ -export interface ResolveAliasOutput { /** - *

The fleet identifier that the alias is pointing to.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ - FleetId?: string; + Limit?: number; /** - *

The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to. - *

+ *

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, don't specify a value.

* @public */ - FleetArn?: string; + NextToken?: string; } /** * @public */ -export interface ResumeGameServerGroupInput { +export interface ListBuildsOutput { /** - *

A unique identifier for the game server group. Use either the name or ARN value.

+ *

A collection of build resources that match the request.

* @public */ - GameServerGroupName: string | undefined; + Builds?: Build[]; /** - *

The activity to resume for this game server group.

+ *

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.

* @public */ - ResumeActions: GameServerGroupAction[] | undefined; + NextToken?: string; } /** * @public */ -export interface ResumeGameServerGroupOutput { +export interface ListComputeInput { /** - *

An object that describes the game server group resource, with the - * SuspendedActions property updated to reflect the resumed - * activity.

+ *

A unique identifier for the fleet to retrieve compute resources for.

* @public */ - GameServerGroup?: GameServerGroup; -} + FleetId: string | undefined; -/** - * @public - */ -export interface SearchGameSessionsInput { /** - *

A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN - * value. Each request must reference either a fleet ID or alias ID, but not both.

+ *

The name of a location to retrieve compute resources for. For an Amazon GameLift Anywhere + * fleet, use a custom location. For a multi-location EC2 or container fleet, provide a + * Amazon Web Services Region or Local Zone code (for example: us-west-2 or + * us-west-2-lax-1).

* @public */ - FleetId?: string; + Location?: string; /** - *

A unique identifier for the alias associated with the fleet to search for active game sessions. You can use either - * the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, - * but not both.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ - AliasId?: string; + Limit?: number; /** - *

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. - *

+ *

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.

* @public */ - Location?: string; + NextToken?: string; +} +/** + * @public + */ +export interface ListComputeOutput { /** - *

String containing the search criteria for the session search. If no filter expression - * is included, the request returns results for all game sessions in the fleet that are in - * ACTIVE status.

- *

A filter expression can contain one or multiple conditions. Each condition consists of - * the following:

- *
    - *
  • - *

    - * Operand -- Name of a game session attribute. - * Valid values are gameSessionName, gameSessionId, - * gameSessionProperties, maximumSessions, - * creationTimeMillis, playerSessionCount, - * hasAvailablePlayerSessions.

    - *
  • - *
  • - *

    - * Comparator -- Valid comparators are: - * =, <>, <, >, - * <=, >=.

    - *
  • - *
  • - *

    - * Value -- Value to be searched for. Values may - * be numbers, boolean values (true/false) or strings depending on the operand. - * String values are case sensitive and must be enclosed in single quotes. Special - * characters must be escaped. Boolean and string values can only be used with the - * comparators = and <>. For example, the following - * filter expression searches on gameSessionName: - * "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game - * 1'".

    - *
  • - *
- *

To chain multiple conditions in a single expression, use the logical keywords - * AND, OR, and NOT and parentheses as needed. - * For example: x AND y AND NOT z, NOT (x OR y).

- *

Session search evaluates conditions from left to right using the following precedence - * rules:

- *
    - *
  1. - *

    - * =, <>, <, >, - * <=, >= - *

    - *
  2. - *
  3. - *

    Parentheses

    - *
  4. - *
  5. - *

    NOT

    - *
  6. - *
  7. - *

    AND

    - *
  8. - *
  9. - *

    OR

    - *
  10. - *
- *

For example, this filter expression retrieves game sessions hosting at least ten - * players that have an open player slot: "maximumSessions>=10 AND - * hasAvailablePlayerSessions=true".

+ *

A list of compute resources in the specified fleet.

+ * @public + */ + ComputeList?: Compute[]; + + /** + *

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.

* @public */ - FilterExpression?: string; + NextToken?: string; +} +/** + * @public + */ +export interface ListContainerGroupDefinitionsInput { /** - *

Instructions on how to sort the search results. If no sort expression is included, the - * request returns results in random order. A sort expression consists of the following - * elements:

+ *

The type of container group definitions to retrieve.

*
    *
  • *

    - * Operand -- Name of a game session attribute. - * Valid values are gameSessionName, gameSessionId, - * gameSessionProperties, maximumSessions, - * creationTimeMillis, playerSessionCount, - * hasAvailablePlayerSessions.

    + * DAEMON -- Daemon container groups run background processes and are deployed once + * per fleet instance.

    *
  • *
  • *

    - * Order -- Valid sort orders are ASC - * (ascending) and DESC (descending).

    + * REPLICA -- Replica container groups run your game server application and + * supporting software. Replica groups might be deployed multiple times per fleet + * instance.

    *
  • *
- *

For example, this sort expression returns the oldest active sessions first: - * "SortExpression": "creationTimeMillis ASC". Results with a null value - * for the sort operand are returned at the end of the list.

* @public */ - SortExpression?: string; + SchedulingStrategy?: ContainerSchedulingStrategy; /** - *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or - * is set higher than 20.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ Limit?: number; @@ -8947,13 +9537,12 @@ export interface SearchGameSessionsInput { /** * @public */ -export interface SearchGameSessionsOutput { +export interface ListContainerGroupDefinitionsOutput { /** - *

A collection of objects containing game session properties for each session that - * matches the request.

+ *

A result set of container group definitions that match the request.

* @public */ - GameSessions?: GameSession[]; + ContainerGroupDefinitions?: ContainerGroupDefinition[]; /** *

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.

@@ -8965,550 +9554,625 @@ export interface SearchGameSessionsOutput { /** * @public */ -export interface StartFleetActionsInput { +export interface ListFleetsInput { /** - *

A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.

+ *

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.

* @public */ - FleetId: string | undefined; + BuildId?: string; /** - *

List of actions to restart on the fleet.

+ *

A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a + * specified script. Use either the script ID or ARN value.

* @public */ - Actions: FleetAction[] | undefined; + ScriptId?: string; /** - *

The fleet location to restart fleet actions for. Specify a location in the form of an - * Amazon Web Services Region code, such as us-west-2.

+ *

The container group definition name to request fleets for. Use this parameter to + * return only fleets that are deployed with the specified container group + * definition.

* @public */ - Location?: string; -} + ContainerGroupDefinitionName?: string; -/** - * @public - */ -export interface StartFleetActionsOutput { /** - *

A unique identifier for the fleet to restart actions on.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ - FleetId?: string; + Limit?: number; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

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.

* @public */ - FleetArn?: string; + NextToken?: string; } /** * @public */ -export interface StartGameSessionPlacementInput { - /** - *

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.

- * @public - */ - PlacementId: string | undefined; - - /** - *

Name of the queue to use to place the new game session. You can use either the queue - * name or ARN value.

- * @public - */ - GameSessionQueueName: string | undefined; - +export interface ListFleetsOutput { /** - *

A set of key-value pairs that can store custom data in a game session. - * For example: \{"Key": "difficulty", "Value": "novice"\}.

+ *

A set of fleet IDs that match the list request.

* @public */ - GameProperties?: GameProperty[]; + FleetIds?: string[]; /** - *

The maximum number of players that can be connected simultaneously to the game session.

+ *

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.

* @public */ - MaximumPlayerSessionCount: number | undefined; + NextToken?: string; +} +/** + * @public + */ +export interface ListGameServerGroupsInput { /** - *

A descriptive label that is associated with a game session. Session names do not need to be unique.

+ *

The game server groups' limit.

* @public */ - GameSessionName?: string; + Limit?: number; /** - *

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.

+ *

Specify the pagination token from a previous request to retrieve the next page of + * results.

* @public */ - PlayerLatencies?: PlayerLatency[]; + NextToken?: string; +} +/** + * @public + */ +export interface ListGameServerGroupsOutput { /** - *

Set of information on each player to create a player session for.

+ *

The game server groups' game server groups.

* @public */ - DesiredPlayerSessions?: DesiredPlayerSession[]; + GameServerGroups?: GameServerGroup[]; /** - *

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the - * GameSession object with a request to start a new game session (see Start a Game Session).

+ *

Specify the pagination token from a previous request to retrieve the next page of + * results.

* @public */ - GameSessionData?: string; + NextToken?: string; } /** * @public + * @enum */ -export interface StartGameSessionPlacementOutput { - /** - *

Object that describes the newly created game session placement. This object includes - * all the information provided in the request, as well as start/end time stamps and - * placement status.

- * @public - */ - GameSessionPlacement?: GameSessionPlacement; -} +export const SortOrder = { + ASCENDING: "ASCENDING", + DESCENDING: "DESCENDING", +} as const; + +/** + * @public + */ +export type SortOrder = (typeof SortOrder)[keyof typeof SortOrder]; /** * @public */ -export interface StartMatchBackfillInput { +export interface ListGameServersInput { /** - *

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a - * UUID. Use this identifier to track the match backfill ticket status and retrieve match - * results.

+ *

An identifier for the game server group to retrieve a list of game servers from. Use + * either the name or ARN value.

* @public */ - TicketId?: string; + GameServerGroupName: string | undefined; /** - *

Name of the matchmaker to use for this request. You can use either the configuration - * name or ARN value. The ARN of the matchmaker that was used with the original game - * session is listed in the GameSession object, MatchmakerData - * property.

+ *

Indicates how to sort the returned data based on game server registration timestamp. + * Use ASCENDING to retrieve oldest game servers first, or use + * DESCENDING to retrieve newest game servers first. If this parameter is + * left empty, game servers are returned in no particular order.

* @public */ - ConfigurationName: string | undefined; + SortOrder?: SortOrder; /** - *

A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking - * solution, this parameter is not needed.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ - GameSessionArn?: string; + Limit?: number; /** - *

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.

    - *
  • - *
+ *

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.

* @public */ - Players: Player[] | undefined; + NextToken?: string; } /** * @public */ -export interface StartMatchBackfillOutput { +export interface ListGameServersOutput { + /** + *

A collection of game server objects that match the request.

+ * @public + */ + GameServers?: GameServer[]; + /** - *

Ticket representing the backfill matchmaking request. This object includes the - * information in the request, ticket status, and match results as generated during the - * matchmaking process.

+ *

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.

* @public */ - MatchmakingTicket?: MatchmakingTicket; + NextToken?: string; } +/** + * @public + * @enum + */ +export const LocationFilter = { + AWS: "AWS", + CUSTOM: "CUSTOM", +} as const; + /** * @public */ -export interface StartMatchmakingInput { +export type LocationFilter = (typeof LocationFilter)[keyof typeof LocationFilter]; + +/** + * @public + */ +export interface ListLocationsInput { /** - *

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a - * UUID. Use this identifier to track the matchmaking ticket status and retrieve match - * results.

+ *

Filters the list for AWS or CUSTOM locations.

* @public */ - TicketId?: string; + Filters?: LocationFilter[]; /** - *

Name of the matchmaking configuration to use for this request. Matchmaking - * configurations must exist in the same Region as this request. You can use either the - * configuration name or ARN value.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ - ConfigurationName: string | undefined; + Limit?: number; /** - *

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.

+ *

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.

* @public */ - Players: Player[] | undefined; + NextToken?: string; } -/** - * @public - */ -export interface StartMatchmakingOutput { +/** + * @public + */ +export interface ListLocationsOutput { + /** + *

A collection of locations.

+ * @public + */ + Locations?: LocationModel[]; + /** - *

Ticket representing the matchmaking request. This object include the information - * included in the request, ticket status, and match results as generated during the - * matchmaking process.

+ *

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.

* @public */ - MatchmakingTicket?: MatchmakingTicket; + NextToken?: string; } /** * @public */ -export interface StopFleetActionsInput { - /** - *

A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.

- * @public - */ - FleetId: string | undefined; - +export interface ListScriptsInput { /** - *

List of actions to suspend on the fleet.

+ *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

* @public */ - Actions: FleetAction[] | undefined; + Limit?: number; /** - *

The fleet location to stop fleet actions for. Specify a location in the form of an - * Amazon Web Services Region code, such as us-west-2.

+ *

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, don't specify a value.

* @public */ - Location?: string; + NextToken?: string; } /** * @public */ -export interface StopFleetActionsOutput { +export interface ListScriptsOutput { /** - *

A unique identifier for the fleet to stop actions on.

+ *

A set of properties describing the requested script.

* @public */ - FleetId?: string; + Scripts?: Script[]; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

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.

* @public */ - FleetArn?: string; + NextToken?: string; } /** * @public */ -export interface StopGameSessionPlacementInput { +export interface ListTagsForResourceRequest { /** - *

A unique identifier for a game session placement to stop.

+ *

The Amazon Resource Name (ARN) that uniquely identifies + * the Amazon GameLift resource that you want to retrieve tags for. Amazon GameLift includes resource ARNs in + * the data object for the resource. You can retrieve the ARN by calling a + * List or Describe operation for the resource type.

* @public */ - PlacementId: string | undefined; + ResourceARN: string | undefined; } /** * @public */ -export interface StopGameSessionPlacementOutput { +export interface ListTagsForResourceResponse { /** - *

Object that describes the canceled game session placement, with CANCELLED - * status and an end time stamp.

+ *

The collection of tags assigned to the resource.

* @public */ - GameSessionPlacement?: GameSessionPlacement; + Tags?: Tag[]; } /** * @public */ -export interface StopMatchmakingInput { +export interface PutScalingPolicyInput { /** - *

A unique identifier for a matchmaking ticket.

+ *

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

* @public */ - TicketId: string | undefined; -} + Name: string | undefined; -/** - * @public - */ -export interface StopMatchmakingOutput {} + /** + *

A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet + * cannot be in any of the following statuses: ERROR or DELETING.

+ * @public + */ + FleetId: string | undefined; -/** - * @public - */ -export interface SuspendGameServerGroupInput { /** - *

A unique identifier for the game server group. Use either the name or ARN value.

+ *

Amount of adjustment to make, based on the scaling adjustment type.

* @public */ - GameServerGroupName: string | undefined; + ScalingAdjustment?: number; /** - *

The activity to suspend for this game server group.

+ *

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%.

    + *
  • + *
* @public */ - SuspendActions: GameServerGroupAction[] | undefined; -} + ScalingAdjustmentType?: ScalingAdjustmentType; -/** - * @public - */ -export interface SuspendGameServerGroupOutput { /** - *

An object that describes the game server group resource, with the - * SuspendedActions property updated to reflect the suspended - * activity.

+ *

Metric value used to trigger a scaling event.

* @public */ - GameServerGroup?: GameServerGroup; -} + Threshold?: number; -/** - * @public - */ -export interface TagResourceRequest { /** - *

The Amazon Resource Name (ARN) that uniquely identifies - * the Amazon GameLift resource that you want to assign tags to. Amazon GameLift includes resource ARNs in - * the data object for the resource. You can retrieve the ARN by calling a - * List or Describe operation for the resource type.

+ *

Comparison operator to use when measuring the metric against the threshold + * value.

* @public */ - ResourceARN: string | undefined; + ComparisonOperator?: ComparisonOperatorType; /** - *

A list of one or more tags to assign to the specified Amazon GameLift resource. Tags are - * developer-defined and structured as key-value pairs. The maximum tag limit may be lower - * than stated. See - * Tagging Amazon Web Services Resources for tagging limits.

+ *

Length of time (in minutes) the metric must be at or beyond the threshold before a + * scaling event is triggered.

* @public */ - Tags: Tag[] | undefined; -} + EvaluationPeriods?: number; -/** - * @public - */ -export interface TagResourceResponse {} + /** + *

Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For + * detailed descriptions of fleet metrics, see Monitor Amazon GameLift + * with Amazon CloudWatch.

+ *
    + *
  • + *

    + * ActivatingGameSessions -- Game sessions in + * the process of being created.

    + *
  • + *
  • + *

    + * ActiveGameSessions -- Game sessions that + * are currently running.

    + *
  • + *
  • + *

    + * ActiveInstances -- Fleet instances that + * are currently running at least one game session.

    + *
  • + *
  • + *

    + * AvailableGameSessions -- Additional game + * sessions that fleet could host simultaneously, given current capacity.

    + *
  • + *
  • + *

    + * AvailablePlayerSessions -- Empty player + * slots in currently active game sessions. This includes game sessions that are + * not currently accepting players. Reserved player slots are not + * included.

    + *
  • + *
  • + *

    + * CurrentPlayerSessions -- Player slots in + * active game sessions that are being used by a player or are reserved for a + * player.

    + *
  • + *
  • + *

    + * IdleInstances -- Active instances that are + * currently hosting zero game sessions.

    + *
  • + *
  • + *

    + * PercentAvailableGameSessions -- Unused + * percentage of the total number of game sessions that a fleet could host + * simultaneously, given current capacity. Use this metric for a target-based + * scaling policy.

    + *
  • + *
  • + *

    + * PercentIdleInstances -- Percentage of the + * total number of active instances that are hosting zero game sessions.

    + *
  • + *
  • + *

    + * QueueDepth -- Pending game session + * placement requests, in any queue, where the current fleet is the top-priority + * destination.

    + *
  • + *
  • + *

    + * WaitTime -- Current wait time for pending + * game session placement requests, in any queue, where the current fleet is the + * top-priority destination.

    + *
  • + *
+ * @public + */ + MetricName: MetricName | undefined; -/** - * @public - */ -export interface UntagResourceRequest { /** - *

The Amazon Resource Name (ARN) that uniquely identifies - * the Amazon GameLift resource that you want to remove tags from. Amazon GameLift includes resource ARNs in - * the data object for the resource. You can retrieve the ARN by calling a - * List or Describe operation for the resource type.

+ *

The type of scaling policy to create. For a target-based policy, set the parameter + * MetricName to 'PercentAvailableGameSessions' and specify a + * TargetConfiguration. For a rule-based policy set the following + * parameters: MetricName, ComparisonOperator, + * Threshold, EvaluationPeriods, + * ScalingAdjustmentType, and + * ScalingAdjustment.

* @public */ - ResourceARN: string | undefined; + PolicyType?: PolicyType; /** - *

A list of one or more tag keys to remove from the specified Amazon GameLift resource.

+ *

An object that contains settings for a target-based scaling policy.

* @public */ - TagKeys: string[] | undefined; + TargetConfiguration?: TargetConfiguration; } /** * @public */ -export interface UntagResourceResponse {} +export interface PutScalingPolicyOutput { + /** + *

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

+ * @public + */ + Name?: string; +} /** * @public */ -export interface UpdateAliasInput { +export interface RegisterComputeInput { /** - *

A unique identifier for the alias that you want to update. You can use either the - * alias ID or ARN value.

+ *

A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.

* @public */ - AliasId: string | undefined; + FleetId: string | undefined; /** - *

A descriptive label that is associated with an alias. Alias names do not need to be unique.

+ *

A descriptive label for the compute resource.

* @public */ - Name?: string; + ComputeName: string | undefined; /** - *

A human-readable description of the alias.

+ *

The path to a TLS certificate on your compute resource. Amazon GameLift doesn't validate the + * path and certificate.

* @public */ - Description?: string; + CertificatePath?: string; + + /** + *

The DNS name of the compute resource. Amazon GameLift requires either a DNS name or IP + * address.

+ * @public + */ + DnsName?: string; /** - *

The routing configuration, including routing type and fleet target, for the - * alias.

+ *

The IP address of the compute resource. Amazon GameLift requires either a DNS name or IP + * address.

* @public */ - RoutingStrategy?: RoutingStrategy; + IpAddress?: string; + + /** + *

The name of a custom location to associate with the compute resource being registered.

+ * @public + */ + Location?: string; } /** * @public */ -export interface UpdateAliasOutput { +export interface RegisterComputeOutput { /** - *

The updated alias resource.

+ *

The details of the compute resource you registered.

* @public */ - Alias?: Alias; + Compute?: Compute; } /** * @public */ -export interface UpdateBuildInput { +export interface RegisterGameServerInput { /** - *

A unique identifier for the build to update. You can use either the build ID or ARN value.

+ *

A unique identifier for the game server group where the game server is running.

* @public */ - BuildId: string | undefined; + GameServerGroupName: string | undefined; + + /** + *

A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique + * across all game server groups in your Amazon Web Services account.

+ * @public + */ + GameServerId: string | undefined; + + /** + *

The unique identifier for the instance where the game server is running. This ID is + * available in the instance metadata. EC2 instance IDs + * use a 17-character format, for example: i-1234567890abcdef0.

+ * @public + */ + InstanceId: string | undefined; /** - *

A descriptive label associated with a build. Build names don't need to be unique.

+ *

Information that is needed to make inbound client connections to the game server. This + * might include the IP address and port, DNS name, and other information.

* @public */ - Name?: string; + ConnectionInfo?: string; /** - *

Version information associated with a build or script. Version strings don't need to be unique.

+ *

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.

* @public */ - Version?: string; + GameServerData?: string; } /** * @public */ -export interface UpdateBuildOutput { +export interface RegisterGameServerOutput { /** - *

The updated build resource.

+ *

Object that describes the newly registered game server.

* @public */ - Build?: Build; + GameServer?: GameServer; } /** * @public */ -export interface UpdateFleetAttributesInput { - /** - *

A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN - * value.

- * @public - */ - FleetId: string | undefined; - +export interface RequestUploadCredentialsInput { /** - *

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

+ *

A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.

* @public */ - Name?: string; + BuildId: string | undefined; +} +/** + * @public + */ +export interface RequestUploadCredentialsOutput { /** - *

A human-readable description of a fleet.

+ *

Amazon Web Services credentials required when uploading a game build to the storage location. These + * credentials have a limited lifespan and are valid only for the build they were issued + * for.

* @public */ - Description?: string; + UploadCredentials?: AwsCredentials; /** - *

The game session protection policy to apply to all new game sessions created in this - * fleet. Game sessions that already exist are not affected. You can set protection for - * individual game sessions 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.

    - *
  • - *
+ *

Amazon S3 path and key, identifying where the game build files are + * stored.

* @public */ - NewGameSessionProtectionPolicy?: ProtectionPolicy; + StorageLocation?: S3Location; +} +/** + * @public + */ +export interface ResolveAliasInput { /** - *

Policy settings that limit the number of game sessions an individual player can create - * over a span of time.

+ *

The unique identifier of the alias that you want to retrieve a fleet ID for. You can + * use either the alias ID or ARN value.

* @public */ - ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy; + AliasId: string | undefined; +} +/** + * @public + */ +export interface ResolveAliasOutput { /** - *

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.

+ *

The fleet identifier that the alias is pointing to.

* @public */ - MetricGroups?: string[]; + FleetId?: string; /** - *

Amazon GameLift Anywhere configuration options.

+ *

The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to. + *

* @public */ - AnywhereConfiguration?: AnywhereConfiguration; + FleetArn?: string; } /** * @public */ -export interface UpdateFleetAttributesOutput { +export interface ResumeGameServerGroupInput { /** - *

A unique identifier for the fleet that was updated.

+ *

A unique identifier for the game server group. Use either the name or ARN value.

* @public */ - FleetId?: string; + GameServerGroupName: string | undefined; /** - *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ *

The activity to resume for this game server group.

* @public */ - FleetArn?: string; + ResumeActions: GameServerGroupAction[] | undefined; } /** @@ -9526,12 +10190,109 @@ export const AwsCredentialsFilterSensitiveLog = (obj: AwsCredentials): any => ({ ...obj, }); +/** + * @internal + */ +export const ContainerPortMappingFilterSensitiveLog = (obj: ContainerPortMapping): any => ({ + ...obj, + ...(obj.ContainerPort && { ContainerPort: SENSITIVE_STRING }), + ...(obj.ConnectionPort && { ConnectionPort: SENSITIVE_STRING }), +}); + +/** + * @internal + */ +export const ContainerAttributesFilterSensitiveLog = (obj: ContainerAttributes): any => ({ + ...obj, + ...(obj.ContainerPortMappings && { + ContainerPortMappings: obj.ContainerPortMappings.map((item) => ContainerPortMappingFilterSensitiveLog(item)), + }), +}); + /** * @internal */ export const ComputeFilterSensitiveLog = (obj: Compute): any => ({ ...obj, ...(obj.IpAddress && { IpAddress: SENSITIVE_STRING }), + ...(obj.ContainerAttributes && { + ContainerAttributes: ContainerAttributesFilterSensitiveLog(obj.ContainerAttributes), + }), +}); + +/** + * @internal + */ +export const ConnectionPortRangeFilterSensitiveLog = (obj: ConnectionPortRange): any => ({ + ...obj, + ...(obj.FromPort && { FromPort: SENSITIVE_STRING }), + ...(obj.ToPort && { ToPort: SENSITIVE_STRING }), +}); + +/** + * @internal + */ +export const ContainerPortRangeFilterSensitiveLog = (obj: ContainerPortRange): any => ({ + ...obj, + ...(obj.FromPort && { FromPort: SENSITIVE_STRING }), + ...(obj.ToPort && { ToPort: SENSITIVE_STRING }), +}); + +/** + * @internal + */ +export const ContainerPortConfigurationFilterSensitiveLog = (obj: ContainerPortConfiguration): any => ({ + ...obj, + ...(obj.ContainerPortRanges && { + ContainerPortRanges: obj.ContainerPortRanges.map((item) => ContainerPortRangeFilterSensitiveLog(item)), + }), +}); + +/** + * @internal + */ +export const ContainerDefinitionFilterSensitiveLog = (obj: ContainerDefinition): any => ({ + ...obj, + ...(obj.PortConfiguration && { + PortConfiguration: ContainerPortConfigurationFilterSensitiveLog(obj.PortConfiguration), + }), +}); + +/** + * @internal + */ +export const ContainerDefinitionInputFilterSensitiveLog = (obj: ContainerDefinitionInput): any => ({ + ...obj, + ...(obj.PortConfiguration && { + PortConfiguration: ContainerPortConfigurationFilterSensitiveLog(obj.PortConfiguration), + }), +}); + +/** + * @internal + */ +export const ContainerGroupDefinitionFilterSensitiveLog = (obj: ContainerGroupDefinition): any => ({ + ...obj, +}); + +/** + * @internal + */ +export const ContainerGroupsAttributesFilterSensitiveLog = (obj: ContainerGroupsAttributes): any => ({ + ...obj, + ...(obj.ConnectionPortRange && { + ConnectionPortRange: ConnectionPortRangeFilterSensitiveLog(obj.ConnectionPortRange), + }), +}); + +/** + * @internal + */ +export const ContainerGroupsConfigurationFilterSensitiveLog = (obj: ContainerGroupsConfiguration): any => ({ + ...obj, + ...(obj.ConnectionPortRange && { + ConnectionPortRange: ConnectionPortRangeFilterSensitiveLog(obj.ConnectionPortRange), + }), }); /** @@ -9542,6 +10303,24 @@ export const CreateBuildOutputFilterSensitiveLog = (obj: CreateBuildOutput): any ...(obj.UploadCredentials && { UploadCredentials: SENSITIVE_STRING }), }); +/** + * @internal + */ +export const CreateContainerGroupDefinitionInputFilterSensitiveLog = ( + obj: CreateContainerGroupDefinitionInput +): any => ({ + ...obj, +}); + +/** + * @internal + */ +export const CreateContainerGroupDefinitionOutputFilterSensitiveLog = ( + obj: CreateContainerGroupDefinitionOutput +): any => ({ + ...obj, +}); + /** * @internal */ @@ -9560,6 +10339,27 @@ export const CreateFleetInputFilterSensitiveLog = (obj: CreateFleetInput): any = ...(obj.EC2InboundPermissions && { EC2InboundPermissions: obj.EC2InboundPermissions.map((item) => IpPermissionFilterSensitiveLog(item)), }), + ...(obj.ContainerGroupsConfiguration && { + ContainerGroupsConfiguration: ContainerGroupsConfigurationFilterSensitiveLog(obj.ContainerGroupsConfiguration), + }), +}); + +/** + * @internal + */ +export const FleetAttributesFilterSensitiveLog = (obj: FleetAttributes): any => ({ + ...obj, + ...(obj.ContainerGroupsAttributes && { + ContainerGroupsAttributes: ContainerGroupsAttributesFilterSensitiveLog(obj.ContainerGroupsAttributes), + }), +}); + +/** + * @internal + */ +export const CreateFleetOutputFilterSensitiveLog = (obj: CreateFleetOutput): any => ({ + ...obj, + ...(obj.FleetAttributes && { FleetAttributes: FleetAttributesFilterSensitiveLog(obj.FleetAttributes) }), }); /** @@ -9631,6 +10431,25 @@ export const DescribeComputeOutputFilterSensitiveLog = (obj: DescribeComputeOutp ...(obj.Compute && { Compute: ComputeFilterSensitiveLog(obj.Compute) }), }); +/** + * @internal + */ +export const DescribeContainerGroupDefinitionOutputFilterSensitiveLog = ( + obj: DescribeContainerGroupDefinitionOutput +): any => ({ + ...obj, +}); + +/** + * @internal + */ +export const DescribeFleetAttributesOutputFilterSensitiveLog = (obj: DescribeFleetAttributesOutput): any => ({ + ...obj, + ...(obj.FleetAttributes && { + FleetAttributes: obj.FleetAttributes.map((item) => FleetAttributesFilterSensitiveLog(item)), + }), +}); + /** * @internal */ @@ -9839,96 +10658,32 @@ export const ListComputeOutputFilterSensitiveLog = (obj: ListComputeOutput): any /** * @internal */ -export const RegisterComputeInputFilterSensitiveLog = (obj: RegisterComputeInput): any => ({ - ...obj, - ...(obj.IpAddress && { IpAddress: SENSITIVE_STRING }), -}); - -/** - * @internal - */ -export const RegisterComputeOutputFilterSensitiveLog = (obj: RegisterComputeOutput): any => ({ - ...obj, - ...(obj.Compute && { Compute: ComputeFilterSensitiveLog(obj.Compute) }), -}); - -/** - * @internal - */ -export const RequestUploadCredentialsOutputFilterSensitiveLog = (obj: RequestUploadCredentialsOutput): any => ({ - ...obj, - ...(obj.UploadCredentials && { UploadCredentials: SENSITIVE_STRING }), -}); - -/** - * @internal - */ -export const SearchGameSessionsOutputFilterSensitiveLog = (obj: SearchGameSessionsOutput): any => ({ - ...obj, - ...(obj.GameSessions && { GameSessions: obj.GameSessions.map((item) => GameSessionFilterSensitiveLog(item)) }), -}); - -/** - * @internal - */ -export const StartGameSessionPlacementInputFilterSensitiveLog = (obj: StartGameSessionPlacementInput): any => ({ - ...obj, - ...(obj.PlayerLatencies && { - PlayerLatencies: obj.PlayerLatencies.map((item) => PlayerLatencyFilterSensitiveLog(item)), - }), - ...(obj.DesiredPlayerSessions && { - DesiredPlayerSessions: obj.DesiredPlayerSessions.map((item) => DesiredPlayerSessionFilterSensitiveLog(item)), - }), -}); - -/** - * @internal - */ -export const StartGameSessionPlacementOutputFilterSensitiveLog = (obj: StartGameSessionPlacementOutput): any => ({ - ...obj, - ...(obj.GameSessionPlacement && { - GameSessionPlacement: GameSessionPlacementFilterSensitiveLog(obj.GameSessionPlacement), - }), -}); - -/** - * @internal - */ -export const StartMatchBackfillInputFilterSensitiveLog = (obj: StartMatchBackfillInput): any => ({ - ...obj, - ...(obj.Players && { Players: obj.Players.map((item) => PlayerFilterSensitiveLog(item)) }), -}); - -/** - * @internal - */ -export const StartMatchBackfillOutputFilterSensitiveLog = (obj: StartMatchBackfillOutput): any => ({ +export const ListContainerGroupDefinitionsOutputFilterSensitiveLog = ( + obj: ListContainerGroupDefinitionsOutput +): any => ({ ...obj, - ...(obj.MatchmakingTicket && { MatchmakingTicket: MatchmakingTicketFilterSensitiveLog(obj.MatchmakingTicket) }), }); /** * @internal */ -export const StartMatchmakingInputFilterSensitiveLog = (obj: StartMatchmakingInput): any => ({ +export const RegisterComputeInputFilterSensitiveLog = (obj: RegisterComputeInput): any => ({ ...obj, - ...(obj.Players && { Players: obj.Players.map((item) => PlayerFilterSensitiveLog(item)) }), + ...(obj.IpAddress && { IpAddress: SENSITIVE_STRING }), }); /** * @internal */ -export const StartMatchmakingOutputFilterSensitiveLog = (obj: StartMatchmakingOutput): any => ({ +export const RegisterComputeOutputFilterSensitiveLog = (obj: RegisterComputeOutput): any => ({ ...obj, - ...(obj.MatchmakingTicket && { MatchmakingTicket: MatchmakingTicketFilterSensitiveLog(obj.MatchmakingTicket) }), + ...(obj.Compute && { Compute: ComputeFilterSensitiveLog(obj.Compute) }), }); /** * @internal */ -export const StopGameSessionPlacementOutputFilterSensitiveLog = (obj: StopGameSessionPlacementOutput): any => ({ +export const RequestUploadCredentialsOutputFilterSensitiveLog = (obj: RequestUploadCredentialsOutput): any => ({ ...obj, - ...(obj.GameSessionPlacement && { - GameSessionPlacement: GameSessionPlacementFilterSensitiveLog(obj.GameSessionPlacement), - }), + ...(obj.UploadCredentials && { UploadCredentials: SENSITIVE_STRING }), }); diff --git a/clients/client-gamelift/src/models/models_1.ts b/clients/client-gamelift/src/models/models_1.ts index 34d788f4ed35..91f9f3997a0b 100644 --- a/clients/client-gamelift/src/models/models_1.ts +++ b/clients/client-gamelift/src/models/models_1.ts @@ -1,31 +1,761 @@ // smithy-typescript generated code import { + Alias, + AnywhereConfiguration, BackfillMode, BalancingStrategy, + Build, + DesiredPlayerSession, + DesiredPlayerSessionFilterSensitiveLog, FilterConfiguration, + FleetAction, FlexMatchMode, GameProperty, GameServer, GameServerGroup, + GameServerGroupAction, GameServerProtectionPolicy, GameServerUtilizationStatus, GameSession, GameSessionFilterSensitiveLog, + GameSessionPlacement, + GameSessionPlacementFilterSensitiveLog, GameSessionQueue, GameSessionQueueDestination, InstanceDefinition, IpPermission, IpPermissionFilterSensitiveLog, MatchmakingConfiguration, + MatchmakingTicket, + MatchmakingTicketFilterSensitiveLog, + Player, + PlayerFilterSensitiveLog, + PlayerLatency, + PlayerLatencyFilterSensitiveLog, PlayerLatencyPolicy, PlayerSessionCreationPolicy, PriorityConfiguration, ProtectionPolicy, + ResourceCreationLimitPolicy, + RoutingStrategy, RuntimeConfiguration, S3Location, Script, + Tag, } from "./models_0"; +/** + * @public + */ +export interface ResumeGameServerGroupOutput { + /** + *

An object that describes the game server group resource, with the + * SuspendedActions property updated to reflect the resumed + * activity.

+ * @public + */ + GameServerGroup?: GameServerGroup; +} + +/** + * @public + */ +export interface SearchGameSessionsInput { + /** + *

A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN + * value. Each request must reference either a fleet ID or alias ID, but not both.

+ * @public + */ + FleetId?: string; + + /** + *

A unique identifier for the alias associated with the fleet to search for active game sessions. You can use either + * the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, + * but not both.

+ * @public + */ + AliasId?: string; + + /** + *

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. + *

+ * @public + */ + Location?: string; + + /** + *

String containing the search criteria for the session search. If no filter expression + * is included, the request returns results for all game sessions in the fleet that are in + * ACTIVE status.

+ *

A filter expression can contain one or multiple conditions. Each condition consists of + * the following:

+ *
    + *
  • + *

    + * Operand -- Name of a game session attribute. + * Valid values are gameSessionName, gameSessionId, + * gameSessionProperties, maximumSessions, + * creationTimeMillis, playerSessionCount, + * hasAvailablePlayerSessions.

    + *
  • + *
  • + *

    + * Comparator -- Valid comparators are: + * =, <>, <, >, + * <=, >=.

    + *
  • + *
  • + *

    + * Value -- Value to be searched for. Values may + * be numbers, boolean values (true/false) or strings depending on the operand. + * String values are case sensitive and must be enclosed in single quotes. Special + * characters must be escaped. Boolean and string values can only be used with the + * comparators = and <>. For example, the following + * filter expression searches on gameSessionName: + * "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game + * 1'".

    + *
  • + *
+ *

To chain multiple conditions in a single expression, use the logical keywords + * AND, OR, and NOT and parentheses as needed. + * For example: x AND y AND NOT z, NOT (x OR y).

+ *

Session search evaluates conditions from left to right using the following precedence + * rules:

+ *
    + *
  1. + *

    + * =, <>, <, >, + * <=, >= + *

    + *
  2. + *
  3. + *

    Parentheses

    + *
  4. + *
  5. + *

    NOT

    + *
  6. + *
  7. + *

    AND

    + *
  8. + *
  9. + *

    OR

    + *
  10. + *
+ *

For example, this filter expression retrieves game sessions hosting at least ten + * players that have an open player slot: "maximumSessions>=10 AND + * hasAvailablePlayerSessions=true".

+ * @public + */ + FilterExpression?: string; + + /** + *

Instructions on how to sort the search results. If no sort expression is included, the + * request returns results in random order. A sort expression consists of the following + * elements:

+ *
    + *
  • + *

    + * Operand -- Name of a game session attribute. + * Valid values are gameSessionName, gameSessionId, + * gameSessionProperties, maximumSessions, + * creationTimeMillis, playerSessionCount, + * hasAvailablePlayerSessions.

    + *
  • + *
  • + *

    + * Order -- Valid sort orders are ASC + * (ascending) and DESC (descending).

    + *
  • + *
+ *

For example, this sort expression returns the oldest active sessions first: + * "SortExpression": "creationTimeMillis ASC". Results with a null value + * for the sort operand are returned at the end of the list.

+ * @public + */ + SortExpression?: string; + + /** + *

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or + * is set higher than 20.

+ * @public + */ + Limit?: number; + + /** + *

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.

+ * @public + */ + NextToken?: string; +} + +/** + * @public + */ +export interface SearchGameSessionsOutput { + /** + *

A collection of objects containing game session properties for each session that + * matches the request.

+ * @public + */ + GameSessions?: GameSession[]; + + /** + *

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.

+ * @public + */ + NextToken?: string; +} + +/** + * @public + */ +export interface StartFleetActionsInput { + /** + *

A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.

+ * @public + */ + FleetId: string | undefined; + + /** + *

List of actions to restart on the fleet.

+ * @public + */ + Actions: FleetAction[] | undefined; + + /** + *

The fleet location to restart fleet actions for. Specify a location in the form of an + * Amazon Web Services Region code, such as us-west-2.

+ * @public + */ + Location?: string; +} + +/** + * @public + */ +export interface StartFleetActionsOutput { + /** + *

A unique identifier for the fleet to restart actions on.

+ * @public + */ + FleetId?: string; + + /** + *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ * @public + */ + FleetArn?: string; +} + +/** + * @public + */ +export interface StartGameSessionPlacementInput { + /** + *

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.

+ * @public + */ + PlacementId: string | undefined; + + /** + *

Name of the queue to use to place the new game session. You can use either the queue + * name or ARN value.

+ * @public + */ + GameSessionQueueName: string | undefined; + + /** + *

A set of key-value pairs that can store custom data in a game session. + * For example: \{"Key": "difficulty", "Value": "novice"\}.

+ * @public + */ + GameProperties?: GameProperty[]; + + /** + *

The maximum number of players that can be connected simultaneously to the game session.

+ * @public + */ + MaximumPlayerSessionCount: number | undefined; + + /** + *

A descriptive label that is associated with a game session. Session names do not need to be unique.

+ * @public + */ + GameSessionName?: string; + + /** + *

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.

+ * @public + */ + PlayerLatencies?: PlayerLatency[]; + + /** + *

Set of information on each player to create a player session for.

+ * @public + */ + DesiredPlayerSessions?: DesiredPlayerSession[]; + + /** + *

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the + * GameSession object with a request to start a new game session (see Start a Game Session).

+ * @public + */ + GameSessionData?: string; +} + +/** + * @public + */ +export interface StartGameSessionPlacementOutput { + /** + *

Object that describes the newly created game session placement. This object includes + * all the information provided in the request, as well as start/end time stamps and + * placement status.

+ * @public + */ + GameSessionPlacement?: GameSessionPlacement; +} + +/** + * @public + */ +export interface StartMatchBackfillInput { + /** + *

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a + * UUID. Use this identifier to track the match backfill ticket status and retrieve match + * results.

+ * @public + */ + TicketId?: string; + + /** + *

Name of the matchmaker to use for this request. You can use either the configuration + * name or ARN value. The ARN of the matchmaker that was used with the original game + * session is listed in the GameSession object, MatchmakerData + * property.

+ * @public + */ + ConfigurationName: string | undefined; + + /** + *

A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking + * solution, this parameter is not needed.

+ * @public + */ + GameSessionArn?: string; + + /** + *

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.

    + *
  • + *
+ * @public + */ + Players: Player[] | undefined; +} + +/** + * @public + */ +export interface StartMatchBackfillOutput { + /** + *

Ticket representing the backfill matchmaking request. This object includes the + * information in the request, ticket status, and match results as generated during the + * matchmaking process.

+ * @public + */ + MatchmakingTicket?: MatchmakingTicket; +} + +/** + * @public + */ +export interface StartMatchmakingInput { + /** + *

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a + * UUID. Use this identifier to track the matchmaking ticket status and retrieve match + * results.

+ * @public + */ + TicketId?: string; + + /** + *

Name of the matchmaking configuration to use for this request. Matchmaking + * configurations must exist in the same Region as this request. You can use either the + * configuration name or ARN value.

+ * @public + */ + ConfigurationName: string | undefined; + + /** + *

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.

+ * @public + */ + Players: Player[] | undefined; +} + +/** + * @public + */ +export interface StartMatchmakingOutput { + /** + *

Ticket representing the matchmaking request. This object include the information + * included in the request, ticket status, and match results as generated during the + * matchmaking process.

+ * @public + */ + MatchmakingTicket?: MatchmakingTicket; +} + +/** + * @public + */ +export interface StopFleetActionsInput { + /** + *

A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.

+ * @public + */ + FleetId: string | undefined; + + /** + *

List of actions to suspend on the fleet.

+ * @public + */ + Actions: FleetAction[] | undefined; + + /** + *

The fleet location to stop fleet actions for. Specify a location in the form of an + * Amazon Web Services Region code, such as us-west-2.

+ * @public + */ + Location?: string; +} + +/** + * @public + */ +export interface StopFleetActionsOutput { + /** + *

A unique identifier for the fleet to stop actions on.

+ * @public + */ + FleetId?: string; + + /** + *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ * @public + */ + FleetArn?: string; +} + +/** + * @public + */ +export interface StopGameSessionPlacementInput { + /** + *

A unique identifier for a game session placement to stop.

+ * @public + */ + PlacementId: string | undefined; +} + +/** + * @public + */ +export interface StopGameSessionPlacementOutput { + /** + *

Object that describes the canceled game session placement, with CANCELLED + * status and an end time stamp.

+ * @public + */ + GameSessionPlacement?: GameSessionPlacement; +} + +/** + * @public + */ +export interface StopMatchmakingInput { + /** + *

A unique identifier for a matchmaking ticket.

+ * @public + */ + TicketId: string | undefined; +} + +/** + * @public + */ +export interface StopMatchmakingOutput {} + +/** + * @public + */ +export interface SuspendGameServerGroupInput { + /** + *

A unique identifier for the game server group. Use either the name or ARN value.

+ * @public + */ + GameServerGroupName: string | undefined; + + /** + *

The activity to suspend for this game server group.

+ * @public + */ + SuspendActions: GameServerGroupAction[] | undefined; +} + +/** + * @public + */ +export interface SuspendGameServerGroupOutput { + /** + *

An object that describes the game server group resource, with the + * SuspendedActions property updated to reflect the suspended + * activity.

+ * @public + */ + GameServerGroup?: GameServerGroup; +} + +/** + * @public + */ +export interface TagResourceRequest { + /** + *

The Amazon Resource Name (ARN) that uniquely identifies + * the Amazon GameLift resource that you want to assign tags to. Amazon GameLift includes resource ARNs in + * the data object for the resource. You can retrieve the ARN by calling a + * List or Describe operation for the resource type.

+ * @public + */ + ResourceARN: string | undefined; + + /** + *

A list of one or more tags to assign to the specified Amazon GameLift resource. Tags are + * developer-defined and structured as key-value pairs. The maximum tag limit may be lower + * than stated. See + * Tagging Amazon Web Services Resources for tagging limits.

+ * @public + */ + Tags: Tag[] | undefined; +} + +/** + * @public + */ +export interface TagResourceResponse {} + +/** + * @public + */ +export interface UntagResourceRequest { + /** + *

The Amazon Resource Name (ARN) that uniquely identifies + * the Amazon GameLift resource that you want to remove tags from. Amazon GameLift includes resource ARNs in + * the data object for the resource. You can retrieve the ARN by calling a + * List or Describe operation for the resource type.

+ * @public + */ + ResourceARN: string | undefined; + + /** + *

A list of one or more tag keys to remove from the specified Amazon GameLift resource.

+ * @public + */ + TagKeys: string[] | undefined; +} + +/** + * @public + */ +export interface UntagResourceResponse {} + +/** + * @public + */ +export interface UpdateAliasInput { + /** + *

A unique identifier for the alias that you want to update. You can use either the + * alias ID or ARN value.

+ * @public + */ + AliasId: string | undefined; + + /** + *

A descriptive label that is associated with an alias. Alias names do not need to be unique.

+ * @public + */ + Name?: string; + + /** + *

A human-readable description of the alias.

+ * @public + */ + Description?: string; + + /** + *

The routing configuration, including routing type and fleet target, for the + * alias.

+ * @public + */ + RoutingStrategy?: RoutingStrategy; +} + +/** + * @public + */ +export interface UpdateAliasOutput { + /** + *

The updated alias resource.

+ * @public + */ + Alias?: Alias; +} + +/** + * @public + */ +export interface UpdateBuildInput { + /** + *

A unique identifier for the build to update. You can use either the build ID or ARN value.

+ * @public + */ + BuildId: string | undefined; + + /** + *

A descriptive label associated with a build. Build names don't need to be unique.

+ * @public + */ + Name?: string; + + /** + *

Version information associated with a build or script. Version strings don't need to be unique.

+ * @public + */ + Version?: string; +} + +/** + * @public + */ +export interface UpdateBuildOutput { + /** + *

The updated build resource.

+ * @public + */ + Build?: Build; +} + +/** + * @public + */ +export interface UpdateFleetAttributesInput { + /** + *

A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN + * value.

+ * @public + */ + FleetId: string | undefined; + + /** + *

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

+ * @public + */ + Name?: string; + + /** + *

A human-readable description of a fleet.

+ * @public + */ + Description?: string; + + /** + *

The game session protection policy to apply to all new game sessions created in this + * fleet. Game sessions that already exist are not affected. You can set protection for + * individual game sessions 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.

    + *
  • + *
+ * @public + */ + NewGameSessionProtectionPolicy?: ProtectionPolicy; + + /** + *

Policy settings that limit the number of game sessions an individual player can create + * over a span of time.

+ * @public + */ + ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy; + + /** + *

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.

+ * @public + */ + MetricGroups?: string[]; + + /** + *

Amazon GameLift Anywhere configuration options.

+ * @public + */ + AnywhereConfiguration?: AnywhereConfiguration; +} + +/** + * @public + */ +export interface UpdateFleetAttributesOutput { + /** + *

A unique identifier for the fleet that was updated.

+ * @public + */ + FleetId?: string; + + /** + *

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

+ * @public + */ + FleetArn?: string; +} + /** * @public */ @@ -580,10 +1310,10 @@ export interface UpdateRuntimeConfigurationInput { FleetId: string | undefined; /** - *

Instructions for launching server processes on each instance in the fleet. Server - * processes run either a custom game build executable or a Realtime Servers script. The runtime - * configuration lists the types of server processes to run on an instance, how to launch - * them, and the number of processes to run concurrently.

+ *

Instructions for launching server processes on fleet computes. 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, how to launch them, and the number of processes to + * run concurrently.

* @public */ RuntimeConfiguration: RuntimeConfiguration | undefined; @@ -594,8 +1324,8 @@ export interface UpdateRuntimeConfigurationInput { */ export interface UpdateRuntimeConfigurationOutput { /** - *

The runtime configuration currently in use by all instances in the fleet. If the - * update was successful, all property changes are shown.

+ *

The runtime configuration currently in use by computes in the fleet. If the update is + * successful, all property changes are shown.

* @public */ RuntimeConfiguration?: RuntimeConfiguration; @@ -685,6 +1415,79 @@ export interface ValidateMatchmakingRuleSetOutput { Valid?: boolean; } +/** + * @internal + */ +export const SearchGameSessionsOutputFilterSensitiveLog = (obj: SearchGameSessionsOutput): any => ({ + ...obj, + ...(obj.GameSessions && { GameSessions: obj.GameSessions.map((item) => GameSessionFilterSensitiveLog(item)) }), +}); + +/** + * @internal + */ +export const StartGameSessionPlacementInputFilterSensitiveLog = (obj: StartGameSessionPlacementInput): any => ({ + ...obj, + ...(obj.PlayerLatencies && { + PlayerLatencies: obj.PlayerLatencies.map((item) => PlayerLatencyFilterSensitiveLog(item)), + }), + ...(obj.DesiredPlayerSessions && { + DesiredPlayerSessions: obj.DesiredPlayerSessions.map((item) => DesiredPlayerSessionFilterSensitiveLog(item)), + }), +}); + +/** + * @internal + */ +export const StartGameSessionPlacementOutputFilterSensitiveLog = (obj: StartGameSessionPlacementOutput): any => ({ + ...obj, + ...(obj.GameSessionPlacement && { + GameSessionPlacement: GameSessionPlacementFilterSensitiveLog(obj.GameSessionPlacement), + }), +}); + +/** + * @internal + */ +export const StartMatchBackfillInputFilterSensitiveLog = (obj: StartMatchBackfillInput): any => ({ + ...obj, + ...(obj.Players && { Players: obj.Players.map((item) => PlayerFilterSensitiveLog(item)) }), +}); + +/** + * @internal + */ +export const StartMatchBackfillOutputFilterSensitiveLog = (obj: StartMatchBackfillOutput): any => ({ + ...obj, + ...(obj.MatchmakingTicket && { MatchmakingTicket: MatchmakingTicketFilterSensitiveLog(obj.MatchmakingTicket) }), +}); + +/** + * @internal + */ +export const StartMatchmakingInputFilterSensitiveLog = (obj: StartMatchmakingInput): any => ({ + ...obj, + ...(obj.Players && { Players: obj.Players.map((item) => PlayerFilterSensitiveLog(item)) }), +}); + +/** + * @internal + */ +export const StartMatchmakingOutputFilterSensitiveLog = (obj: StartMatchmakingOutput): any => ({ + ...obj, + ...(obj.MatchmakingTicket && { MatchmakingTicket: MatchmakingTicketFilterSensitiveLog(obj.MatchmakingTicket) }), +}); + +/** + * @internal + */ +export const StopGameSessionPlacementOutputFilterSensitiveLog = (obj: StopGameSessionPlacementOutput): any => ({ + ...obj, + ...(obj.GameSessionPlacement && { + GameSessionPlacement: GameSessionPlacementFilterSensitiveLog(obj.GameSessionPlacement), + }), +}); + /** * @internal */ diff --git a/clients/client-gamelift/src/pagination/ListContainerGroupDefinitionsPaginator.ts b/clients/client-gamelift/src/pagination/ListContainerGroupDefinitionsPaginator.ts new file mode 100644 index 000000000000..dc0508e698a0 --- /dev/null +++ b/clients/client-gamelift/src/pagination/ListContainerGroupDefinitionsPaginator.ts @@ -0,0 +1,24 @@ +// smithy-typescript generated code +import { createPaginator } from "@smithy/core"; +import { Paginator } from "@smithy/types"; + +import { + ListContainerGroupDefinitionsCommand, + ListContainerGroupDefinitionsCommandInput, + ListContainerGroupDefinitionsCommandOutput, +} from "../commands/ListContainerGroupDefinitionsCommand"; +import { GameLiftClient } from "../GameLiftClient"; +import { GameLiftPaginationConfiguration } from "./Interfaces"; + +/** + * @public + */ +export const paginateListContainerGroupDefinitions: ( + config: GameLiftPaginationConfiguration, + input: ListContainerGroupDefinitionsCommandInput, + ...rest: any[] +) => Paginator = createPaginator< + GameLiftPaginationConfiguration, + ListContainerGroupDefinitionsCommandInput, + ListContainerGroupDefinitionsCommandOutput +>(GameLiftClient, ListContainerGroupDefinitionsCommand, "NextToken", "NextToken", "Limit"); diff --git a/clients/client-gamelift/src/pagination/index.ts b/clients/client-gamelift/src/pagination/index.ts index c04ec9247b72..9f89798e72ce 100644 --- a/clients/client-gamelift/src/pagination/index.ts +++ b/clients/client-gamelift/src/pagination/index.ts @@ -26,6 +26,7 @@ export * from "./DescribeScalingPoliciesPaginator"; export * from "./ListAliasesPaginator"; export * from "./ListBuildsPaginator"; export * from "./ListComputePaginator"; +export * from "./ListContainerGroupDefinitionsPaginator"; export * from "./ListFleetsPaginator"; export * from "./ListGameServerGroupsPaginator"; export * from "./ListGameServersPaginator"; diff --git a/clients/client-gamelift/src/protocols/Aws_json1_1.ts b/clients/client-gamelift/src/protocols/Aws_json1_1.ts index 9bcffe401f1a..17e70c64938d 100644 --- a/clients/client-gamelift/src/protocols/Aws_json1_1.ts +++ b/clients/client-gamelift/src/protocols/Aws_json1_1.ts @@ -29,6 +29,10 @@ import { AcceptMatchCommandInput, AcceptMatchCommandOutput } from "../commands/A import { ClaimGameServerCommandInput, ClaimGameServerCommandOutput } from "../commands/ClaimGameServerCommand"; import { CreateAliasCommandInput, CreateAliasCommandOutput } from "../commands/CreateAliasCommand"; import { CreateBuildCommandInput, CreateBuildCommandOutput } from "../commands/CreateBuildCommand"; +import { + CreateContainerGroupDefinitionCommandInput, + CreateContainerGroupDefinitionCommandOutput, +} from "../commands/CreateContainerGroupDefinitionCommand"; import { CreateFleetCommandInput, CreateFleetCommandOutput } from "../commands/CreateFleetCommand"; import { CreateFleetLocationsCommandInput, @@ -71,6 +75,10 @@ import { } from "../commands/CreateVpcPeeringConnectionCommand"; import { DeleteAliasCommandInput, DeleteAliasCommandOutput } from "../commands/DeleteAliasCommand"; import { DeleteBuildCommandInput, DeleteBuildCommandOutput } from "../commands/DeleteBuildCommand"; +import { + DeleteContainerGroupDefinitionCommandInput, + DeleteContainerGroupDefinitionCommandOutput, +} from "../commands/DeleteContainerGroupDefinitionCommand"; import { DeleteFleetCommandInput, DeleteFleetCommandOutput } from "../commands/DeleteFleetCommand"; import { DeleteFleetLocationsCommandInput, @@ -114,6 +122,10 @@ import { import { DescribeAliasCommandInput, DescribeAliasCommandOutput } from "../commands/DescribeAliasCommand"; import { DescribeBuildCommandInput, DescribeBuildCommandOutput } from "../commands/DescribeBuildCommand"; import { DescribeComputeCommandInput, DescribeComputeCommandOutput } from "../commands/DescribeComputeCommand"; +import { + DescribeContainerGroupDefinitionCommandInput, + DescribeContainerGroupDefinitionCommandOutput, +} from "../commands/DescribeContainerGroupDefinitionCommand"; import { DescribeEC2InstanceLimitsCommandInput, DescribeEC2InstanceLimitsCommandOutput, @@ -222,6 +234,10 @@ import { GetInstanceAccessCommandInput, GetInstanceAccessCommandOutput } from ". import { ListAliasesCommandInput, ListAliasesCommandOutput } from "../commands/ListAliasesCommand"; import { ListBuildsCommandInput, ListBuildsCommandOutput } from "../commands/ListBuildsCommand"; import { ListComputeCommandInput, ListComputeCommandOutput } from "../commands/ListComputeCommand"; +import { + ListContainerGroupDefinitionsCommandInput, + ListContainerGroupDefinitionsCommandOutput, +} from "../commands/ListContainerGroupDefinitionsCommand"; import { ListFleetsCommandInput, ListFleetsCommandOutput } from "../commands/ListFleetsCommand"; import { ListGameServerGroupsCommandInput, @@ -316,10 +332,22 @@ import { ClaimGameServerOutput, Compute, ConflictException, + ConnectionPortRange, + ContainerDefinitionInput, + ContainerDependency, + ContainerEnvironment, + ContainerGroupDefinition, + ContainerGroupsConfiguration, + ContainerHealthCheck, + ContainerMemoryLimits, + ContainerPortConfiguration, + ContainerPortRange, CreateAliasInput, CreateAliasOutput, CreateBuildInput, CreateBuildOutput, + CreateContainerGroupDefinitionInput, + CreateContainerGroupDefinitionOutput, CreateFleetInput, CreateFleetLocationsInput, CreateFleetOutput, @@ -344,6 +372,7 @@ import { CreateVpcPeeringConnectionInput, DeleteAliasInput, DeleteBuildInput, + DeleteContainerGroupDefinitionInput, DeleteFleetInput, DeleteFleetLocationsInput, DeleteGameServerGroupInput, @@ -364,6 +393,8 @@ import { DescribeBuildOutput, DescribeComputeInput, DescribeComputeOutput, + DescribeContainerGroupDefinitionInput, + DescribeContainerGroupDefinitionOutput, DescribeEC2InstanceLimitsInput, DescribeFleetAttributesInput, DescribeFleetAttributesOutput, @@ -443,6 +474,8 @@ import { ListBuildsOutput, ListComputeInput, ListComputeOutput, + ListContainerGroupDefinitionsInput, + ListContainerGroupDefinitionsOutput, ListFleetsInput, ListGameServerGroupsInput, ListGameServerGroupsOutput, @@ -458,6 +491,7 @@ import { MatchmakingRuleSet, MatchmakingTicket, NotFoundException, + NotReadyException, OutOfCapacityException, Player, PlayerLatency, @@ -474,15 +508,25 @@ import { ResolveAliasInput, ResourceCreationLimitPolicy, ResumeGameServerGroupInput, - ResumeGameServerGroupOutput, RoutingStrategy, RuntimeConfiguration, S3Location, ScalingPolicy, Script, + ServerProcess, + Tag, + TaggingFailedException, + TargetConfiguration, + TargetTrackingConfiguration, + TerminalRoutingStrategyException, + UnauthorizedException, + UnsupportedRegionException, + VpcPeeringAuthorization, +} from "../models/models_0"; +import { + ResumeGameServerGroupOutput, SearchGameSessionsInput, SearchGameSessionsOutput, - ServerProcess, StartFleetActionsInput, StartGameSessionPlacementInput, StartGameSessionPlacementOutput, @@ -496,23 +540,13 @@ import { StopMatchmakingInput, SuspendGameServerGroupInput, SuspendGameServerGroupOutput, - Tag, - TaggingFailedException, TagResourceRequest, - TargetConfiguration, - TargetTrackingConfiguration, - TerminalRoutingStrategyException, - UnauthorizedException, - UnsupportedRegionException, UntagResourceRequest, UpdateAliasInput, UpdateAliasOutput, UpdateBuildInput, UpdateBuildOutput, UpdateFleetAttributesInput, - VpcPeeringAuthorization, -} from "../models/models_0"; -import { UpdateFleetCapacityInput, UpdateFleetPortSettingsInput, UpdateGameServerGroupInput, @@ -582,6 +616,19 @@ export const se_CreateBuildCommand = async ( return buildHttpRpcRequest(context, headers, "/", undefined, body); }; +/** + * serializeAws_json1_1CreateContainerGroupDefinitionCommand + */ +export const se_CreateContainerGroupDefinitionCommand = async ( + input: CreateContainerGroupDefinitionCommandInput, + context: __SerdeContext +): Promise<__HttpRequest> => { + const headers: __HeaderBag = sharedHeaders("CreateContainerGroupDefinition"); + let body: any; + body = JSON.stringify(_json(input)); + return buildHttpRpcRequest(context, headers, "/", undefined, body); +}; + /** * serializeAws_json1_1CreateFleetCommand */ @@ -777,6 +824,19 @@ export const se_DeleteBuildCommand = async ( return buildHttpRpcRequest(context, headers, "/", undefined, body); }; +/** + * serializeAws_json1_1DeleteContainerGroupDefinitionCommand + */ +export const se_DeleteContainerGroupDefinitionCommand = async ( + input: DeleteContainerGroupDefinitionCommandInput, + context: __SerdeContext +): Promise<__HttpRequest> => { + const headers: __HeaderBag = sharedHeaders("DeleteContainerGroupDefinition"); + let body: any; + body = JSON.stringify(_json(input)); + return buildHttpRpcRequest(context, headers, "/", undefined, body); +}; + /** * serializeAws_json1_1DeleteFleetCommand */ @@ -985,6 +1045,19 @@ export const se_DescribeComputeCommand = async ( return buildHttpRpcRequest(context, headers, "/", undefined, body); }; +/** + * serializeAws_json1_1DescribeContainerGroupDefinitionCommand + */ +export const se_DescribeContainerGroupDefinitionCommand = async ( + input: DescribeContainerGroupDefinitionCommandInput, + context: __SerdeContext +): Promise<__HttpRequest> => { + const headers: __HeaderBag = sharedHeaders("DescribeContainerGroupDefinition"); + let body: any; + body = JSON.stringify(_json(input)); + return buildHttpRpcRequest(context, headers, "/", undefined, body); +}; + /** * serializeAws_json1_1DescribeEC2InstanceLimitsCommand */ @@ -1414,6 +1487,19 @@ export const se_ListComputeCommand = async ( return buildHttpRpcRequest(context, headers, "/", undefined, body); }; +/** + * serializeAws_json1_1ListContainerGroupDefinitionsCommand + */ +export const se_ListContainerGroupDefinitionsCommand = async ( + input: ListContainerGroupDefinitionsCommandInput, + context: __SerdeContext +): Promise<__HttpRequest> => { + const headers: __HeaderBag = sharedHeaders("ListContainerGroupDefinitions"); + let body: any; + body = JSON.stringify(_json(input)); + return buildHttpRpcRequest(context, headers, "/", undefined, body); +}; + /** * serializeAws_json1_1ListFleetsCommand */ @@ -1962,6 +2048,26 @@ export const de_CreateBuildCommand = async ( return response; }; +/** + * deserializeAws_json1_1CreateContainerGroupDefinitionCommand + */ +export const de_CreateContainerGroupDefinitionCommand = async ( + output: __HttpResponse, + context: __SerdeContext +): Promise => { + if (output.statusCode >= 300) { + return de_CommandError(output, context); + } + const data: any = await parseBody(output.body, context); + let contents: any = {}; + contents = de_CreateContainerGroupDefinitionOutput(data, context); + const response: CreateContainerGroupDefinitionCommandOutput = { + $metadata: deserializeMetadata(output), + ...contents, + }; + return response; +}; + /** * deserializeAws_json1_1CreateFleetCommand */ @@ -2256,6 +2362,23 @@ export const de_DeleteBuildCommand = async ( return response; }; +/** + * deserializeAws_json1_1DeleteContainerGroupDefinitionCommand + */ +export const de_DeleteContainerGroupDefinitionCommand = async ( + output: __HttpResponse, + context: __SerdeContext +): Promise => { + if (output.statusCode >= 300) { + return de_CommandError(output, context); + } + await collectBody(output.body, context); + const response: DeleteContainerGroupDefinitionCommandOutput = { + $metadata: deserializeMetadata(output), + }; + return response; +}; + /** * deserializeAws_json1_1DeleteFleetCommand */ @@ -2564,6 +2687,26 @@ export const de_DescribeComputeCommand = async ( return response; }; +/** + * deserializeAws_json1_1DescribeContainerGroupDefinitionCommand + */ +export const de_DescribeContainerGroupDefinitionCommand = async ( + output: __HttpResponse, + context: __SerdeContext +): Promise => { + if (output.statusCode >= 300) { + return de_CommandError(output, context); + } + const data: any = await parseBody(output.body, context); + let contents: any = {}; + contents = de_DescribeContainerGroupDefinitionOutput(data, context); + const response: DescribeContainerGroupDefinitionCommandOutput = { + $metadata: deserializeMetadata(output), + ...contents, + }; + return response; +}; + /** * deserializeAws_json1_1DescribeEC2InstanceLimitsCommand */ @@ -3224,6 +3367,26 @@ export const de_ListComputeCommand = async ( return response; }; +/** + * deserializeAws_json1_1ListContainerGroupDefinitionsCommand + */ +export const de_ListContainerGroupDefinitionsCommand = async ( + output: __HttpResponse, + context: __SerdeContext +): Promise => { + if (output.statusCode >= 300) { + return de_CommandError(output, context); + } + const data: any = await parseBody(output.body, context); + let contents: any = {}; + contents = de_ListContainerGroupDefinitionsOutput(data, context); + const response: ListContainerGroupDefinitionsCommandOutput = { + $metadata: deserializeMetadata(output), + ...contents, + }; + return response; +}; + /** * deserializeAws_json1_1ListFleetsCommand */ @@ -3981,6 +4144,9 @@ const de_CommandError = async (output: __HttpResponse, context: __SerdeContext): case "TaggingFailedException": case "com.amazonaws.gamelift#TaggingFailedException": throw await de_TaggingFailedExceptionRes(parsedOutput, context); + case "NotReadyException": + case "com.amazonaws.gamelift#NotReadyException": + throw await de_NotReadyExceptionRes(parsedOutput, context); case "InvalidFleetStatusException": case "com.amazonaws.gamelift#InvalidFleetStatusException": throw await de_InvalidFleetStatusExceptionRes(parsedOutput, context); @@ -4163,6 +4329,19 @@ const de_NotFoundExceptionRes = async (parsedOutput: any, context: __SerdeContex return __decorateServiceException(exception, body); }; +/** + * deserializeAws_json1_1NotReadyExceptionRes + */ +const de_NotReadyExceptionRes = async (parsedOutput: any, context: __SerdeContext): Promise => { + const body = parsedOutput.body; + const deserialized: any = _json(body); + const exception = new NotReadyException({ + $metadata: deserializeMetadata(parsedOutput), + ...deserialized, + }); + return __decorateServiceException(exception, body); +}; + /** * deserializeAws_json1_1OutOfCapacityExceptionRes */ @@ -4265,10 +4444,44 @@ const se_AttributeValue = (input: AttributeValue, context: __SerdeContext): any // se_ClaimGameServerInput omitted. +// se_ConnectionPortRange omitted. + +// se_ContainerCommandStringList omitted. + +// se_ContainerDefinitionInput omitted. + +// se_ContainerDefinitionInputList omitted. + +// se_ContainerDependency omitted. + +// se_ContainerDependencyList omitted. + +// se_ContainerEntryPointList omitted. + +// se_ContainerEnvironment omitted. + +// se_ContainerEnvironmentList omitted. + +// se_ContainerGroupDefinitionNameOrArnLimitedList omitted. + +// se_ContainerGroupsConfiguration omitted. + +// se_ContainerHealthCheck omitted. + +// se_ContainerMemoryLimits omitted. + +// se_ContainerPortConfiguration omitted. + +// se_ContainerPortRange omitted. + +// se_ContainerPortRangeList omitted. + // se_CreateAliasInput omitted. // se_CreateBuildInput omitted. +// se_CreateContainerGroupDefinitionInput omitted. + // se_CreateFleetInput omitted. // se_CreateFleetLocationsInput omitted. @@ -4327,6 +4540,8 @@ const se_CreateScriptInput = (input: CreateScriptInput, context: __SerdeContext) // se_DeleteBuildInput omitted. +// se_DeleteContainerGroupDefinitionInput omitted. + // se_DeleteFleetInput omitted. // se_DeleteFleetLocationsInput omitted. @@ -4359,6 +4574,8 @@ const se_CreateScriptInput = (input: CreateScriptInput, context: __SerdeContext) // se_DescribeComputeInput omitted. +// se_DescribeContainerGroupDefinitionInput omitted. + // se_DescribeEC2InstanceLimitsInput omitted. // se_DescribeFleetAttributesInput omitted. @@ -4484,6 +4701,8 @@ const se_GameServerGroupAutoScalingPolicy = (input: GameServerGroupAutoScalingPo // se_ListComputeInput omitted. +// se_ListContainerGroupDefinitionsInput omitted. + // se_ListFleetsInput omitted. // se_ListGameServerGroupsInput omitted. @@ -4854,11 +5073,14 @@ const de_Compute = (output: any, context: __SerdeContext): Compute => { ComputeArn: __expectString, ComputeName: __expectString, ComputeStatus: __expectString, + ContainerAttributes: _json, CreationTime: (_: any) => __expectNonNull(__parseEpochTimestamp(__expectNumber(_))), DnsName: __expectString, FleetArn: __expectString, FleetId: __expectString, + GameLiftAgentEndpoint: __expectString, GameLiftServiceSdkEndpoint: __expectString, + InstanceId: __expectString, IpAddress: __expectString, Location: __expectString, OperatingSystem: __expectString, @@ -4880,6 +5102,78 @@ const de_ComputeList = (output: any, context: __SerdeContext): Compute[] => { // de_ConflictException omitted. +// de_ConnectionPortRange omitted. + +// de_ContainerAttributes omitted. + +// de_ContainerCommandStringList omitted. + +// de_ContainerDefinition omitted. + +// de_ContainerDefinitionList omitted. + +// de_ContainerDependency omitted. + +// de_ContainerDependencyList omitted. + +// de_ContainerEntryPointList omitted. + +// de_ContainerEnvironment omitted. + +// de_ContainerEnvironmentList omitted. + +/** + * deserializeAws_json1_1ContainerGroupDefinition + */ +const de_ContainerGroupDefinition = (output: any, context: __SerdeContext): ContainerGroupDefinition => { + return take(output, { + ContainerDefinitions: _json, + ContainerGroupDefinitionArn: __expectString, + CreationTime: (_: any) => __expectNonNull(__parseEpochTimestamp(__expectNumber(_))), + Name: __expectString, + OperatingSystem: __expectString, + SchedulingStrategy: __expectString, + Status: __expectString, + StatusReason: __expectString, + TotalCpuLimit: __expectInt32, + TotalMemoryLimit: __expectInt32, + }) as any; +}; + +/** + * deserializeAws_json1_1ContainerGroupDefinitionList + */ +const de_ContainerGroupDefinitionList = (output: any, context: __SerdeContext): ContainerGroupDefinition[] => { + const retVal = (output || []) + .filter((e: any) => e != null) + .map((entry: any) => { + return de_ContainerGroupDefinition(entry, context); + }); + return retVal; +}; + +// de_ContainerGroupDefinitionPropertiesList omitted. + +// de_ContainerGroupDefinitionProperty omitted. + +// de_ContainerGroupsAttributes omitted. + +// de_ContainerGroupsPerInstance omitted. + +// de_ContainerHealthCheck omitted. + +// de_ContainerMemoryLimits omitted. + +// de_ContainerPortConfiguration omitted. + +// de_ContainerPortMapping omitted. + +// de_ContainerPortMappingList omitted. + +// de_ContainerPortRange omitted. + +// de_ContainerPortRangeList omitted. + /** * deserializeAws_json1_1CreateAliasOutput */ @@ -4900,6 +5194,18 @@ const de_CreateBuildOutput = (output: any, context: __SerdeContext): CreateBuild }) as any; }; +/** + * deserializeAws_json1_1CreateContainerGroupDefinitionOutput + */ +const de_CreateContainerGroupDefinitionOutput = ( + output: any, + context: __SerdeContext +): CreateContainerGroupDefinitionOutput => { + return take(output, { + ContainerGroupDefinition: (_: any) => de_ContainerGroupDefinition(_, context), + }) as any; +}; + // de_CreateFleetLocationsOutput omitted. /** @@ -5048,6 +5354,18 @@ const de_DescribeComputeOutput = (output: any, context: __SerdeContext): Describ }) as any; }; +/** + * deserializeAws_json1_1DescribeContainerGroupDefinitionOutput + */ +const de_DescribeContainerGroupDefinitionOutput = ( + output: any, + context: __SerdeContext +): DescribeContainerGroupDefinitionOutput => { + return take(output, { + ContainerGroupDefinition: (_: any) => de_ContainerGroupDefinition(_, context), + }) as any; +}; + // de_DescribeEC2InstanceLimitsOutput omitted. /** @@ -5240,6 +5558,7 @@ const de_DescribeVpcPeeringAuthorizationsOutput = ( */ const de_Event = (output: any, context: __SerdeContext): Event => { return take(output, { + Count: __expectLong, EventCode: __expectString, EventId: __expectString, EventTime: (_: any) => __expectNonNull(__parseEpochTimestamp(__expectNumber(_))), @@ -5275,6 +5594,7 @@ const de_FleetAttributes = (output: any, context: __SerdeContext): FleetAttribut BuildId: __expectString, CertificateConfiguration: _json, ComputeType: __expectString, + ContainerGroupsAttributes: _json, CreationTime: (_: any) => __expectNonNull(__parseEpochTimestamp(__expectNumber(_))), Description: __expectString, FleetArn: __expectString, @@ -5601,6 +5921,19 @@ const de_ListComputeOutput = (output: any, context: __SerdeContext): ListCompute }) as any; }; +/** + * deserializeAws_json1_1ListContainerGroupDefinitionsOutput + */ +const de_ListContainerGroupDefinitionsOutput = ( + output: any, + context: __SerdeContext +): ListContainerGroupDefinitionsOutput => { + return take(output, { + ContainerGroupDefinitions: (_: any) => de_ContainerGroupDefinitionList(_, context), + NextToken: __expectString, + }) as any; +}; + // de_ListFleetsOutput omitted. /** @@ -5751,6 +6084,8 @@ const de_MatchmakingTicketList = (output: any, context: __SerdeContext): Matchma // de_NotFoundException omitted. +// de_NotReadyException omitted. + // de_OutOfCapacityException omitted. // de_PlacedPlayerSession omitted. @@ -5894,6 +6229,8 @@ const de_RegisterGameServerOutput = (output: any, context: __SerdeContext): Regi }) as any; }; +// de_ReplicaContainerGroupCounts omitted. + // de_RequestUploadCredentialsOutput omitted. // de_ResolveAliasOutput omitted. diff --git a/codegen/sdk-codegen/aws-models/gamelift.json b/codegen/sdk-codegen/aws-models/gamelift.json index 33511714e323..8eb1183c68ce 100644 --- a/codegen/sdk-codegen/aws-models/gamelift.json +++ b/codegen/sdk-codegen/aws-models/gamelift.json @@ -207,7 +207,7 @@ } }, "traits": { - "smithy.api#documentation": "

Amazon GameLift Anywhere configuration options for your Anywhere fleets.

" + "smithy.api#documentation": "

Amazon GameLift configuration options for your Anywhere fleets.

" } }, "com.amazonaws.gamelift#ArnStringModel": { @@ -454,7 +454,7 @@ } }, "traits": { - "smithy.api#documentation": "

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must\n be enabled when creating the fleet. All instances in a fleet share the same certificate.\n The certificate can be retrieved by calling the Amazon GameLift Server\n SDK operation GetInstanceCertificate.

" + "smithy.api#documentation": "

\n This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must\n be enabled when creating the fleet. All instances in a fleet share the same certificate.\n The certificate can be retrieved by calling the Amazon GameLift Server\n SDK operation GetInstanceCertificate.

" } }, "com.amazonaws.gamelift#CertificateType": { @@ -615,13 +615,13 @@ "ComputeName": { "target": "com.amazonaws.gamelift#ComputeName", "traits": { - "smithy.api#documentation": "

A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is an instance\n ID.

" + "smithy.api#documentation": "

A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is the same value as the InstanceId\n ID.

" } }, "ComputeArn": { "target": "com.amazonaws.gamelift#ComputeArn", "traits": { - "smithy.api#documentation": "

The ARN that is assigned to a compute resource and uniquely identifies it. ARNs are\n unique across locations. Instances in managed EC2 fleets are not assigned a\n ComputeARN.

" + "smithy.api#documentation": "

The ARN that is assigned to a compute resource and uniquely identifies it. ARNs are\n unique across locations. Instances in managed EC2 fleets are not assigned a Compute\n ARN.

" } }, "IpAddress": { @@ -671,108 +671,986 @@ "traits": { "smithy.api#documentation": "

The Amazon GameLift SDK endpoint connection for a registered compute resource in an Anywhere\n fleet. The game servers on the compute use this endpoint to connect to the Amazon GameLift\n service.

" } + }, + "GameLiftAgentEndpoint": { + "target": "com.amazonaws.gamelift#GameLiftAgentEndpointOutput", + "traits": { + "smithy.api#documentation": "

The endpoint of the Amazon GameLift Agent.

" + } + }, + "InstanceId": { + "target": "com.amazonaws.gamelift#InstanceId", + "traits": { + "smithy.api#documentation": "

\n The InstanceID of the Instance hosting the compute for Container and Managed EC2 fleets.\n

" + } + }, + "ContainerAttributes": { + "target": "com.amazonaws.gamelift#ContainerAttributes", + "traits": { + "smithy.api#documentation": "

\n Some attributes of a container.\n

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

An Amazon GameLift compute resource for hosting your game servers. Computes in an Amazon GameLift\n fleet differs depending on the fleet's compute type property as follows:

\n
    \n
  • \n

    For EC2 fleets, a compute is an EC2 instance.

    \n
  • \n
  • \n

    For ANYWHERE fleets, a compute is a computing resource that you\n provide and is registered to the fleet.

    \n
  • \n
  • \n

    For CONTAINER fleets, a compute is a container that's registered\n to the fleet.

    \n
  • \n
" + } + }, + "com.amazonaws.gamelift#ComputeArn": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 0, + "max": 1024 + }, + "smithy.api#pattern": "^arn:.*:compute\\/[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$" + } + }, + "com.amazonaws.gamelift#ComputeAuthToken": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 64 + }, + "smithy.api#pattern": "^[a-zA-Z0-9\\-]+$" + } + }, + "com.amazonaws.gamelift#ComputeList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#Compute" + } + }, + "com.amazonaws.gamelift#ComputeName": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 128 + }, + "smithy.api#pattern": "^[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$" + } + }, + "com.amazonaws.gamelift#ComputeNameOrArn": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 0, + "max": 1024 + }, + "smithy.api#pattern": "^[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$|^arn:.*:compute\\/[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$" + } + }, + "com.amazonaws.gamelift#ComputeStatus": { + "type": "enum", + "members": { + "PENDING": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "PENDING" + } + }, + "ACTIVE": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "ACTIVE" + } + }, + "TERMINATING": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "TERMINATING" + } + } + } + }, + "com.amazonaws.gamelift#ComputeType": { + "type": "enum", + "members": { + "EC2": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "EC2" + } + }, + "ANYWHERE": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "ANYWHERE" + } + }, + "CONTAINER": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "CONTAINER" + } + } + } + }, + "com.amazonaws.gamelift#ConflictException": { + "type": "structure", + "members": { + "Message": { + "target": "com.amazonaws.gamelift#NonEmptyString" + } + }, + "traits": { + "smithy.api#documentation": "

The requested operation would cause a conflict with the current state of a service\n resource associated with the request. Resolve the conflict before retrying this\n request.

\n

", + "smithy.api#error": "client" + } + }, + "com.amazonaws.gamelift#ConnectionPortRange": { + "type": "structure", + "members": { + "FromPort": { + "target": "com.amazonaws.gamelift#PortNumber", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

Starting value for the port range.

", + "smithy.api#required": {} + } + }, + "ToPort": { + "target": "com.amazonaws.gamelift#PortNumber", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

Ending value for the port. Port numbers are end-inclusive. This value must be equal to\n or greater than FromPort.

", + "smithy.api#required": {} + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

The set of port numbers to open on each instance in a container fleet. Connection\n ports are used by inbound traffic to connect with processes that are running in\n containers on the fleet.

\n

\n Part of:\n ContainerGroupsConfiguration, ContainerGroupsAttributes\n

" + } + }, + "com.amazonaws.gamelift#ContainerAttributes": { + "type": "structure", + "members": { + "ContainerPortMappings": { + "target": "com.amazonaws.gamelift#ContainerPortMappingList", + "traits": { + "smithy.api#documentation": "

\n Describes how container ports map to connection ports on the fleet instance.\n Incoming traffic connects to a game via a connection port.\n A ContainerPortMapping directs the traffic from a connection port to a port on the container that hosts the game session.\n

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Describes attributes of containers that are deployed to a fleet with compute type\n CONTAINER.

" + } + }, + "com.amazonaws.gamelift#ContainerCommandStringList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#NonZeroAnd255MaxString" + }, + "traits": { + "smithy.api#length": { + "min": 1, + "max": 20 + } + } + }, + "com.amazonaws.gamelift#ContainerCpu": { + "type": "integer", + "traits": { + "smithy.api#range": { + "min": 1, + "max": 10240 + } + } + }, + "com.amazonaws.gamelift#ContainerDefinition": { + "type": "structure", + "members": { + "ContainerName": { + "target": "com.amazonaws.gamelift#NonZeroAnd128MaxAsciiString", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The container definition identifier. Container names are unique within a container group\n definition.

", + "smithy.api#required": {} + } + }, + "ImageUri": { + "target": "com.amazonaws.gamelift#ImageUriString", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The URI to the image that $short; copied and deployed to a container fleet. For a more\n specific identifier, see ResolvedImageDigest.

", + "smithy.api#required": {} + } + }, + "ResolvedImageDigest": { + "target": "com.amazonaws.gamelift#Sha256", + "traits": { + "smithy.api#documentation": "

A unique and immutable identifier for the container image that is deployed to a container\n fleet. The digest is a SHA 256 hash of the container image manifest.

" + } + }, + "MemoryLimits": { + "target": "com.amazonaws.gamelift#ContainerMemoryLimits", + "traits": { + "smithy.api#documentation": "

The amount of memory that Amazon GameLift makes available to the container. If memory limits\n aren't set for an individual container, the container shares the container group's total\n memory allocation.

\n

\n Related data type: \n ContainerGroupDefinition$TotalMemoryLimit\n

" + } + }, + "PortConfiguration": { + "target": "com.amazonaws.gamelift#ContainerPortConfiguration", + "traits": { + "smithy.api#documentation": "

Defines the ports that are available to assign to processes in the container. For\n example, a game server process requires a container port to allow game clients to connect to\n it. Container ports aren't directly accessed by inbound traffic. Amazon GameLift maps these container\n ports to externally accessible connection ports, which are assigned as needed from the\n container fleet's ConnectionPortRange.

" + } + }, + "Cpu": { + "target": "com.amazonaws.gamelift#ContainerCpu", + "traits": { + "smithy.api#documentation": "

The number of CPU units that are reserved for the container. Note: 1 vCPU unit equals\n 1024 CPU units. If no resources are reserved, the container shares the total CPU limit for the\n container group.

\n

\n Related data type: \n ContainerGroupDefinition$TotalCpuLimit\n

" + } + }, + "HealthCheck": { + "target": "com.amazonaws.gamelift#ContainerHealthCheck", + "traits": { + "smithy.api#documentation": "

A configuration for a non-terminal health check. A container, which automatically restarts\n if it stops functioning, also restarts if it fails this health check. If an essential\n container in the daemon group fails a health check, the entire container group is restarted.\n The essential container in the replica group doesn't use this health check mechanism, because\n the Amazon GameLift Agent automatically handles the task.

" + } + }, + "Command": { + "target": "com.amazonaws.gamelift#ContainerCommandStringList", + "traits": { + "smithy.api#documentation": "

A command that's passed to the container on startup. Each argument for the command is an\n additional string in the array. See the ContainerDefinition::command parameter in the Amazon Elastic Container Service API\n reference.\n

" + } + }, + "Essential": { + "target": "com.amazonaws.gamelift#BooleanModel", + "traits": { + "smithy.api#documentation": "

Indicates whether the container is vital to the container group. If an essential\n container fails, the entire container group is restarted.

" + } + }, + "EntryPoint": { + "target": "com.amazonaws.gamelift#ContainerEntryPointList", + "traits": { + "smithy.api#documentation": "

The entry point that's passed to the container on startup. If there are multiple\n arguments, each argument is an additional string in the array. See the ContainerDefinition::entryPoint parameter in the Amazon Elastic Container Service API\n Reference.

" + } + }, + "WorkingDirectory": { + "target": "com.amazonaws.gamelift#NonZeroAnd255MaxString", + "traits": { + "smithy.api#documentation": "

The directory in the container where commands are run. See the ContainerDefinition::workingDirectory parameter in the Amazon Elastic Container Service API\n Reference.

" + } + }, + "Environment": { + "target": "com.amazonaws.gamelift#ContainerEnvironmentList", + "traits": { + "smithy.api#documentation": "

A set of environment variables that's passed to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API\n Reference.

" + } + }, + "DependsOn": { + "target": "com.amazonaws.gamelift#ContainerDependencyList", + "traits": { + "smithy.api#documentation": "

Indicates that the container relies on the status of other containers in the same\n container group during its startup and shutdown sequences. A container might have dependencies\n on multiple containers.

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Describes a container in a container fleet, the resources available to the container,\n and the commands that are run when the container starts. Container properties can't be\n updated. To change a property, create a new container group definition. See also \n ContainerDefinitionInput.

\n

\n Part of:\n ContainerGroupDefinition\n

\n

\n Returned by:\n DescribeContainerGroupDefinition, ListContainerGroupDefinitions\n

" + } + }, + "com.amazonaws.gamelift#ContainerDefinitionInput": { + "type": "structure", + "members": { + "ContainerName": { + "target": "com.amazonaws.gamelift#NonZeroAnd128MaxAsciiString", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

A string that uniquely identifies the container definition within a container\n group.

", + "smithy.api#required": {} + } + }, + "ImageUri": { + "target": "com.amazonaws.gamelift#ImageUriString", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The location of a container image that $short; will copy and deploy to a container fleet.\n Images in Amazon Elastic Container Registry private repositories are supported. The repository must be in the same\n Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For\n limits on image size, see Amazon GameLift endpoints and quotas. You can use any of the following image URI formats:

\n
    \n
  • \n

    Image ID only: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository\n ID]\n

    \n
  • \n
  • \n

    Image ID and digest: [AWS account].dkr.ecr.[AWS\n region].amazonaws.com/[repository ID]@[digest]\n

    \n
  • \n
  • \n

    Image ID and tag: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository\n ID]:[tag]\n

    \n
  • \n
", + "smithy.api#required": {} + } + }, + "MemoryLimits": { + "target": "com.amazonaws.gamelift#ContainerMemoryLimits", + "traits": { + "smithy.api#documentation": "

The amount of memory to make available to the container. If you don't specify memory\n limits for this container, then it shares the container group's total memory allocation.

\n

\n Related data type: \n ContainerGroupDefinition$TotalMemoryLimit\n

" + } + }, + "PortConfiguration": { + "target": "com.amazonaws.gamelift#ContainerPortConfiguration", + "traits": { + "smithy.api#documentation": "

A set of ports that Amazon GameLift can assign to processes in the container. All processes that\n accept inbound traffic connections, including game server processes, must be assigned a port\n from this set. The set of ports must be large enough to assign one to each process in the\n container that needs one. If the container includes your game server, include enough ports to\n assign one port to each concurrent server process (as defined in a container fleet's RuntimeConfiguration). For more details, see Networking for container\n fleets.

\n

Container ports aren't directly accessed by inbound traffic. Amazon GameLift maps these container\n ports to externally accessible connection ports, which are assigned as needed from the\n container fleet's ConnectionPortRange.

" + } + }, + "Cpu": { + "target": "com.amazonaws.gamelift#ContainerCpu", + "traits": { + "smithy.api#documentation": "

The number of CPU units to reserve for this container. The container can use more resources\n when needed, if available. Note: 1 vCPU unit equals 1024 CPU\n units. If you don't reserve CPU units for this container, then it shares the total CPU limit\n for the container group. This property is similar to the Amazon ECS container definition parameter \n environment (Amazon Elastic Container Service Developer Guide).\n

\n

\n Related data type: \n ContainerGroupDefinition$TotalCpuLimit\n

" + } + }, + "HealthCheck": { + "target": "com.amazonaws.gamelift#ContainerHealthCheck", + "traits": { + "smithy.api#documentation": "

Configuration for a non-terminal health check. A container automatically restarts if it\n stops functioning. This parameter lets you define additional reasons to consider a container\n unhealthy and restart it. You can set a health check for any container except for the\n essential container in the replica container group. If an essential container in the daemon\n group fails a health check, the entire container group is restarted.

" + } + }, + "Command": { + "target": "com.amazonaws.gamelift#ContainerCommandStringList", + "traits": { + "smithy.api#documentation": "

A command to pass to the container on startup. Add multiple arguments as additional\n strings in the array. See the ContainerDefinition command parameter in the Amazon Elastic Container Service API\n reference.\n

" + } + }, + "Essential": { + "target": "com.amazonaws.gamelift#BooleanModel", + "traits": { + "smithy.api#documentation": "

Specifies whether the container is vital for the container group to function properly.\n If an essential container fails, it causes the entire container group to restart. Each\n container group must have an essential container.

\n

\n Replica container groups - A replica group must have\n exactly one essential container. Use the following to configure an essential replica\n container:

\n
    \n
  • \n

    Choose a container is running your game server and the Amazon GameLift Agent.

    \n
  • \n
  • \n

    Include a port configuration. This container runs your game server processes, and each\n process requires a container port to allow access to game clients.

    \n
  • \n
  • \n

    Don't configure a health check. The Agent handles this task for the essential replica\n container.

    \n
  • \n
\n

\n Daemon container groups - A daemon group must have at\n least one essential container.

\n

\n

" + } + }, + "EntryPoint": { + "target": "com.amazonaws.gamelift#ContainerEntryPointList", + "traits": { + "smithy.api#documentation": "

An entry point to pass to the container on startup. Add multiple arguments as additional\n strings in the array. See the ContainerDefinition::entryPoint parameter in the Amazon Elastic Container Service API\n Reference.

" + } + }, + "WorkingDirectory": { + "target": "com.amazonaws.gamelift#NonZeroAnd255MaxString", + "traits": { + "smithy.api#documentation": "

The directory in the container where commands are run. See the ContainerDefinition::workingDirectory parameter in the Amazon Elastic Container Service API\n Reference.

" + } + }, + "Environment": { + "target": "com.amazonaws.gamelift#ContainerEnvironmentList", + "traits": { + "smithy.api#documentation": "

A set of environment variables to pass to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API\n Reference.

" + } + }, + "DependsOn": { + "target": "com.amazonaws.gamelift#ContainerDependencyList", + "traits": { + "smithy.api#documentation": "

Sets up dependencies between this container and the status of other containers in the same\n container group. A container can have dependencies on multiple different containers.

\n

You can use dependencies\n to establish a startup/shutdown sequence across the container group. A container startup\n dependency is reversed on shutdown.

\n

For example, you might specify that SideCarContainerB has a START dependency\n on SideCarContainerA. This dependency means that SideCarContainerB can't start until after\n SideCarContainerA has started. This dependency is reversed on shutdown, which means that\n SideCarContainerB must shut down before SideCarContainerA can shut down.

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Describes a container's configuration, resources, and start instructions. Use this data\n type to create a container group definition. For the properties of a container that's been\n deployed to a fleet, see ContainerDefinition. You can't change these properties after you've created the container group definition. If you need a container group with different properties, then you must create a new one. \n

\n

\n Used with: \n CreateContainerGroupDefinition\n

" + } + }, + "com.amazonaws.gamelift#ContainerDefinitionInputList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#ContainerDefinitionInput" + }, + "traits": { + "smithy.api#length": { + "min": 1, + "max": 10 + } + } + }, + "com.amazonaws.gamelift#ContainerDefinitionList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#ContainerDefinition" + }, + "traits": { + "smithy.api#length": { + "min": 1, + "max": 10 + } + } + }, + "com.amazonaws.gamelift#ContainerDependency": { + "type": "structure", + "members": { + "ContainerName": { + "target": "com.amazonaws.gamelift#NonZeroAnd128MaxAsciiString", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

A descriptive label for the container definition that this container depends on.

", + "smithy.api#required": {} + } + }, + "Condition": { + "target": "com.amazonaws.gamelift#ContainerDependencyCondition", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The condition that the dependency container must reach before the dependent container can\n start. Valid conditions include:

\n
    \n
  • \n

    START - The dependency container must have started.

    \n
  • \n
  • \n

    COMPLETE - The dependency container has run to completion (exits). Use this condition with\n nonessential containers, such as those that run a script and then exit. The dependency\n container can't be an essential container.

    \n
  • \n
  • \n

    SUCCESS - The dependency container has run to completion and exited with a zero status. The\n dependency container can't be an essential container.

    \n
  • \n
  • \n

    HEALTHY - The dependency container has passed its Docker health check. Use this condition with\n dependency containers that have health checks configured. This condition is confirmed at\n container group startup only.

    \n
  • \n
", + "smithy.api#required": {} + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

A container's dependency on another container in the same container group. The dependency\n impacts how the dependent container is able to start or shut down based the status of the\n other container.

\n

For example, ContainerA is configured with the following dependency: a START\n dependency on ContainerB. This means that ContainerA can't start until ContainerB has started.\n It also means that ContainerA must shut down before ContainerB.

\n

\n Part of:\n ContainerDefinition\n

" + } + }, + "com.amazonaws.gamelift#ContainerDependencyCondition": { + "type": "enum", + "members": { + "START": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "START" + } + }, + "COMPLETE": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "COMPLETE" + } + }, + "SUCCESS": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "SUCCESS" + } + }, + "HEALTHY": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "HEALTHY" + } + } + } + }, + "com.amazonaws.gamelift#ContainerDependencyList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#ContainerDependency" + }, + "traits": { + "smithy.api#length": { + "min": 1, + "max": 10 + } + } + }, + "com.amazonaws.gamelift#ContainerEntryPointList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#NonZeroAndMaxString" + }, + "traits": { + "smithy.api#length": { + "min": 1, + "max": 20 + } + } + }, + "com.amazonaws.gamelift#ContainerEnvironment": { + "type": "structure", + "members": { + "Name": { + "target": "com.amazonaws.gamelift#NonZeroAnd255MaxString", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The environment variable name.

", + "smithy.api#required": {} + } + }, + "Value": { + "target": "com.amazonaws.gamelift#NonZeroAnd255MaxString", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The environment variable value.

", + "smithy.api#required": {} + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

An environment variable to set inside a container, in the form of a key-value pair.\n

\n

\n Related data type: \n ContainerDefinition$Environment\n

" + } + }, + "com.amazonaws.gamelift#ContainerEnvironmentList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#ContainerEnvironment" + }, + "traits": { + "smithy.api#length": { + "min": 1, + "max": 20 + } + } + }, + "com.amazonaws.gamelift#ContainerGroupDefinition": { + "type": "structure", + "members": { + "ContainerGroupDefinitionArn": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionArn", + "traits": { + "smithy.api#documentation": "

The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift ContainerGroupDefinition resource. It uniquely identifies \nthe resource across all Amazon Web Services Regions. Format is \narn:aws:gamelift:::containergroupdefinition/[container group definition name].

" + } + }, + "CreationTime": { + "target": "com.amazonaws.gamelift#Timestamp", + "traits": { + "smithy.api#documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" + } + }, + "OperatingSystem": { + "target": "com.amazonaws.gamelift#ContainerOperatingSystem", + "traits": { + "smithy.api#documentation": "

The platform required for all containers in the container group definition.

" + } + }, + "Name": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionName", + "traits": { + "smithy.api#documentation": "

A descriptive identifier for the container group definition. The name value is unique in an Amazon Web Services Region.

" + } + }, + "SchedulingStrategy": { + "target": "com.amazonaws.gamelift#ContainerSchedulingStrategy", + "traits": { + "smithy.api#documentation": "

The method for deploying the container group across fleet instances. A replica container\n group might have multiple copies on each fleet instance. A daemon container group maintains\n only one copy per fleet instance.

" + } + }, + "TotalMemoryLimit": { + "target": "com.amazonaws.gamelift#ContainerTotalMemoryLimit", + "traits": { + "smithy.api#documentation": "

The amount of memory (in MiB) on a fleet instance to allocate for the container group. All\n containers in the group share these resources.

\n

You can set additional limits for each ContainerDefinition in\n the group. If individual containers have limits, this value must meet the following\n requirements:

\n
    \n
  • \n

    Equal to or greater than the sum of all container-specific soft memory limits in the group.

    \n
  • \n
  • \n

    Equal to or greater than any container-specific hard limits in the group.

    \n
  • \n
\n

For more details on memory allocation, see the Container fleet design\n guide.

" + } + }, + "TotalCpuLimit": { + "target": "com.amazonaws.gamelift#ContainerTotalCpuLimit", + "traits": { + "smithy.api#documentation": "

The amount of CPU units on a fleet instance to allocate for the container group. All\n containers in the group share these resources. This property is an integer value in CPU units \n (1 vCPU is equal to 1024 CPU units).

\n

You can set additional limits for each ContainerDefinition in\n the group. If individual containers have limits, this value must be equal to or greater than the sum of all\n container-specific CPU limits in the group.

\n

For more details on memory allocation, see the Container fleet design\n guide.

" + } + }, + "ContainerDefinitions": { + "target": "com.amazonaws.gamelift#ContainerDefinitionList", + "traits": { + "smithy.api#documentation": "

\n The set of container definitions that are included in the container group.\n

" + } + }, + "Status": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionStatus", + "traits": { + "smithy.api#documentation": "

Current status of the container group definition resource. Values include:

\n
    \n
  • \n

    \n COPYING -- Amazon GameLift is in the process of making copies of all container\n images that are defined in the group. While in this state, the resource can't be used to\n create a container fleet.

    \n
  • \n
  • \n

    \n READY -- Amazon GameLift has copied the registry images for all containers that\n are defined in the group. You can use a container group definition in this status to\n create a container fleet.

    \n
  • \n
  • \n

    \n FAILED -- Amazon GameLift failed to create a valid container group definition\n resource. For more details on the cause of the failure, see StatusReason. A\n container group definition resource in failed status will be deleted within a few\n minutes.

    \n
  • \n
" + } + }, + "StatusReason": { + "target": "com.amazonaws.gamelift#NonZeroAndMaxString", + "traits": { + "smithy.api#documentation": "

Additional information about a container group definition that's in FAILED\n status. Possible reasons include:

\n
    \n
  • \n

    An internal issue prevented Amazon GameLift from creating\n the container group definition resource. Delete the failed resource and call \n CreateContainerGroupDefinitionagain.

    \n
  • \n
  • \n

    An access-denied message means that you don't have permissions to access the container image on ECR. See \n \n IAM permission examples\n for help setting up required IAM permissions for Amazon GameLift.

    \n
  • \n
  • \n

    The ImageUri value for at least one\n of the containers in the container group definition was invalid or not found in the current\n Amazon Web Services account.

    \n
  • \n
  • \n

    At least one\n of the container images referenced in the container group definition exceeds the \n allowed size. For size limits, see \n Amazon GameLift endpoints and quotas.

    \n
  • \n
  • \n

    At least one of the container images referenced in the \n container group definition uses a different operating system than the one defined for the container group.

    \n
  • \n
" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

The properties that describe a container group resource. Container group definition\n properties can't be updated. To change a property, create a new container group\n definition.

\n

\n Used with:\n CreateContainerGroupDefinition\n

\n

\n Returned by:\n DescribeContainerGroupDefinition, ListContainerGroupDefinitions\n

" + } + }, + "com.amazonaws.gamelift#ContainerGroupDefinitionArn": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 512 + }, + "smithy.api#pattern": "^arn:.*:containergroupdefinition\\/containergroupdefinition-[a-zA-Z0-9-]+$" + } + }, + "com.amazonaws.gamelift#ContainerGroupDefinitionList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinition" + } + }, + "com.amazonaws.gamelift#ContainerGroupDefinitionName": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 128 + }, + "smithy.api#pattern": "^[a-zA-Z0-9\\-]+$" + } + }, + "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArn": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 512 + }, + "smithy.api#pattern": "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+$" + } + }, + "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArnLimitedList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArn" + }, + "traits": { + "smithy.api#length": { + "min": 1, + "max": 2 + } + } + }, + "com.amazonaws.gamelift#ContainerGroupDefinitionPropertiesList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionProperty" + } + }, + "com.amazonaws.gamelift#ContainerGroupDefinitionProperty": { + "type": "structure", + "members": { + "SchedulingStrategy": { + "target": "com.amazonaws.gamelift#ContainerSchedulingStrategy", + "traits": { + "smithy.api#documentation": "

The method for scheduling and maintaining copies of the container group across a container\n fleet.

" + } + }, + "ContainerGroupDefinitionName": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionName", + "traits": { + "smithy.api#documentation": "

The unique identifier for the container group definition.

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

The properties of a container group that is deployed to a container fleet.

\n

\n Part of:\n ContainerGroupsAttributes\n

\n

\n Returned by:\n DescribeFleetAttributes\n

" + } + }, + "com.amazonaws.gamelift#ContainerGroupDefinitionStatus": { + "type": "enum", + "members": { + "READY": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "READY" + } + }, + "COPYING": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "COPYING" + } + }, + "FAILED": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "FAILED" + } + } + } + }, + "com.amazonaws.gamelift#ContainerGroupsAttributes": { + "type": "structure", + "members": { + "ContainerGroupDefinitionProperties": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionPropertiesList", + "traits": { + "smithy.api#documentation": "

A collection of properties that describe each container group in the fleet. A container fleet is deployed with\n one or more ContainerGroupDefinition resources, which is where these properties are set.

" + } + }, + "ConnectionPortRange": { + "target": "com.amazonaws.gamelift#ConnectionPortRange", + "traits": { + "smithy.api#documentation": "

A set of ports that allow inbound traffic to connect to processes running in the fleet's\n container groups. Amazon GameLift maps each connection port to a container port, which is assigned to\n a specific container process. A fleet's connection port range can't be changed, but you can\n control access to connection ports by updating a fleet's EC2InboundPermissions\n with UpdateFleetPortSettings.

" + } + }, + "ContainerGroupsPerInstance": { + "target": "com.amazonaws.gamelift#ContainerGroupsPerInstance", + "traits": { + "smithy.api#documentation": "

Details about the number of replica container groups that Amazon GameLift deploys to each instance in\n the container fleet.

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

The properties of container groups that are running on a container fleet. Container group\n properties for a fleet can't be changed.

\n

\n Returned by:\n DescribeFleetAttributes, CreateFleet\n

" + } + }, + "com.amazonaws.gamelift#ContainerGroupsConfiguration": { + "type": "structure", + "members": { + "ContainerGroupDefinitionNames": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArnLimitedList", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The list of container group definition names to deploy to a new container fleet.

", + "smithy.api#required": {} + } + }, + "ConnectionPortRange": { + "target": "com.amazonaws.gamelift#ConnectionPortRange", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

A set of ports to allow inbound traffic, including game clients, to connect to processes\n running in the container fleet.

\n

Connection ports are dynamically mapped to container ports, which are assigned to\n individual processes running in a container. The connection port range must have enough ports\n to map to all container ports across a fleet instance. To calculate the minimum connection\n ports needed, use the following formula:

\n

\n [Total number of container ports as defined for containers in the replica\n container group] * [Desired or calculated number of replica container groups per instance] +\n [Total number of container ports as defined for containers in the daemon container\n group]\n

\n

As a best practice, double the minimum number of connection ports.

\n \n

Use the fleet's EC2InboundPermissions property to control external access to\n connection ports. Set this property to the connection port numbers that you want to open\n access to. See IpPermission for more details.

\n
", + "smithy.api#required": {} + } + }, + "DesiredReplicaContainerGroupsPerInstance": { + "target": "com.amazonaws.gamelift#ReplicaContainerGroupsPerInstance", + "traits": { + "smithy.api#documentation": "

The number of times to replicate the replica container group on each instance in a container\n fleet. By default, Amazon GameLift calculates the maximum number of replica container groups that can\n fit on a fleet instance (based on CPU and memory resources). Leave this parameter empty if you\n want to use the maximum number, or specify a desired number to override the maximum. The\n desired number is used if it's less than the maximum number.

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Configuration details for a set of container groups, for use when creating a fleet with\n compute type CONTAINER.

\n

\n Used with:\n CreateFleet\n

" + } + }, + "com.amazonaws.gamelift#ContainerGroupsPerInstance": { + "type": "structure", + "members": { + "DesiredReplicaContainerGroupsPerInstance": { + "target": "com.amazonaws.gamelift#ReplicaContainerGroupsPerInstance", + "traits": { + "smithy.api#documentation": "

The desired number of replica container groups to place on each fleet instance.

" + } + }, + "MaxReplicaContainerGroupsPerInstance": { + "target": "com.amazonaws.gamelift#ReplicaContainerGroupsPerInstance", + "traits": { + "smithy.api#documentation": "

The maximum possible number of replica container groups that each fleet instance can\n have.

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Determines how many replica container groups that Amazon GameLift deploys to each instance in a\n container fleet.

\n

Amazon GameLift calculates the maximum possible replica groups per instance based on the instance\n 's CPU and memory resources. When deploying a fleet, Amazon GameLift places replica container groups\n on each fleet instance based on the following:

\n
    \n
  • \n

    If no desired value is set, Amazon GameLift places the calculated maximum.

    \n
  • \n
  • \n

    If a desired number is set to a value higher than the calculated maximum, Amazon GameLift\n places the calculated maximum.

    \n
  • \n
  • \n

    If a desired number is set to a value lower than the calculated maximum, Amazon GameLift\n places the desired number.

    \n
  • \n
\n

\n Part of:\n ContainerGroupsConfiguration, ContainerGroupsAttributes\n

\n

\n Returned by:\n DescribeFleetAttributes, CreateFleet\n

" + } + }, + "com.amazonaws.gamelift#ContainerHealthCheck": { + "type": "structure", + "members": { + "Command": { + "target": "com.amazonaws.gamelift#ContainerCommandStringList", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

A string array that specifies the command that the container runs to determine if it's\n healthy.

", + "smithy.api#required": {} + } + }, + "Interval": { + "target": "com.amazonaws.gamelift#ContainerHealthCheckInterval", + "traits": { + "smithy.api#documentation": "

The time period (in seconds) between each health check.

" + } + }, + "Timeout": { + "target": "com.amazonaws.gamelift#ContainerHealthCheckTimeout", + "traits": { + "smithy.api#documentation": "

The time period (in seconds) to wait for a health check to succeed before a failed health\n check is counted.

" + } + }, + "Retries": { + "target": "com.amazonaws.gamelift#ContainerHealthCheckRetries", + "traits": { + "smithy.api#documentation": "

The number of times to retry a failed health check before the container is considered\n unhealthy. The first run of the command does not count as a retry.

" + } + }, + "StartPeriod": { + "target": "com.amazonaws.gamelift#ContainerHealthCheckStartPeriod", + "traits": { + "smithy.api#documentation": "

The optional grace period (in seconds) to give a container time to bootstrap before the\n first failed health check counts toward the number of retries.

" + } + } + }, + "traits": { + "smithy.api#documentation": "

Instructions on when and how to check the health of a container in a container fleet. When\n health check properties are set in a container definition, they override any Docker health\n checks in the container image. For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API.

\n

The following example instructions tell the container to wait 100 seconds after launch\n before counting failed health checks, then initiate the health check command every 60 seconds.\n After issuing the health check command, wait 10 seconds for it to succeed. If it fails, retry\n the command 3 times before considering the container to be unhealthy.

\n

\n {\"Command\": [ \"CMD-SHELL\", \"ps cax | grep \"processmanager\" || exit 1\" ], \"Interval\":\n 300, \"Timeout\": 30, \"Retries\": 5, \"StartPeriod\": 100 }\n

\n

\n Part of:\n ContainerDefinition$HealthCheck\n

" + } + }, + "com.amazonaws.gamelift#ContainerHealthCheckInterval": { + "type": "integer", + "traits": { + "smithy.api#range": { + "min": 60, + "max": 300 + } + } + }, + "com.amazonaws.gamelift#ContainerHealthCheckRetries": { + "type": "integer", + "traits": { + "smithy.api#range": { + "min": 5, + "max": 10 + } + } + }, + "com.amazonaws.gamelift#ContainerHealthCheckStartPeriod": { + "type": "integer", + "traits": { + "smithy.api#range": { + "min": 0, + "max": 300 + } + } + }, + "com.amazonaws.gamelift#ContainerHealthCheckTimeout": { + "type": "integer", + "traits": { + "smithy.api#range": { + "min": 30, + "max": 60 + } + } + }, + "com.amazonaws.gamelift#ContainerMemoryLimit": { + "type": "integer", + "traits": { + "smithy.api#range": { + "min": 4, + "max": 1024000 + } + } + }, + "com.amazonaws.gamelift#ContainerMemoryLimits": { + "type": "structure", + "members": { + "SoftLimit": { + "target": "com.amazonaws.gamelift#ContainerMemoryLimit", + "traits": { + "smithy.api#documentation": "

The amount of memory that is reserved for a container. When the container group's shared\n memory is under contention, the system attempts to maintain the container memory usage at this\n soft limit. However, the container can use more memory when needed, if available. This\n property is similar to the Amazon ECS container definition parameter memoryreservation (Amazon Elastic Container Service Developer Guide).

" + } + }, + "HardLimit": { + "target": "com.amazonaws.gamelift#ContainerMemoryLimit", + "traits": { + "smithy.api#documentation": "

The maximum amount of memory that the container can use. If a container attempts to exceed\n this limit, the container is stopped. This property is similar to the Amazon ECS container\n definition parameter memory in the Amazon Elastic Container Service Developer Guide.\n

" + } + } + }, + "traits": { + "smithy.api#documentation": "

Specifies how much memory is available to a container. You can't change this value after\n you create this object.

\n

\n Part of: \n ContainerDefinition$MemoryLimits\n

" + } + }, + "com.amazonaws.gamelift#ContainerOperatingSystem": { + "type": "enum", + "members": { + "AMAZON_LINUX_2023": { + "target": "smithy.api#Unit", + "traits": { + "smithy.api#enumValue": "AMAZON_LINUX_2023" + } } - }, - "traits": { - "smithy.api#documentation": "

An Amazon GameLift compute resource for hosting your game servers. A compute can be an\n EC2instance in a managed EC2 fleet or a registered compute in an Anywhere fleet.

" } }, - "com.amazonaws.gamelift#ComputeArn": { - "type": "string", + "com.amazonaws.gamelift#ContainerPortConfiguration": { + "type": "structure", + "members": { + "ContainerPortRanges": { + "target": "com.amazonaws.gamelift#ContainerPortRangeList", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

Specifies one or more ranges of ports on a container.\n These ranges must not overlap.\n

", + "smithy.api#required": {} + } + } + }, "traits": { - "smithy.api#length": { - "min": 0, - "max": 1024 - }, - "smithy.api#pattern": "^arn:.*:compute\\/[a-zA-Z0-9\\-]+$" + "smithy.api#documentation": "

Defines ranges of ports that server processes can connect to.\n

\n

\n Part of:\n ContainerDefinition$PortConfiguration\n

" } }, - "com.amazonaws.gamelift#ComputeAuthToken": { - "type": "string", - "traits": { - "smithy.api#length": { - "min": 1, - "max": 64 + "com.amazonaws.gamelift#ContainerPortMapping": { + "type": "structure", + "members": { + "ContainerPort": { + "target": "com.amazonaws.gamelift#PortNumber", + "traits": { + "smithy.api#documentation": "

The port opened on the container.

" + } }, - "smithy.api#pattern": "^[a-zA-Z0-9\\-]+$" + "ConnectionPort": { + "target": "com.amazonaws.gamelift#PortNumber", + "traits": { + "smithy.api#documentation": "

The port opened on the fleet instance. This is also called the \"host port\".

" + } + }, + "Protocol": { + "target": "com.amazonaws.gamelift#IpProtocol", + "traits": { + "smithy.api#documentation": "

The network protocol that this mapping supports.

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Defines how an internal-facing container port is mapped to an external-facing connection\n port on a fleet instance of compute type CONTAINER. Incoming traffic, such as a\n game client, uses a connection port to connect to a process in the container fleet. Amazon GameLift\n directs the inbound traffic to the container port that is assigned to the process, such as a\n game session, running on a container.

\n

\n Part of:\n ContainerAttributes\n

" } }, - "com.amazonaws.gamelift#ComputeList": { + "com.amazonaws.gamelift#ContainerPortMappingList": { "type": "list", "member": { - "target": "com.amazonaws.gamelift#Compute" - } - }, - "com.amazonaws.gamelift#ComputeName": { - "type": "string", - "traits": { - "smithy.api#length": { - "min": 1, - "max": 128 - }, - "smithy.api#pattern": "^[a-zA-Z0-9\\-]+$" - } - }, - "com.amazonaws.gamelift#ComputeNameOrArn": { - "type": "string", - "traits": { - "smithy.api#length": { - "min": 0, - "max": 1024 - }, - "smithy.api#pattern": "^[a-zA-Z0-9\\-]+|^arn:.*:compute\\/[a-zA-Z0-9\\-]+$" + "target": "com.amazonaws.gamelift#ContainerPortMapping" } }, - "com.amazonaws.gamelift#ComputeStatus": { - "type": "enum", + "com.amazonaws.gamelift#ContainerPortRange": { + "type": "structure", "members": { - "PENDING": { - "target": "smithy.api#Unit", + "FromPort": { + "target": "com.amazonaws.gamelift#PortNumber", "traits": { - "smithy.api#enumValue": "PENDING" + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

A starting value for the range of allowed port numbers.

", + "smithy.api#required": {} } }, - "ACTIVE": { - "target": "smithy.api#Unit", + "ToPort": { + "target": "com.amazonaws.gamelift#PortNumber", "traits": { - "smithy.api#enumValue": "ACTIVE" + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

An ending value for the range of allowed port numbers.\n Port numbers are end-inclusive.\n This value must be equal to or greater than FromPort.

", + "smithy.api#required": {} } }, - "TERMINATING": { - "target": "smithy.api#Unit", + "Protocol": { + "target": "com.amazonaws.gamelift#IpProtocol", "traits": { - "smithy.api#enumValue": "TERMINATING" + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The network protocol that these ports support.

", + "smithy.api#required": {} } } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

A set of one or more port numbers that can be opened on the container. \n

\n

\n Part of:\n ContainerPortConfiguration\n

" } }, - "com.amazonaws.gamelift#ComputeType": { + "com.amazonaws.gamelift#ContainerPortRangeList": { + "type": "list", + "member": { + "target": "com.amazonaws.gamelift#ContainerPortRange" + }, + "traits": { + "smithy.api#length": { + "min": 1, + "max": 100 + } + } + }, + "com.amazonaws.gamelift#ContainerSchedulingStrategy": { "type": "enum", "members": { - "EC2": { + "REPLICA": { "target": "smithy.api#Unit", "traits": { - "smithy.api#enumValue": "EC2" + "smithy.api#enumValue": "REPLICA" } }, - "ANYWHERE": { + "DAEMON": { "target": "smithy.api#Unit", "traits": { - "smithy.api#enumValue": "ANYWHERE" + "smithy.api#enumValue": "DAEMON" } } } }, - "com.amazonaws.gamelift#ConflictException": { - "type": "structure", - "members": { - "Message": { - "target": "com.amazonaws.gamelift#NonEmptyString" + "com.amazonaws.gamelift#ContainerTotalCpuLimit": { + "type": "integer", + "traits": { + "smithy.api#range": { + "min": 128, + "max": 10240 } - }, + } + }, + "com.amazonaws.gamelift#ContainerTotalMemoryLimit": { + "type": "integer", "traits": { - "smithy.api#documentation": "

The requested operation would cause a conflict with the current state of a service\n resource associated with the request. Resolve the conflict before retrying this\n request.

\n

", - "smithy.api#error": "client" + "smithy.api#range": { + "min": 4, + "max": 1024000 + } } }, "com.amazonaws.gamelift#CreateAlias": { @@ -956,6 +1834,115 @@ "smithy.api#output": {} } }, + "com.amazonaws.gamelift#CreateContainerGroupDefinition": { + "type": "operation", + "input": { + "target": "com.amazonaws.gamelift#CreateContainerGroupDefinitionInput" + }, + "output": { + "target": "com.amazonaws.gamelift#CreateContainerGroupDefinitionOutput" + }, + "errors": [ + { + "target": "com.amazonaws.gamelift#ConflictException" + }, + { + "target": "com.amazonaws.gamelift#InternalServiceException" + }, + { + "target": "com.amazonaws.gamelift#InvalidRequestException" + }, + { + "target": "com.amazonaws.gamelift#LimitExceededException" + }, + { + "target": "com.amazonaws.gamelift#TaggingFailedException" + }, + { + "target": "com.amazonaws.gamelift#UnauthorizedException" + }, + { + "target": "com.amazonaws.gamelift#UnsupportedRegionException" + } + ], + "traits": { + "smithy.api#documentation": "

\n This operation is used with the Amazon GameLift containers feature, which is currently in public preview. \n

\n

Creates a ContainerGroupDefinition resource that describes a set of\n containers for hosting your game server with Amazon GameLift managed EC2 hosting. An Amazon GameLift container\n group is similar to a container \"task\" and \"pod\". Each container group can have one or more\n containers.

\n

Use container group definitions when you create a container fleet. Container group\n definitions determine how Amazon GameLift deploys your containers to each instance in a container\n fleet.

\n

You can create two types of container groups, based on scheduling strategy:

\n
    \n
  • \n

    A replica container group manages the containers that run\n your game server application and supporting software. Replica container groups might be\n replicated multiple times on each fleet instance, depending on instance resources.

    \n
  • \n
  • \n

    A daemon container group manages containers that run other\n software, such as background services, logging, or test processes. You might use a daemon\n container group for processes that need to run only once per fleet instance, or processes\n that need to persist independently of the replica container group.

    \n
  • \n
\n

To create a container group definition, specify a group name, a list of container\n definitions, and maximum total CPU and memory requirements for the container group. Specify an\n operating system and scheduling strategy or use the default values. When using the Amazon Web Services CLI\n tool, you can pass in your container definitions as a JSON file.

\n \n

This operation requires Identity and Access Management (IAM) permissions to access container images in\n Amazon ECR repositories. See IAM permissions\n for Amazon GameLift for help setting the appropriate permissions.

\n
\n

If successful, this operation creates a new ContainerGroupDefinition resource\n with an ARN value assigned. You can't change the properties of a container group definition.\n Instead, create a new one.

\n

\n Learn more\n

\n " + } + }, + "com.amazonaws.gamelift#CreateContainerGroupDefinitionInput": { + "type": "structure", + "members": { + "Name": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionName", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.

", + "smithy.api#required": {} + } + }, + "SchedulingStrategy": { + "target": "com.amazonaws.gamelift#ContainerSchedulingStrategy", + "traits": { + "smithy.api#documentation": "

The method for deploying the container group across fleet instances. A replica container\n group might have multiple copies on each fleet instance. A daemon container group has one copy\n per fleet instance. Default value is REPLICA.

" + } + }, + "TotalMemoryLimit": { + "target": "com.amazonaws.gamelift#ContainerTotalMemoryLimit", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The maximum amount of memory (in MiB) to allocate to the container group. All containers in\n the group share this memory. If you specify memory limits for individual containers, set this\n parameter based on the following guidelines. The value must be (1) greater than the sum of the\n soft memory limits for all containers in the group, and (2) greater than any individual\n container's hard memory limit.

", + "smithy.api#required": {} + } + }, + "TotalCpuLimit": { + "target": "com.amazonaws.gamelift#ContainerTotalCpuLimit", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The maximum amount of CPU units to allocate to the container group. Set this parameter to an\n integer value in CPU units (1 vCPU is equal to 1024 CPU units). All containers in the group\n share this memory. If you specify CPU limits for individual containers, set this parameter\n based on the following guidelines. The value must be equal to or greater than the sum of the\n CPU limits for all containers in the group.

", + "smithy.api#required": {} + } + }, + "ContainerDefinitions": { + "target": "com.amazonaws.gamelift#ContainerDefinitionInputList", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

Definitions for all containers in this group. Each container definition identifies the\n container image and specifies configuration settings for the container. See the \n Container fleet design guide for container guidelines.

", + "smithy.api#required": {} + } + }, + "OperatingSystem": { + "target": "com.amazonaws.gamelift#ContainerOperatingSystem", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The platform that is used by containers in the container group definition. All containers in\n a group must run on the same operating system.

", + "smithy.api#required": {} + } + }, + "Tags": { + "target": "com.amazonaws.gamelift#TagList", + "traits": { + "smithy.api#documentation": "

A list of labels to assign to the container group definition resource. Tags are\n developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management,\n access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the\n Amazon Web Services General Reference.

" + } + } + }, + "traits": { + "smithy.api#input": {} + } + }, + "com.amazonaws.gamelift#CreateContainerGroupDefinitionOutput": { + "type": "structure", + "members": { + "ContainerGroupDefinition": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinition", + "traits": { + "smithy.api#documentation": "

The properties of the newly created container group definition resource. You use this resource \n to create a container fleet.

" + } + } + }, + "traits": { + "smithy.api#output": {} + } + }, "com.amazonaws.gamelift#CreateFleet": { "type": "operation", "input": { @@ -980,6 +1967,9 @@ { "target": "com.amazonaws.gamelift#NotFoundException" }, + { + "target": "com.amazonaws.gamelift#NotReadyException" + }, { "target": "com.amazonaws.gamelift#TaggingFailedException" }, @@ -991,7 +1981,7 @@ } ], "traits": { - "smithy.api#documentation": "

Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or\n Realtime Servers. Use this operation to configure the computing resources for your fleet and\n provide instructions for running game servers on each instance.

\n

Most Amazon GameLift fleets can deploy instances to multiple locations, including the home\n Region (where the fleet is created) and an optional set of remote locations. Fleets that\n are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N.\n Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland),\n ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that\n are created in other Amazon GameLift Regions can deploy instances in the fleet's home Region\n only. All fleet instances use the same configuration regardless of location; however,\n you can adjust capacity settings and turn auto-scaling on/off for each location.

\n

To create a fleet, choose the hardware for your instances, specify a game server build\n or Realtime script to deploy, and provide a runtime configuration to direct Amazon GameLift how\n to start and run game servers on each instance in the fleet. Set permissions for inbound\n traffic to your game servers, and enable optional features as needed. When creating a\n multi-location fleet, provide a list of additional remote locations.

\n

If you need to debug your fleet, fetch logs, view performance metrics or other actions\n on the fleet, create the development fleet with port 22/3389 open. As a best practice,\n we recommend opening ports for remote access only when you need them and closing them\n when you're finished.

\n

If successful, this operation creates a new Fleet resource and places it in\n NEW status, which prompts Amazon GameLift to initiate the fleet creation\n workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events\n using DescribeFleetEvents.

\n

When the fleet status changes to ACTIVE, you can enable automatic scaling\n with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches\n ACTIVE, you can set capacity by location using UpdateFleetCapacity.

\n

\n Learn more\n

\n

\n Setting up\n fleets\n

\n

\n Debug fleet creation issues\n

\n

\n Multi-location fleets\n

" + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Creates a fleet of compute resources to host your game servers. Use this operation to\n set up the following types of fleets based on compute type:

\n

\n Managed EC2 fleet\n

\n

An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is\n deployed to each fleet instance. Amazon GameLift manages the fleet's instances and controls the\n lifecycle of game server processes, which host game sessions for players. EC2 fleets can\n have instances in multiple locations. Each instance in the fleet is designated a\n Compute.

\n

To create an EC2 fleet, provide these required parameters:

\n
    \n
  • \n

    Either BuildId or ScriptId\n

    \n
  • \n
  • \n

    \n ComputeType set to EC2 (the default value)

    \n
  • \n
  • \n

    \n EC2InboundPermissions\n

    \n
  • \n
  • \n

    \n EC2InstanceType\n

    \n
  • \n
  • \n

    \n FleetType\n

    \n
  • \n
  • \n

    \n Name\n

    \n
  • \n
  • \n

    \n RuntimeConfiguration with at least one ServerProcesses\n configuration

    \n
  • \n
\n

If successful, this operation creates a new fleet resource and places it in\n NEW status while Amazon GameLift initiates the fleet creation workflow. To debug your fleet, fetch logs, view performance\n metrics or other actions on the fleet, create a development fleet with port 22/3389\n open. As a best practice, we recommend opening ports for remote access only when you\n need them and closing them when you're finished.

\n

When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling\n on/off for each location.

\n

\n Managed container fleet\n

\n

A container fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your container architecture\n is deployed to each fleet instance based on the fleet configuration. Amazon GameLift manages the\n containers on each fleet instance and controls the lifecycle of game server processes,\n which host game sessions for players. Container fleets can have instances in multiple\n locations. Each container on an instance that runs game server processes is registered\n as a Compute.

\n

To create a container fleet, provide these required parameters:

\n
    \n
  • \n

    \n ComputeType set to CONTAINER\n

    \n
  • \n
  • \n

    \n ContainerGroupsConfiguration\n

    \n
  • \n
  • \n

    \n EC2InboundPermissions\n

    \n
  • \n
  • \n

    \n EC2InstanceType\n

    \n
  • \n
  • \n

    \n FleetType set to ON_DEMAND\n

    \n
  • \n
  • \n

    \n Name\n

    \n
  • \n
  • \n

    \n RuntimeConfiguration with at least one ServerProcesses\n configuration

    \n
  • \n
\n

If successful, this operation creates a new fleet resource and places it in\n NEW status while Amazon GameLift initiates the fleet creation workflow.

\n

When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling\n on/off for each location.

\n

\n Anywhere fleet\n

\n

An Anywhere fleet represents compute resources that are not owned or managed by\n Amazon GameLift. You might create an Anywhere fleet with your local machine for testing, or use\n one to host game servers with on-premises hardware or other game hosting solutions.

\n

To create an Anywhere fleet, provide these required parameters:

\n
    \n
  • \n

    \n ComputeType set to ANYWHERE\n

    \n
  • \n
  • \n

    \n Locations specifying a custom location

    \n
  • \n
  • \n

    \n Name\n

    \n
  • \n
\n

If successful, this operation creates a new fleet resource and places it in\n ACTIVE status. You can register computes with a fleet in\n ACTIVE status.

\n

\n Learn more\n

\n

\n Setting up\n fleets\n

\n

\n Setting up a container fleet\n

\n

\n Debug fleet creation issues\n

\n

\n Multi-location fleets\n

" } }, "com.amazonaws.gamelift#CreateFleetInput": { @@ -1014,13 +2004,13 @@ "BuildId": { "target": "com.amazonaws.gamelift#BuildIdOrArn", "traits": { - "smithy.api#documentation": "

The unique identifier for a custom game server build to be deployed on fleet\n instances. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift\n and in READY status. This fleet property can't be changed after the fleet is created.

" + "smithy.api#documentation": "

The unique identifier for a custom game server build to be deployed to a fleet with\n compute type EC2. You can use either the build ID or ARN. The build must be\n uploaded to Amazon GameLift and in READY status. This fleet property can't be changed after the fleet is created.

" } }, "ScriptId": { "target": "com.amazonaws.gamelift#ScriptIdOrArn", "traits": { - "smithy.api#documentation": "

The unique identifier for a Realtime configuration script to be deployed on fleet\n instances. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift\n prior to creating the fleet. This fleet property can't be changed after the fleet is created.

" + "smithy.api#documentation": "

The unique identifier for a Realtime configuration script to be deployed to a fleet with\n compute type EC2. You can use either the script ID or ARN. Scripts must be\n uploaded to Amazon GameLift prior to creating the fleet. This fleet property can't be changed after the fleet is created.

" } }, "ServerLaunchPath": { @@ -1044,13 +2034,13 @@ "EC2InstanceType": { "target": "com.amazonaws.gamelift#EC2InstanceType", "traits": { - "smithy.api#documentation": "

The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance\n type determines the computing resources that will be used to host your game servers,\n including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions\n of Amazon EC2 instance types.

" + "smithy.api#documentation": "

The Amazon GameLift-supported Amazon EC2 instance type to use with EC2 and container fleets.\n Instance type determines the computing resources that will be used to host your game\n servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for\n detailed descriptions of Amazon EC2 instance types.

" } }, "EC2InboundPermissions": { "target": "com.amazonaws.gamelift#IpPermissionsList", "traits": { - "smithy.api#documentation": "

The allowed IP address ranges and port settings that allow inbound traffic to access\n game sessions on this fleet. If the fleet is hosting a custom game build, this property\n must be set before players can connect to game sessions. For Realtime Servers fleets, Amazon GameLift\n automatically sets TCP and UDP ranges.

" + "smithy.api#documentation": "

The IP address ranges and port settings that allow inbound traffic to access game\n server processes and other processes on this fleet. Set this parameter for EC2 and container \n fleets. You can leave this parameter empty when creating the fleet, but you must call \n UpdateFleetPortSettings to set it before players can connect to game sessions. \n As a best practice, we recommend \n opening ports for remote access only when you need them and closing them when you're finished. \n For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.

\n

To manage inbound access for a container fleet, set this parameter to the same port\n numbers that you set for the fleet's connection port range. During the life of the\n fleet, update this parameter to control which connection ports are open to inbound\n traffic.

" } }, "NewGameSessionProtectionPolicy": { @@ -1062,7 +2052,7 @@ "RuntimeConfiguration": { "target": "com.amazonaws.gamelift#RuntimeConfiguration", "traits": { - "smithy.api#documentation": "

Instructions for how to launch and maintain server processes on instances in the\n fleet. The runtime configuration defines one or more server process configurations, each\n identifying a build executable or Realtime script file and the number of processes of\n that type to run concurrently.

\n \n

The RuntimeConfiguration parameter is required unless the fleet is\n being configured using the older parameters ServerLaunchPath and\n ServerLaunchParameters, which are still supported for backward\n compatibility.

\n
" + "smithy.api#documentation": "

Instructions for how to launch and run server processes on the fleet. Set runtime\n configuration for EC2 fleets and container fleets. For an Anywhere fleets, set this\n parameter only if the fleet is running the Amazon GameLift Agent. The runtime configuration\n defines one or more server process configurations. Each server process identifies a game\n executable or Realtime script file and the number of processes to run concurrently.

\n \n

This parameter replaces the parameters ServerLaunchPath and\n ServerLaunchParameters, which are still supported for backward\n compatibility.

\n
" } }, "ResourceCreationLimitPolicy": { @@ -1110,7 +2100,7 @@ "Locations": { "target": "com.amazonaws.gamelift#LocationConfigurationList", "traits": { - "smithy.api#documentation": "

A set of remote locations to deploy additional instances to and manage as part of the\n fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that\n support multiple locations. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote\n location, in the form of an Amazon Web Services Region code such as us-west-2. To create\n a fleet with instances in the home Region only, don't use this parameter.

\n

To use this parameter, Amazon GameLift requires you to use your home location in the\n request.

" + "smithy.api#documentation": "

A set of remote locations to deploy additional instances to and manage as part of the\n fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that\n support multiple locations. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote\n location, in the form of an Amazon Web Services Region code, such as us-west-2 or Local\n Zone code. To create a fleet with instances in the home Region only, don't set this\n parameter.

\n

When using this parameter, Amazon GameLift requires you to include your home location in the\n request.

" } }, "Tags": { @@ -1122,7 +2112,7 @@ "ComputeType": { "target": "com.amazonaws.gamelift#ComputeType", "traits": { - "smithy.api#documentation": "

The type of compute resource used to host your game servers. You can use your own\n compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances with managed\n Amazon GameLift. By default, this property is set to EC2.

" + "smithy.api#documentation": "

The type of compute resource used to host your game servers.

\n
    \n
  • \n

    \n EC2 – The game server build is deployed to Amazon EC2 instances for\n cloud hosting. This is the default setting.

    \n
  • \n
  • \n

    \n CONTAINER – Container images with your game server build and\n supporting software are deployed to Amazon EC2 instances for cloud hosting. With this\n compute type, you must specify the ContainerGroupsConfiguration\n parameter.

    \n
  • \n
  • \n

    \n ANYWHERE – Game servers or container images with your game server\n and supporting software are deployed to compute resources that are provided and\n managed by you. With this compute type, you can also set the\n AnywhereConfiguration parameter.

    \n
  • \n
" } }, "AnywhereConfiguration": { @@ -1134,7 +2124,13 @@ "InstanceRoleCredentialsProvider": { "target": "com.amazonaws.gamelift#InstanceRoleCredentialsProvider", "traits": { - "smithy.api#documentation": "

Prompts Amazon GameLift to generate a shared credentials file for the IAM role\n defined in InstanceRoleArn. The shared credentials file is stored on each\n fleet instance and refreshed as needed. Use shared credentials for applications that are\n deployed along with the game server executable, if the game server is integrated with \n server SDK version 5.x. For more information about using shared\n credentials, see Communicate\n with other Amazon Web Services resources from your fleets.

" + "smithy.api#documentation": "

Prompts Amazon GameLift to generate a shared credentials file for the IAM role\n that's defined in InstanceRoleArn. The shared credentials file is stored on\n each fleet instance and refreshed as needed. Use shared credentials for applications\n that are deployed along with the game server executable, if the game server is\n integrated with server SDK version 5.x. For more information about using shared\n credentials, see Communicate\n with other Amazon Web Services resources from your fleets.

" + } + }, + "ContainerGroupsConfiguration": { + "target": "com.amazonaws.gamelift#ContainerGroupsConfiguration", + "traits": { + "smithy.api#documentation": "

The container groups to deploy to instances in the container fleet and other fleet-level\n configuration settings. Use the CreateContainerGroupDefinition action\n to create container groups. A container fleet must have exactly one replica container\n group, and can optionally have one daemon container group. You can't change this\n property after you create the fleet.

" } } }, @@ -1169,6 +2165,9 @@ { "target": "com.amazonaws.gamelift#NotFoundException" }, + { + "target": "com.amazonaws.gamelift#NotReadyException" + }, { "target": "com.amazonaws.gamelift#UnauthorizedException" }, @@ -1177,7 +2176,7 @@ } ], "traits": { - "smithy.api#documentation": "

Adds remote locations to a fleet and begins populating the new locations with EC2\n instances. The new instances conform to the fleet's instance type, auto-scaling, and\n other configuration settings.

\n \n

This operation cannot be used with fleets that don't support remote locations.\n Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support\n this feature and were created after the feature was released in March 2021.

\n
\n

To add fleet locations, specify the fleet to be updated and provide a list of one or\n more locations.

\n

If successful, this operation returns the list of added locations with their status\n set to NEW. Amazon GameLift initiates the process of starting an instance in each\n added location. You can track the status of each new location by monitoring location\n creation events using DescribeFleetEvents.

\n

\n Learn more\n

\n

\n Setting up\n fleets\n

\n

\n Multi-location fleets\n

" + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Adds remote locations to an EC2 or container fleet and begins populating the new\n locations with instances. The new instances conform to the fleet's instance type,\n auto-scaling, and other configuration settings.

\n \n

You can't add remote locations to a fleet that resides in an Amazon Web Services Region that\n doesn't support multiple locations. Fleets created prior to March 2021 can't support\n multiple locations.

\n
\n

To add fleet locations, specify the fleet to be updated and provide a list of one or\n more locations.

\n

If successful, this operation returns the list of added locations with their status\n set to NEW. Amazon GameLift initiates the process of starting an instance in each\n added location. You can track the status of each new location by monitoring location\n creation events using DescribeFleetEvents.

\n

\n Learn more\n

\n

\n Setting up\n fleets\n

\n

\n Multi-location fleets\n

" } }, "com.amazonaws.gamelift#CreateFleetLocationsInput": { @@ -2386,14 +3385,62 @@ "smithy.api#documentation": "

Deletes a build. This operation permanently deletes the build resource and any\n uploaded build files. Deleting a build does not affect the status of any active fleets\n using the build, but you can no longer create new fleets with the deleted build.

\n

To delete a build, specify the build ID.

\n

\n Learn more\n

\n

\n Upload a Custom\n Server Build\n

\n

\n All APIs by task\n

" } }, - "com.amazonaws.gamelift#DeleteBuildInput": { + "com.amazonaws.gamelift#DeleteBuildInput": { + "type": "structure", + "members": { + "BuildId": { + "target": "com.amazonaws.gamelift#BuildIdOrArn", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

A unique identifier for the build to delete. You can use either the build ID or ARN value.

", + "smithy.api#required": {} + } + } + }, + "traits": { + "smithy.api#input": {} + } + }, + "com.amazonaws.gamelift#DeleteContainerGroupDefinition": { + "type": "operation", + "input": { + "target": "com.amazonaws.gamelift#DeleteContainerGroupDefinitionInput" + }, + "output": { + "target": "smithy.api#Unit" + }, + "errors": [ + { + "target": "com.amazonaws.gamelift#InternalServiceException" + }, + { + "target": "com.amazonaws.gamelift#InvalidRequestException" + }, + { + "target": "com.amazonaws.gamelift#NotFoundException" + }, + { + "target": "com.amazonaws.gamelift#TaggingFailedException" + }, + { + "target": "com.amazonaws.gamelift#UnauthorizedException" + }, + { + "target": "com.amazonaws.gamelift#UnsupportedRegionException" + } + ], + "traits": { + "smithy.api#documentation": "

\n This operation is used with the Amazon GameLift containers feature, which is currently in public preview. \n

\n

Deletes a container group definition resource. You can delete a container group definition\n if there are no fleets using the definition.

\n

To delete a container group definition, identify the resource to delete.

\n

\n Learn more\n

\n " + } + }, + "com.amazonaws.gamelift#DeleteContainerGroupDefinitionInput": { "type": "structure", "members": { - "BuildId": { - "target": "com.amazonaws.gamelift#BuildIdOrArn", + "Name": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArn", "traits": { "smithy.api#clientOptional": {}, - "smithy.api#documentation": "

A unique identifier for the build to delete. You can use either the build ID or ARN value.

", + "smithy.api#documentation": "

The unique identifier for the container group definition to delete. You can use either the Name or ARN\n value.

", "smithy.api#required": {} } } @@ -2431,7 +3478,7 @@ } ], "traits": { - "smithy.api#documentation": "

Deletes all resources and information related a fleet. Any current fleet instances,\n including those in remote locations, are shut down. You don't need to call\n DeleteFleetLocations separately.

\n \n

If the fleet being deleted has a VPC peering connection, you first need to get a\n valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the\n VPC peering connection.

\n
\n

To delete a fleet, specify the fleet ID to be terminated. During the deletion process\n the fleet status is changed to DELETING. When completed, the status\n switches to TERMINATED and the fleet event FLEET_DELETED is\n sent.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n Fleets\n

" + "smithy.api#documentation": "

Deletes all resources and information related to a fleet and shuts down any currently\n running fleet instances, including those in remote locations.

\n \n

If the fleet being deleted has a VPC peering connection, you first need to get a\n valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You don't need to explicitly delete the\n VPC peering connection.

\n
\n

To delete a fleet, specify the fleet ID to be terminated. During the deletion process,\n the fleet status is changed to DELETING. When completed, the status\n switches to TERMINATED and the fleet event FLEET_DELETED is\n emitted.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n Fleets\n

" } }, "com.amazonaws.gamelift#DeleteFleetInput": { @@ -3028,7 +4075,7 @@ } ], "traits": { - "smithy.api#documentation": "

Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered computes can no\n longer host game sessions through Amazon GameLift.

" + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Removes a compute resource from an Amazon GameLift Anywhere fleet or container fleet.\n Deregistered computes can no longer host game sessions through Amazon GameLift.

\n

For an Anywhere fleet or a container fleet that's running the Amazon GameLift Agent, the Agent\n handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the\n Agent, call this operation to deregister fleet computes.

\n

To deregister a compute, call this operation from the compute that's being\n deregistered and specify the compute name and the fleet ID.

" } }, "com.amazonaws.gamelift#DeregisterComputeInput": { @@ -3046,7 +4093,7 @@ "target": "com.amazonaws.gamelift#ComputeNameOrArn", "traits": { "smithy.api#clientOptional": {}, - "smithy.api#documentation": "

The name of the compute resource to remove from the specified Anywhere fleet.

", + "smithy.api#documentation": "

The unique identifier of the compute resource to deregister. For an Anywhere fleet\n compute, use the registered compute name. For a container fleet, use the compute name\n (for example,\n a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9)\n or the compute ARN.

", "smithy.api#required": {} } } @@ -3247,7 +4294,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves properties for a compute resource in an Amazon GameLift fleet. Call ListCompute to get a list of compute resources in a fleet. You can\n request information for computes in either managed EC2 fleets or Anywhere fleets.

\n

To request compute properties, specify the compute name and fleet ID.

\n

If successful, this operation returns details for the requested compute resource. For\n managed EC2 fleets, this operation returns the fleet's EC2 instances. For Anywhere\n fleets, this operation returns the fleet's registered computes.

" + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all\n computes in a fleet, call ListCompute.

\n

To request information on a specific compute, provide the fleet ID and compute\n name.

\n

If successful, this operation returns details for the requested compute resource.\n Depending on the fleet's compute type, the result includes the following information:

\n
    \n
  • \n

    For EC2 fleets, this operation returns information about the EC2\n instance.

    \n
  • \n
  • \n

    For ANYWHERE fleets, this operation returns information about the\n registered compute.

    \n
  • \n
  • \n

    For CONTAINER fleets, this operation returns information about\n the container that's registered as a compute, and the instance it's running on.\n The compute name is the container name.

    \n
  • \n
" } }, "com.amazonaws.gamelift#DescribeComputeInput": { @@ -3257,7 +4304,7 @@ "target": "com.amazonaws.gamelift#FleetIdOrArn", "traits": { "smithy.api#clientOptional": {}, - "smithy.api#documentation": "

A unique identifier for the fleet that the compute is registered to. You can use either the fleet ID or ARN\n value.

", + "smithy.api#documentation": "

A unique identifier for the fleet that the compute belongs to. You can use either the fleet ID or ARN\n value.

", "smithy.api#required": {} } }, @@ -3265,7 +4312,7 @@ "target": "com.amazonaws.gamelift#ComputeNameOrArn", "traits": { "smithy.api#clientOptional": {}, - "smithy.api#documentation": "

The unique identifier of the compute resource to retrieve properties for. For an\n Anywhere fleet compute, use the registered compute name. For a managed EC2 fleet\n instance, use the instance ID.

", + "smithy.api#documentation": "

The unique identifier of the compute resource to retrieve properties for. For an\n Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, use\n the instance ID. For a container fleet, use the compute name (for example,\n a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9)\n or the compute ARN.

", "smithy.api#required": {} } } @@ -3288,6 +4335,65 @@ "smithy.api#output": {} } }, + "com.amazonaws.gamelift#DescribeContainerGroupDefinition": { + "type": "operation", + "input": { + "target": "com.amazonaws.gamelift#DescribeContainerGroupDefinitionInput" + }, + "output": { + "target": "com.amazonaws.gamelift#DescribeContainerGroupDefinitionOutput" + }, + "errors": [ + { + "target": "com.amazonaws.gamelift#InternalServiceException" + }, + { + "target": "com.amazonaws.gamelift#InvalidRequestException" + }, + { + "target": "com.amazonaws.gamelift#NotFoundException" + }, + { + "target": "com.amazonaws.gamelift#UnauthorizedException" + }, + { + "target": "com.amazonaws.gamelift#UnsupportedRegionException" + } + ], + "traits": { + "smithy.api#documentation": "

\n This operation is used with the Amazon GameLift containers feature, which is currently in public preview. \n

\n

Retrieves the properties of a container group definition, including all container\n definitions in the group.

\n

To retrieve a container group definition, provide a resource identifier. If successful,\n this operation returns the complete properties of the container group definition.

\n

\n Learn more\n

\n " + } + }, + "com.amazonaws.gamelift#DescribeContainerGroupDefinitionInput": { + "type": "structure", + "members": { + "Name": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArn", + "traits": { + "smithy.api#clientOptional": {}, + "smithy.api#documentation": "

The unique identifier for the container group definition to retrieve properties for. You can use either the Name or\n ARN value.

", + "smithy.api#required": {} + } + } + }, + "traits": { + "smithy.api#input": {} + } + }, + "com.amazonaws.gamelift#DescribeContainerGroupDefinitionOutput": { + "type": "structure", + "members": { + "ContainerGroupDefinition": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinition", + "traits": { + "smithy.api#documentation": "

The properties of the requested container group definition resource.

" + } + } + }, + "traits": { + "smithy.api#output": {} + } + }, "com.amazonaws.gamelift#DescribeEC2InstanceLimits": { "type": "operation", "input": { @@ -3371,7 +4477,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves core fleet-wide properties, including the computing hardware and deployment\n configuration for all instances in the fleet.

\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To get attributes for one or more specific fleets, provide a list of fleet IDs\n or fleet ARNs.

    \n
  • \n
  • \n

    To get attributes for all fleets, do not provide a fleet identifier.

    \n
  • \n
\n

When requesting attributes for multiple fleets, use the pagination parameters to\n retrieve results as a set of sequential pages.

\n

If successful, a FleetAttributes object is returned for each fleet\n requested, unless the fleet identifier is not found.

\n \n

Some API operations limit the number of fleet IDs that allowed in one request. If\n a request exceeds this limit, the request fails and the error message contains the\n maximum allowed number.

\n
\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

", + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Retrieves core fleet-wide properties for fleets in an Amazon Web Services Region. Properties include the computing\n hardware and deployment configuration for instances in the fleet.

\n

You can use this operation in the following ways:

\n
    \n
  • \n

    To get attributes for specific fleets, provide a list of fleet IDs or fleet ARNs.

    \n
  • \n
  • \n

    To get attributes for all fleets, do not provide a fleet identifier.

    \n
  • \n
\n

When requesting attributes for multiple fleets, use the pagination parameters to\n retrieve results as a set of sequential pages.

\n

If successful, a FleetAttributes object is returned for each fleet\n requested, unless the fleet identifier is not found.

\n \n

Some API operations limit the number of fleet IDs that allowed in one request. If\n a request exceeds this limit, the request fails and the error message contains the\n maximum allowed number.

\n
\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

", "smithy.api#paginated": { "inputToken": "NextToken", "outputToken": "NextToken", @@ -3449,7 +4555,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves the resource capacity settings for one or more fleets. The data returned\n includes the current fleet capacity (number of EC2 instances), and settings that can\n control how capacity scaling. For fleets with remote locations, this operation retrieves\n data for the fleet's home Region only.

\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To get capacity data for one or more specific fleets, provide a list of fleet\n IDs or fleet ARNs.

    \n
  • \n
  • \n

    To get capacity data for all fleets, do not provide a fleet identifier.\n

    \n
  • \n
\n

When requesting multiple fleets, use the pagination parameters to retrieve results as\n a set of sequential pages.

\n

If successful, a FleetCapacity object is returned for each requested\n fleet ID. Each FleetCapacity object includes a Location property, which is\n set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects\n are returned only for fleets that currently exist.

\n \n

Some API operations may limit the number of fleet IDs that are allowed in one\n request. If a request exceeds this limit, the request fails and the error message\n includes the maximum allowed.

\n
\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

\n

\n GameLift metrics for fleets\n

", + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Retrieves the resource capacity settings for one or more fleets. For a container\n fleet, this operation also returns counts for replica container groups.

\n

With multi-location fleets, this operation retrieves data for the fleet's home Region\n only. To retrieve capacity for remote locations, see \n DescribeFleetLocationCapacity.

\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To get capacity data for one or more specific fleets, provide a list of fleet\n IDs or fleet ARNs.

    \n
  • \n
  • \n

    To get capacity data for all fleets, do not provide a fleet identifier.\n

    \n
  • \n
\n

When requesting multiple fleets, use the pagination parameters to retrieve results as\n a set of sequential pages.

\n

If successful, a FleetCapacity object is returned for each requested\n fleet ID. Each FleetCapacity object includes a Location\n property, which is set to the fleet's home Region. Capacity values are returned only for\n fleets that currently exist.

\n \n

Some API operations may limit the number of fleet IDs that are allowed in one\n request. If a request exceeds this limit, the request fails and the error message\n includes the maximum allowed.

\n
\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

\n

\n GameLift metrics for fleets\n

", "smithy.api#paginated": { "inputToken": "NextToken", "outputToken": "NextToken", @@ -3722,7 +4828,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves the resource capacity settings for a fleet location. The data returned\n includes the current capacity (number of EC2 instances) and some scaling settings for\n the requested fleet location. Use this operation to retrieve capacity information for a\n fleet's remote location or home Region (you can also retrieve home Region capacity by\n calling DescribeFleetCapacity).

\n

To retrieve capacity data, identify a fleet and location.

\n

If successful, a FleetCapacity object is returned for the requested fleet\n location.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

\n

\n GameLift metrics for fleets\n

" + "smithy.api#documentation": "

Retrieves the resource capacity settings for a fleet location. The data returned\n includes the current capacity (number of EC2 instances) and some scaling settings for\n the requested fleet location. For a container fleet, this operation also returns counts\n for replica container groups.

\n

Use this operation to retrieve capacity information for a fleet's remote location or\n home Region (you can also retrieve home Region capacity by calling\n DescribeFleetCapacity).

\n

To retrieve capacity data, identify a fleet and location.

\n

If successful, a FleetCapacity object is returned for the requested fleet\n location.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

\n

\n GameLift metrics for fleets\n

" } }, "com.amazonaws.gamelift#DescribeFleetLocationCapacityInput": { @@ -3856,7 +4962,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves a fleet's inbound connection permissions. Connection permissions specify the\n range of IP addresses and port settings that incoming traffic can use to access server\n processes in the fleet. Game sessions that are running on instances in the fleet must\n use connections that fall in this range.

\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To retrieve the inbound connection permissions for a fleet, identify the\n fleet's unique identifier.

    \n
  • \n
  • \n

    To check the status of recent updates to a fleet remote location, specify the\n fleet ID and a location. Port setting updates can take time to propagate across\n all locations.

    \n
  • \n
\n

If successful, a set of IpPermission objects is returned for the\n requested fleet ID. When a location is specified, a pending status is included. If the\n requested fleet has been deleted, the result set is empty.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

" + "smithy.api#documentation": "

Retrieves a fleet's inbound connection permissions. Connection permissions specify IP\n addresses and port settings that incoming traffic can use to access server processes in\n the fleet. Game server processes that are running in the fleet must use a port that\n falls within this range. To connect to game server processes on a container fleet, the\n port settings should include one or more of the fleet's connection ports.

\n

Use this operation in the following ways:

\n
    \n
  • \n

    To retrieve the port settings for a fleet, identify the fleet's unique\n identifier.

    \n
  • \n
  • \n

    To check the status of recent updates to a fleet remote location, specify the\n fleet ID and a location. Port setting updates can take time to propagate across\n all locations.

    \n
  • \n
\n

If successful, a set of IpPermission objects is returned for the\n requested fleet ID. When specifying a location, this operation returns a pending status.\n If the requested fleet has been deleted, the result set is empty.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

" } }, "com.amazonaws.gamelift#DescribeFleetPortSettingsInput": { @@ -4981,7 +6087,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves a fleet's runtime configuration settings. The runtime configuration tells\n Amazon GameLift which server processes to run (and how) on each instance in the fleet.

\n

To get the runtime configuration that is currently in forces for a fleet, provide the\n fleet ID.

\n

If successful, a RuntimeConfiguration object is returned for the\n requested fleet. If the requested fleet has been deleted, the result set is\n empty.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

\n

\n Running multiple\n processes on a fleet\n

" + "smithy.api#documentation": "

Retrieves a fleet's runtime configuration settings. The runtime configuration\n determines which server processes run, and how, on computes in the fleet. For managed\n EC2 fleets, the runtime configuration describes server processes that run on each fleet\n instance. For container fleets, the runtime configuration describes server processes\n that run in each replica container group. You can update a fleet's runtime configuration\n at any time using UpdateRuntimeConfiguration.

\n

To get the current runtime configuration for a fleet, provide the fleet ID.

\n

If successful, a RuntimeConfiguration object is returned for the\n requested fleet. If the requested fleet has been deleted, the result set is\n empty.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

\n

\n Running multiple\n processes on a fleet\n

" } }, "com.amazonaws.gamelift#DescribeRuntimeConfigurationInput": { @@ -5006,7 +6112,7 @@ "RuntimeConfiguration": { "target": "com.amazonaws.gamelift#RuntimeConfiguration", "traits": { - "smithy.api#documentation": "

Instructions that describe how server processes should be launched and maintained on\n each instance in the fleet.

" + "smithy.api#documentation": "

Instructions that describe how server processes are launched and maintained on\n computes in the fleet.

" } } }, @@ -6489,6 +7595,12 @@ "traits": { "smithy.api#documentation": "

Location of stored logs with additional detail that is related to the event. This is\n useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet\n creation logs through the Amazon GameLift console.

" } + }, + "Count": { + "target": "com.amazonaws.gamelift#EventCount", + "traits": { + "smithy.api#documentation": "

The number of times that this event occurred.

" + } } }, "traits": { @@ -6704,6 +7816,15 @@ } } }, + "com.amazonaws.gamelift#EventCount": { + "type": "long", + "traits": { + "smithy.api#range": { + "min": 1, + "max": 101 + } + } + }, "com.amazonaws.gamelift#EventList": { "type": "list", "member": { @@ -6794,13 +7915,13 @@ "FleetType": { "target": "com.amazonaws.gamelift#FleetType", "traits": { - "smithy.api#documentation": "

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this\n property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

" + "smithy.api#documentation": "

Indicates whether the fleet uses On-Demand or Spot instances. For more information,\n see On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

" } }, "InstanceType": { "target": "com.amazonaws.gamelift#EC2InstanceType", "traits": { - "smithy.api#documentation": "

The Amazon EC2 instance type that determines the computing resources of each instance in\n the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See\n Amazon Elastic Compute Cloud Instance Types\n for detailed descriptions.

" + "smithy.api#documentation": "

The Amazon EC2 instance type that the fleet uses. Instance type determines the computing\n resources of each instance in the fleet, including CPU, memory, storage, and networking\n capacity. See Amazon Elastic Compute Cloud Instance\n Types for detailed descriptions. This attribute is used with\n fleets where ComputeType is \"EC2\" or \"Container\".

" } }, "Description": { @@ -6830,25 +7951,25 @@ "Status": { "target": "com.amazonaws.gamelift#FleetStatus", "traits": { - "smithy.api#documentation": "

Current status of the fleet. Possible fleet statuses include the following:

\n
    \n
  • \n

    \n NEW -- A new fleet has been defined and desired\n instances is set to 1.

    \n
  • \n
  • \n

    \n DOWNLOADING/VALIDATING/BUILDING/ACTIVATING --\n Amazon GameLift is setting up the new fleet, creating new instances with the game build\n or Realtime script and starting server processes.

    \n
  • \n
  • \n

    \n ACTIVE -- Hosts can now accept game\n sessions.

    \n
  • \n
  • \n

    \n ERROR -- An error occurred when downloading,\n validating, building, or activating the fleet.

    \n
  • \n
  • \n

    \n DELETING -- Hosts are responding to a delete\n fleet request.

    \n
  • \n
  • \n

    \n TERMINATED -- The fleet no longer\n exists.

    \n
  • \n
" + "smithy.api#documentation": "

Current status of the fleet. Possible fleet statuses include the following:

\n
    \n
  • \n

    NEW -- A new fleet has been defined and desired\n instances is set to 1.

    \n
  • \n
  • \n

    DOWNLOADING/VALIDATING/BUILDING/ACTIVATING --\n Amazon GameLift is setting up the new fleet, creating new instances with the game build\n or Realtime script and starting server processes.

    \n
  • \n
  • \n

    ACTIVE -- Hosts can now accept game sessions.

    \n
  • \n
  • \n

    ERROR -- An error occurred when downloading,\n validating, building, or activating the fleet.

    \n
  • \n
  • \n

    DELETING -- Hosts are responding to a delete fleet request.

    \n
  • \n
  • \n

    TERMINATED -- The fleet no longer exists.

    \n
  • \n
" } }, "BuildId": { "target": "com.amazonaws.gamelift#BuildId", "traits": { - "smithy.api#documentation": "

A unique identifier for the build resource that is deployed on instances in this fleet.

" + "smithy.api#documentation": "

A unique identifier for the build resource that is deployed on instances in this fleet. This attribute is used with\n fleets where ComputeType is \"EC2\".

" } }, "BuildArn": { "target": "com.amazonaws.gamelift#BuildArn", "traits": { - "smithy.api#documentation": "

The Amazon Resource Name (ARN) associated with the Amazon GameLift build resource that is deployed on instances in\n this fleet. In a GameLift build ARN, the resource ID matches the BuildId\n value.

" + "smithy.api#documentation": "

The Amazon Resource Name (ARN) associated with the Amazon GameLift build resource that is deployed on instances in\n this fleet. In a GameLift build ARN, the resource ID matches the BuildId\n value. This attribute is used with fleets where ComputeType is \"EC2\".

" } }, "ScriptId": { "target": "com.amazonaws.gamelift#ScriptId", "traits": { - "smithy.api#documentation": "

A unique identifier for the Realtime script resource that is deployed on instances in this fleet.

" + "smithy.api#documentation": "

A unique identifier for the Realtime script resource that is deployed on instances in this fleet.\n This attribute is used with fleets where ComputeType is \"EC2\".

" } }, "ScriptArn": { @@ -6860,13 +7981,13 @@ "ServerLaunchPath": { "target": "com.amazonaws.gamelift#LaunchPathStringModel", "traits": { - "smithy.api#documentation": "

\n This parameter is no longer used. Server launch paths\n are now defined using the fleet's\n RuntimeConfiguration\n . Requests that use this parameter instead continue to be valid.

" + "smithy.api#documentation": "

\n This parameter is no longer used. Server launch paths\n are now defined using the fleet's\n RuntimeConfiguration\n . Requests that use this parameter continue to be valid.

" } }, "ServerLaunchParameters": { "target": "com.amazonaws.gamelift#LaunchParametersStringModel", "traits": { - "smithy.api#documentation": "

\n This parameter is no longer used. Server launch\n parameters are now defined using the fleet's runtime configuration\n . Requests that use this parameter instead continue to be valid.

" + "smithy.api#documentation": "

\n This parameter is no longer used. Server launch\n parameters are now defined using the fleet's runtime configuration\n . Requests that use this parameter continue to be valid.

" } }, "LogPaths": { @@ -6878,13 +7999,13 @@ "NewGameSessionProtectionPolicy": { "target": "com.amazonaws.gamelift#ProtectionPolicy", "traits": { - "smithy.api#documentation": "

The type of game session protection to set on all new instances that are started in\n the fleet.

\n
    \n
  • \n

    \n NoProtection -- The game session can be\n terminated during a scale-down event.

    \n
  • \n
  • \n

    \n FullProtection -- If the game session is in an\n ACTIVE status, it cannot be terminated during a scale-down\n event.

    \n
  • \n
" + "smithy.api#documentation": "

The type of game session protection to set on all new instances that are started in\n the fleet. This attribute is used with\n fleets where ComputeType is \"EC2\" or \"Container\".

\n
    \n
  • \n

    \n NoProtection -- The game session can be\n terminated during a scale-down event.

    \n
  • \n
  • \n

    \n FullProtection -- If the game session is in an\n ACTIVE status, it cannot be terminated during a scale-down\n event.

    \n
  • \n
" } }, "OperatingSystem": { "target": "com.amazonaws.gamelift#OperatingSystem", "traits": { - "smithy.api#documentation": "

The operating system of the fleet's computing resources. A fleet's operating system is\n determined by the OS of the build or script that is deployed on this fleet.

" + "smithy.api#documentation": "

The operating system of the fleet's computing resources. A fleet's operating system is\n determined by the OS of the build or script that is deployed on this fleet.\n This attribute is used with\n fleets where ComputeType is \"EC2\" or \"Container\".

" } }, "ResourceCreationLimitPolicy": { @@ -6893,23 +8014,26 @@ "MetricGroups": { "target": "com.amazonaws.gamelift#MetricGroupList", "traits": { - "smithy.api#documentation": "

Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch,\n you can view aggregated metrics for fleets that are in a metric group. A fleet can be\n included in only one metric group at a time.

" + "smithy.api#documentation": "

Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch,\n you can view aggregated metrics for fleets that are in a metric group. A fleet can be\n included in only one metric group at a time. This attribute is used with\n fleets where ComputeType is \"EC2\" or \"Container\".

" } }, "StoppedActions": { "target": "com.amazonaws.gamelift#FleetActionList", "traits": { - "smithy.api#documentation": "

A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.

" + "smithy.api#documentation": "

A list of fleet activity that has been suspended using StopFleetActions. \n This includes fleet auto-scaling. This attribute is used with\n fleets where ComputeType is \"EC2\" or \"Container\".

" } }, "InstanceRoleArn": { "target": "com.amazonaws.gamelift#NonEmptyString", "traits": { - "smithy.api#documentation": "

A unique identifier for an IAM role with access permissions to other Amazon Web Services services. \n Any application that runs on an instance in the fleet--including install scripts, server processes, and other \n processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to.\n For more information about using the role with your game server builds, see \n \n Communicate with other Amazon Web Services resources from your fleets.

" + "smithy.api#documentation": "

A unique identifier for an IAM role with access permissions to other Amazon Web Services services. \n Any application that runs on an instance in the fleet--including install scripts, server processes, and other \n processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to.\n For more information about using the role with your game server builds, see \n \n Communicate with other Amazon Web Services resources from your fleets. This attribute is used with\n fleets where ComputeType is \"EC2\" or \"Container\".

" } }, "CertificateConfiguration": { - "target": "com.amazonaws.gamelift#CertificateConfiguration" + "target": "com.amazonaws.gamelift#CertificateConfiguration", + "traits": { + "smithy.api#documentation": "

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. \n All instances in a fleet share the same certificate.

" + } }, "ComputeType": { "target": "com.amazonaws.gamelift#ComputeType", @@ -6918,17 +8042,26 @@ } }, "AnywhereConfiguration": { - "target": "com.amazonaws.gamelift#AnywhereConfiguration" + "target": "com.amazonaws.gamelift#AnywhereConfiguration", + "traits": { + "smithy.api#documentation": "

\n This property is used with the Amazon GameLift containers feature, which is currently in public preview. A set of attributes that describe the container groups that are deployed on the fleet.\n These attributes are included for fleets with compute type CONTAINER only.\n This attribute is used with fleets where ComputeType is \"Container\".

" + } }, "InstanceRoleCredentialsProvider": { "target": "com.amazonaws.gamelift#InstanceRoleCredentialsProvider", "traits": { - "smithy.api#documentation": "

Indicates that fleet instances maintain a shared credentials file for the IAM role\n defined in InstanceRoleArn. Shared credentials allow applications that are\n deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used \n only when the game server is integrated with the\n server SDK version 5.x. For more information about using shared credentials, see Communicate\n with other Amazon Web Services resources from your fleets.

" + "smithy.api#documentation": "

Indicates that fleet instances maintain a shared credentials file for the IAM role\n defined in InstanceRoleArn. Shared credentials allow applications that are\n deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used \n only when the game server is integrated with the\n server SDK version 5.x. For more information about using shared credentials, see Communicate\n with other Amazon Web Services resources from your fleets.\n This attribute is used with\n fleets where ComputeType is \"EC2\" or \"Container\".

" + } + }, + "ContainerGroupsAttributes": { + "target": "com.amazonaws.gamelift#ContainerGroupsAttributes", + "traits": { + "smithy.api#documentation": "

A set of properties that describe the container groups that are deployed to the fleet.\n These attributes are included for fleets with compute type\n CONTAINER.

" } } }, "traits": { - "smithy.api#documentation": "

Describes a Amazon GameLift fleet of game hosting resources.

\n

\n Related actions\n

" + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Describes an Amazon GameLift fleet of game hosting resources. Attributes differ based on\n the fleet's compute type, as follows:

\n
    \n
  • \n

    EC2 fleet attributes identify a Build resource (for fleets with \n customer game server builds) or a Script resource (for Realtime Servers fleets).

    \n
  • \n
  • \n

    Container fleets have ContainerGroupsAttributes, which identify\n the fleet's ContainerGroupDefinition resources.

    \n
  • \n
  • \n

    Amazon GameLift Anywhere fleets have an abbreviated set of attributes, because most fleet configurations\n are set directly on the fleet's computes. Attributes include fleet identifiers and descriptive\n properties, creation/termination time, and fleet status.

    \n
  • \n
\n

\n Returned by:\n DescribeFleetAttributes\n

" } }, "com.amazonaws.gamelift#FleetAttributesList": { @@ -6955,21 +8088,30 @@ "InstanceType": { "target": "com.amazonaws.gamelift#EC2InstanceType", "traits": { - "smithy.api#documentation": "

The Amazon EC2 instance type that is used for all instances in a fleet. The instance type\n determines the computing resources in use, including CPU, memory, storage, and\n networking capacity. See Amazon Elastic Compute Cloud\n Instance Types for detailed descriptions.

" + "smithy.api#documentation": "

The Amazon EC2 instance type that is used for instances in a fleet. Instance type\n determines the computing resources in use, including CPU, memory, storage, and\n networking capacity. See Amazon Elastic Compute Cloud\n Instance Types for detailed descriptions.

" } }, "InstanceCounts": { - "target": "com.amazonaws.gamelift#EC2InstanceCounts" + "target": "com.amazonaws.gamelift#EC2InstanceCounts", + "traits": { + "smithy.api#documentation": "

The current number of instances in the fleet, listed by instance status. Counts for pending and\n terminating instances might be non-zero if the fleet is adjusting to a scaling event\n or if access to resources is temporarily affected.

" + } }, "Location": { "target": "com.amazonaws.gamelift#LocationStringModel", "traits": { "smithy.api#documentation": "

The fleet location for the instance count information, expressed as an Amazon Web Services Region\n code, such as us-west-2.

" } + }, + "ReplicaContainerGroupCounts": { + "target": "com.amazonaws.gamelift#ReplicaContainerGroupCounts", + "traits": { + "smithy.api#documentation": "

\n This property is used with the Amazon GameLift containers feature, which is currently in public preview. The number and status of replica container groups in a container fleet.

" + } } }, "traits": { - "smithy.api#documentation": "

Current resource capacity settings in a specified fleet or location. The location\n value might refer to a fleet's remote location or its home Region.

\n

\n Related actions\n

\n

\n DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity\n

" + "smithy.api#documentation": "

Current resource capacity settings for managed EC2 fleets and container fleets. For\n multi-location fleets, location values might refer to a fleet's remote location or its\n home Region.

\n

\n Returned by:\n DescribeFleetCapacity, DescribeFleetLocationCapacity, UpdateFleetCapacity\n

" } }, "com.amazonaws.gamelift#FleetCapacityExceededException": { @@ -7153,7 +8295,7 @@ } }, "traits": { - "smithy.api#documentation": "

Current resource utilization statistics in a specified fleet or location. The location\n value might refer to a fleet's remote location or its home Region.

\n

\n Related actions\n

" + "smithy.api#documentation": "

Current resource utilization statistics in a specified fleet or location. The location\n value might refer to a fleet's remote location or its home region.

" } }, "com.amazonaws.gamelift#FleetUtilizationList": { @@ -7201,6 +8343,9 @@ { "target": "com.amazonaws.gamelift#CreateBuild" }, + { + "target": "com.amazonaws.gamelift#CreateContainerGroupDefinition" + }, { "target": "com.amazonaws.gamelift#CreateFleet" }, @@ -7246,6 +8391,9 @@ { "target": "com.amazonaws.gamelift#DeleteBuild" }, + { + "target": "com.amazonaws.gamelift#DeleteContainerGroupDefinition" + }, { "target": "com.amazonaws.gamelift#DeleteFleet" }, @@ -7294,6 +8442,9 @@ { "target": "com.amazonaws.gamelift#DescribeCompute" }, + { + "target": "com.amazonaws.gamelift#DescribeContainerGroupDefinition" + }, { "target": "com.amazonaws.gamelift#DescribeEC2InstanceLimits" }, @@ -7393,6 +8544,9 @@ { "target": "com.amazonaws.gamelift#ListCompute" }, + { + "target": "com.amazonaws.gamelift#ListContainerGroupDefinitions" + }, { "target": "com.amazonaws.gamelift#ListFleets" }, @@ -8422,6 +9576,15 @@ } } }, + "com.amazonaws.gamelift#GameLiftAgentEndpointOutput": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 128 + } + } + }, "com.amazonaws.gamelift#GameLiftServiceSdkEndpointOutput": { "type": "string", "traits": { @@ -10064,7 +11227,7 @@ } ], "traits": { - "smithy.api#documentation": "

Requests authorization to remotely connect to a compute resource in an Amazon GameLift fleet.\n Call this action to connect to an instance in a managed EC2 fleet if the fleet's game\n build uses Amazon GameLift server SDK 5.x or later. To connect to instances with game builds\n that use server SDK 4.x or earlier, call GetInstanceAccess.

\n

To request access to a compute, identify the specific EC2 instance and the fleet it\n belongs to. You can retrieve instances for a managed EC2 fleet by calling ListCompute.

\n

If successful, this operation returns a set of temporary Amazon Web Services credentials, including\n a two-part access key and a session token. Use these credentials with Amazon EC2 Systems Manager (SSM)\n to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide.

\n

\n Learn more\n

\n

\n Remotely connect to fleet\n instances\n

\n

\n Debug fleet\n issues\n

" + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Requests authorization to remotely connect to a hosting resource in a Amazon GameLift managed\n fleet. This operation is not used with Amazon GameLift Anywhere fleets

\n

To request access, specify the compute name and the fleet ID. If successful, this\n operation returns a set of temporary Amazon Web Services credentials, including a two-part access key\n and a session token.

\n

\n EC2 fleets\n

\n

With an EC2 fleet (where compute type is EC2), use these credentials with\n Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User\n Guide.

\n

\n Container fleets\n

\n

With a container fleet (where compute type is CONTAINER), use\n these credentials and the target value with SSM to connect to the fleet instance where\n the container is running. After you're connected to the instance, use Docker commands to\n interact with the container.

\n

\n Learn more\n

\n " } }, "com.amazonaws.gamelift#GetComputeAccessInput": { @@ -10074,7 +11237,7 @@ "target": "com.amazonaws.gamelift#FleetIdOrArn", "traits": { "smithy.api#clientOptional": {}, - "smithy.api#documentation": "

A unique identifier for the fleet that contains the compute resource you want to connect to. You can use either\n the fleet ID or ARN value.

", + "smithy.api#documentation": "

A unique identifier for the fleet that holds the compute resource that you want to connect to. You can use either the\n fleet ID or ARN value.

", "smithy.api#required": {} } }, @@ -10082,7 +11245,7 @@ "target": "com.amazonaws.gamelift#ComputeNameOrArn", "traits": { "smithy.api#clientOptional": {}, - "smithy.api#documentation": "

A unique identifier for the compute resource that you want to connect to. You can use\n either a registered compute name or an instance ID.

", + "smithy.api#documentation": "

A unique identifier for the compute resource that you want to connect to. For an EC2\n fleet compute, use the instance ID. For a container fleet, use the compute name (for\n example,\n a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9)\n or the compute ARN.

", "smithy.api#required": {} } } @@ -10097,7 +11260,7 @@ "FleetId": { "target": "com.amazonaws.gamelift#FleetIdOrArn", "traits": { - "smithy.api#documentation": "

The ID of the fleet that contains the compute resource to be accessed.

" + "smithy.api#documentation": "

The ID of the fleet that holds the compute resource to be accessed.

" } }, "FleetArn": { @@ -10123,6 +11286,12 @@ "traits": { "smithy.api#documentation": "

A set of temporary Amazon Web Services credentials for use when connecting to the\n compute resource with Amazon EC2 Systems Manager (SSM).

" } + }, + "Target": { + "target": "com.amazonaws.gamelift#SessionTarget", + "traits": { + "smithy.api#documentation": "

(For container fleets only) The instance ID where the compute resource is\n running.

" + } } }, "traits": { @@ -10152,7 +11321,7 @@ } ], "traits": { - "smithy.api#documentation": "

Requests an authentication token from Amazon GameLift for a registered compute in an Anywhere\n fleet. The game servers that are running on the compute use this token to authenticate\n with the Amazon GameLift service. Each server process must provide a valid authentication token\n in its call to the Amazon GameLift server SDK action InitSDK().

\n

Authentication tokens are valid for a limited time span. Use a mechanism to regularly\n request a fresh authentication token before the current token expires.

\n

\n Learn more\n

\n " + "smithy.api#documentation": "

Requests an authentication token from Amazon GameLift for a compute resource in an Amazon GameLift\n Anywhere fleet or container fleet. Game servers that are running on the compute use this\n token to communicate with the Amazon GameLift service, such as when calling the Amazon GameLift server\n SDK action InitSDK(). Authentication tokens are valid for a limited time\n span, so you need to request a fresh token before the current token expires.

\n

Use this operation based on the fleet compute type:

\n
    \n
  • \n

    For EC2 fleets, auth token retrieval and refresh is handled\n automatically. All game servers that are running on all fleet instances have\n access to a valid auth token.

    \n
  • \n
  • \n

    For ANYWHERE and CONTAINER fleets, if you're using\n the Amazon GameLift Agent, auth token retrieval and refresh is handled automatically for\n any container or Anywhere compute where the Agent is running. If you're not\n using the Agent, create a mechanism to retrieve and refresh auth tokens for\n computes that are running game server processes.

    \n
  • \n
\n

\n Learn more\n

\n " } }, "com.amazonaws.gamelift#GetComputeAuthTokenInput": { @@ -10170,7 +11339,7 @@ "target": "com.amazonaws.gamelift#ComputeNameOrArn", "traits": { "smithy.api#clientOptional": {}, - "smithy.api#documentation": "

The name of the compute resource you are requesting the authentication token\n for.

", + "smithy.api#documentation": "

The name of the compute resource you are requesting the authentication token for. For\n an Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance,\n use the instance ID. For a container fleet, use the compute name (for example,\n a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9)\n or the compute ARN.

", "smithy.api#required": {} } } @@ -10375,6 +11544,16 @@ "smithy.api#error": "client" } }, + "com.amazonaws.gamelift#ImageUriString": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 255 + }, + "smithy.api#pattern": "^[a-zA-Z0-9-_\\.@\\/:]+$" + } + }, "com.amazonaws.gamelift#Instance": { "type": "structure", "members": { @@ -10478,7 +11657,7 @@ } }, "traits": { - "smithy.api#documentation": "

Information and credentials that you can use to remotely connect to an instance in an\n EC2 managed fleet. This data type is returned in response to a call to GetInstanceAccess.

" + "smithy.api#documentation": "

Information and credentials that you can use to remotely connect to an instance in an\n EC2 managed fleet. This data type is returned in response to a call to \n GetInstanceAccess.

" } }, "com.amazonaws.gamelift#InstanceCredentials": { @@ -10498,7 +11677,7 @@ } }, "traits": { - "smithy.api#documentation": "

A set of credentials that allow remote access to an instance in an EC2 managed fleet.\n These credentials are returned in response to a call to GetInstanceAccess, which requests access for instances that are running\n game servers with the Amazon GameLift server SDK version 4.x or earlier.

", + "smithy.api#documentation": "

A set of credentials that allow remote access to an instance in an EC2 managed fleet.\n These credentials are returned in response to a call to \n GetInstanceAccess, which requests access for instances that are running\n game servers with the Amazon GameLift server SDK version 4.x or earlier.

", "smithy.api#sensitive": {} } }, @@ -10681,7 +11860,7 @@ } }, "traits": { - "smithy.api#documentation": "

A range of IP addresses and port settings that allow inbound traffic to connect to\n server processes on an instance in a fleet. New game sessions are assigned an IP\n address/port number combination, which must fall into the fleet's allowed ranges. Fleets\n with custom game builds must have permissions explicitly set. For Realtime Servers fleets, Amazon GameLift\n automatically opens two port ranges, one for TCP messaging and one for UDP.

" + "smithy.api#documentation": "

A range of IP addresses and port settings that allow inbound traffic to connect to\n processes on an instance in a fleet. Processes are assigned an IP address/port number\n combination, which must fall into the fleet's allowed ranges. For container fleets, the\n port settings must use the same port numbers as the fleet's connection ports.

\n

For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging\n and one for UDP.

" } }, "com.amazonaws.gamelift#IpPermissionsList": { @@ -11002,7 +12181,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves the compute resources in an Amazon GameLift fleet. You can request information for\n either managed EC2 fleets or Anywhere fleets.

\n

To request a list of computes, specify the fleet ID. You can filter the result set by\n location. Use the pagination parameters to retrieve results in a set of sequential\n pages.

\n

If successful, this operation returns the compute resource for the requested fleet.\n For managed EC2 fleets, it returns a list of EC2 instances. For Anywhere fleets, it\n returns a list of registered compute names.

", + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Retrieves information on the compute resources in an Amazon GameLift fleet.

\n

To request a list of computes, specify the fleet ID. Use the pagination parameters to\n retrieve results in a set of sequential pages.

\n

You can filter the result set by location.

\n

If successful, this operation returns information on all computes in the requested\n fleet. Depending on the fleet's compute type, the result includes the following\n information:

\n
    \n
  • \n

    For EC2 fleets, this operation returns information about the EC2\n instance. Compute names are instance IDs.

    \n
  • \n
  • \n

    For ANYWHERE fleets, this operation returns the compute names and\n details provided when the compute was registered with\n RegisterCompute. The GameLiftServiceSdkEndpoint or\n GameLiftAgentEndpoint is included.

    \n
  • \n
  • \n

    For CONTAINER fleets, this operation returns information about\n containers that are registered as computes, and the instances they're running\n on. Compute names are container names.

    \n
  • \n
", "smithy.api#paginated": { "inputToken": "NextToken", "outputToken": "NextToken", @@ -11025,7 +12204,7 @@ "Location": { "target": "com.amazonaws.gamelift#LocationStringModel", "traits": { - "smithy.api#documentation": "

The name of a location to retrieve compute resources for.

" + "smithy.api#documentation": "

The name of a location to retrieve compute resources for. For an Amazon GameLift Anywhere\n fleet, use a custom location. For a multi-location EC2 or container fleet, provide a\n Amazon Web Services Region or Local Zone code (for example: us-west-2 or\n us-west-2-lax-1).

" } }, "Limit": { @@ -11065,6 +12244,93 @@ "smithy.api#output": {} } }, + "com.amazonaws.gamelift#ListContainerGroupDefinitions": { + "type": "operation", + "input": { + "target": "com.amazonaws.gamelift#ListContainerGroupDefinitionsInput" + }, + "output": { + "target": "com.amazonaws.gamelift#ListContainerGroupDefinitionsOutput" + }, + "errors": [ + { + "target": "com.amazonaws.gamelift#InternalServiceException" + }, + { + "target": "com.amazonaws.gamelift#InvalidRequestException" + }, + { + "target": "com.amazonaws.gamelift#UnauthorizedException" + }, + { + "target": "com.amazonaws.gamelift#UnsupportedRegionException" + } + ], + "traits": { + "smithy.api#documentation": "

\n This operation is used with the Amazon GameLift containers feature, which is currently in public preview. \n

\n

Retrieves all container group definitions for the Amazon Web Services account and Amazon Web Services Region that are currently in use. You can filter the result set by the container\n groups' scheduling strategy. Use the pagination parameters to retrieve results in a set of\n sequential pages.

\n \n

This operation returns the list of container group definitions in no particular order.

\n
\n

\n Learn more\n

\n ", + "smithy.api#paginated": { + "inputToken": "NextToken", + "outputToken": "NextToken", + "items": "ContainerGroupDefinitions", + "pageSize": "Limit" + } + } + }, + "com.amazonaws.gamelift#ListContainerGroupDefinitionsInput": { + "type": "structure", + "members": { + "SchedulingStrategy": { + "target": "com.amazonaws.gamelift#ContainerSchedulingStrategy", + "traits": { + "smithy.api#documentation": "

The type of container group definitions to retrieve.

\n
    \n
  • \n

    \n DAEMON -- Daemon container groups run background processes and are deployed once\n per fleet instance.

    \n
  • \n
  • \n

    \n REPLICA -- Replica container groups run your game server application and\n supporting software. Replica groups might be deployed multiple times per fleet\n instance.

    \n
  • \n
" + } + }, + "Limit": { + "target": "com.amazonaws.gamelift#ListContainerGroupDefinitionsLimit", + "traits": { + "smithy.api#documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" + } + }, + "NextToken": { + "target": "com.amazonaws.gamelift#NonEmptyString", + "traits": { + "smithy.api#documentation": "

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.

" + } + } + }, + "traits": { + "smithy.api#input": {} + } + }, + "com.amazonaws.gamelift#ListContainerGroupDefinitionsLimit": { + "type": "integer", + "traits": { + "smithy.api#range": { + "min": 1, + "max": 10 + } + } + }, + "com.amazonaws.gamelift#ListContainerGroupDefinitionsOutput": { + "type": "structure", + "members": { + "ContainerGroupDefinitions": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionList", + "traits": { + "smithy.api#documentation": "

A result set of container group definitions that match the request.

" + } + }, + "NextToken": { + "target": "com.amazonaws.gamelift#NonEmptyString", + "traits": { + "smithy.api#documentation": "

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.

" + } + } + }, + "traits": { + "smithy.api#output": {} + } + }, "com.amazonaws.gamelift#ListFleets": { "type": "operation", "input": { @@ -11088,7 +12354,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this\n operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor\n specify a Region in your request. You can filter the result set to find only those\n fleets that are deployed with a specific build or script. For fleets that have multiple\n locations, this operation retrieves fleets based on their home Region only.

\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To get a list of all fleets in a Region, don't provide a build or script\n identifier.

    \n
  • \n
  • \n

    To get a list of all fleets where a specific custom game build is deployed,\n provide the build ID.

    \n
  • \n
  • \n

    To get a list of all Realtime Servers fleets with a specific configuration script,\n provide the script ID.

    \n
  • \n
\n

Use the pagination parameters to retrieve results as a set of sequential pages.

\n

If successful, a list of fleet IDs that match the request parameters is returned. A\n NextToken value is also returned if there are more result pages to retrieve.

\n \n

Fleet resources are not listed in a particular order.

\n
\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

", + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Retrieves a collection of fleet resources in an Amazon Web Services Region. You can filter the\n result set to find only those fleets that are deployed with a specific build or script.\n For fleets that have multiple locations, this operation retrieves fleets based on their\n home Region only.

\n

You can use operation in the following ways:

\n
    \n
  • \n

    To get a list of all fleets in a Region, don't provide a build or script\n identifier.

    \n
  • \n
  • \n

    To get a list of all fleets where a specific game build is deployed, provide\n the build ID.

    \n
  • \n
  • \n

    To get a list of all Realtime Servers fleets with a specific configuration script,\n provide the script ID.

    \n
  • \n
  • \n

    To get a list of all fleets with a specific container group definition, provide\n the ContainerGroupDefinition ID.

    \n
  • \n
\n

Use the pagination parameters to retrieve results as a set of sequential pages.

\n

If successful, this operation returns a list of fleet IDs that match the request\n parameters. A NextToken value is also returned if there are more result pages to\n retrieve.

\n \n

Fleet IDs are returned in no particular order.

\n
", "smithy.api#paginated": { "inputToken": "NextToken", "outputToken": "NextToken", @@ -11112,6 +12378,12 @@ "smithy.api#documentation": "

A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a\n specified script. Use either the script ID or ARN value.

" } }, + "ContainerGroupDefinitionName": { + "target": "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArn", + "traits": { + "smithy.api#documentation": "

The container group definition name to request fleets for. Use this parameter to\n return only fleets that are deployed with the specified container group\n definition.

" + } + }, "Limit": { "target": "com.amazonaws.gamelift#PositiveInteger", "traits": { @@ -11565,7 +12837,7 @@ } }, "traits": { - "smithy.api#documentation": "

A remote location where a multi-location fleet can deploy game servers for game\n hosting.

" + "smithy.api#documentation": "

\n This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

A remote location where a multi-location fleet can deploy game servers for game\n hosting.

" } }, "com.amazonaws.gamelift#LocationConfigurationList": { @@ -11638,7 +12910,7 @@ } }, "traits": { - "smithy.api#documentation": "

Properties of a location

" + "smithy.api#documentation": "

Properties of a custom location for use in an Amazon GameLift Anywhere fleet. This data type is returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateLocation.html.

" } }, "com.amazonaws.gamelift#LocationModelList": { @@ -12247,6 +13519,25 @@ "smithy.api#pattern": "^\\d{1,5}(?:\\.\\d{1,5})?$" } }, + "com.amazonaws.gamelift#NonZeroAnd128MaxAsciiString": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 128 + }, + "smithy.api#pattern": "^[a-zA-Z0-9\\-]+$" + } + }, + "com.amazonaws.gamelift#NonZeroAnd255MaxString": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 255 + } + } + }, "com.amazonaws.gamelift#NonZeroAndMaxString": { "type": "string", "traits": { @@ -12268,6 +13559,18 @@ "smithy.api#error": "client" } }, + "com.amazonaws.gamelift#NotReadyException": { + "type": "structure", + "members": { + "Message": { + "target": "com.amazonaws.gamelift#NonEmptyString" + } + }, + "traits": { + "smithy.api#documentation": "

The operation failed because Amazon GameLift has not yet finished validating this compute. We\n recommend attempting 8 to 10 retries over 3 to 5 minutes with exponential\n backoffs and jitter.

", + "smithy.api#error": "client" + } + }, "com.amazonaws.gamelift#OperatingSystem": { "type": "enum", "members": { @@ -12940,12 +14243,15 @@ { "target": "com.amazonaws.gamelift#LimitExceededException" }, + { + "target": "com.amazonaws.gamelift#NotReadyException" + }, { "target": "com.amazonaws.gamelift#UnauthorizedException" } ], "traits": { - "smithy.api#documentation": "

Registers a compute resource to an Amazon GameLift Anywhere fleet. With Anywhere fleets you can\n incorporate your own computing hardware into an Amazon GameLift game hosting solution.

\n

To register a compute to a fleet, give the compute a name (must be unique within the\n fleet) and specify the compute resource's DNS name or IP address. Provide the Anywhere\n fleet ID and a fleet location to associate with the compute being registered. You can\n optionally include the path to a TLS certificate on the compute resource.

\n

If successful, this operation returns the compute details, including an Amazon GameLift SDK\n endpoint. Game server processes that run on the compute use this endpoint to communicate\n with the Amazon GameLift service. Each server process includes the SDK endpoint in its call to\n the Amazon GameLift server SDK action InitSDK().

\n

\n Learn more\n

\n " + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Registers a compute resource in an Amazon GameLift fleet. Register computes with an Amazon GameLift\n Anywhere fleet or a container fleet.

\n

For an Anywhere fleet or a container fleet that's running the Amazon GameLift Agent, the Agent\n handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the\n Agent, call this operation to register fleet computes.

\n

To register a compute, give the compute a name (must be unique within the\n fleet) and specify the compute resource's DNS name or IP address. Provide a \n fleet ID and a fleet location to associate with the compute being registered. You can\n optionally include the path to a TLS certificate on the compute resource.

\n

If successful, this operation returns compute details, including an Amazon GameLift SDK\n endpoint or Agent endpoint. Game server processes running on the compute can use this\n endpoint to communicate with the Amazon GameLift service. Each server process includes the SDK\n endpoint in its call to the Amazon GameLift server SDK action InitSDK().

\n

To view compute details, call DescribeCompute with the compute name.

\n

\n Learn more\n

\n " } }, "com.amazonaws.gamelift#RegisterComputeInput": { @@ -13097,6 +14403,47 @@ "smithy.api#output": {} } }, + "com.amazonaws.gamelift#ReplicaContainerGroupCounts": { + "type": "structure", + "members": { + "PENDING": { + "target": "com.amazonaws.gamelift#WholeNumber", + "traits": { + "smithy.api#documentation": "

The number of container groups that are starting up but have not yet registered.

" + } + }, + "ACTIVE": { + "target": "com.amazonaws.gamelift#WholeNumber", + "traits": { + "smithy.api#documentation": "

\n The number of container groups that have active game sessions.\n

" + } + }, + "IDLE": { + "target": "com.amazonaws.gamelift#WholeNumber", + "traits": { + "smithy.api#documentation": "

\n The number of container groups that have no active game sessions.\n

" + } + }, + "TERMINATING": { + "target": "com.amazonaws.gamelift#WholeNumber", + "traits": { + "smithy.api#documentation": "

The number of container groups that are in the process of shutting down.

" + } + } + }, + "traits": { + "smithy.api#documentation": "

\n This data type is used with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

The number and status of replica container groups that are deployed across a fleet with\n compute type CONTAINER. This information, combined with the number of server\n processes being hosted per container group (see RuntimeConfiguration), tells you\n how many game sessions the fleet is currently capable of hosting concurrently.

\n

\n Returned by:\n DescribeFleetCapacity, DescribeFleetLocationCapacity\n

" + } + }, + "com.amazonaws.gamelift#ReplicaContainerGroupsPerInstance": { + "type": "integer", + "traits": { + "smithy.api#range": { + "min": 1, + "max": 5000 + } + } + }, "com.amazonaws.gamelift#RequestUploadCredentials": { "type": "operation", "input": { @@ -13120,7 +14467,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves a fresh set of credentials for use when uploading a new set of game build\n files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see\n GameSession.

\n

To request new credentials, specify the build ID as returned with an initial\n CreateBuild request. If successful, a new set of credentials are\n returned, along with the S3 storage location associated with the build ID.

\n

\n Learn more\n

\n

\n Create a Build with Files in S3\n

\n

\n All APIs by task\n

" + "smithy.api#documentation": "

Retrieves a fresh set of credentials for use when uploading a new set of game build\n files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see\n CreateBuild.

\n

To request new credentials, specify the build ID as returned with an initial\n CreateBuild request. If successful, a new set of credentials are\n returned, along with the S3 storage location associated with the build ID.

\n

\n Learn more\n

\n

\n Create a Build with Files in S3\n

\n

\n All APIs by task\n

" } }, "com.amazonaws.gamelift#RequestUploadCredentialsInput": { @@ -13185,7 +14532,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves the fleet ID that an alias is currently pointing to.

\n

\n Related actions\n

\n

\n All APIs by task\n

" + "smithy.api#documentation": "

Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique\n alias identifier.

\n

If the alias has a SIMPLE routing strategy, Amazon GameLift returns a fleet ID.\n If the alias has a TERMINAL routing strategy, the result is a\n TerminalRoutingStrategyException.

\n

\n Related actions\n

\n

\n All APIs by task\n

" } }, "com.amazonaws.gamelift#ResolveAliasInput": { @@ -13375,13 +14722,13 @@ "ServerProcesses": { "target": "com.amazonaws.gamelift#ServerProcessList", "traits": { - "smithy.api#documentation": "

A collection of server process configurations that identify what server processes to\n run on each instance in a fleet.

" + "smithy.api#documentation": "

A collection of server process configurations that identify what server processes to\n run on fleet computes.

" } }, "MaxConcurrentGameSessionActivations": { "target": "com.amazonaws.gamelift#MaxConcurrentGameSessionActivations", "traits": { - "smithy.api#documentation": "

The number of game sessions in status ACTIVATING to allow on an instance.\n This setting limits the instance resources that can be used for new game activations at\n any one time.

" + "smithy.api#documentation": "

The number of game sessions in status ACTIVATING to allow on an instance or container.\n This setting limits the instance resources that can be used for new game activations at\n any one time.

" } }, "GameSessionActivationTimeoutSeconds": { @@ -13392,7 +14739,7 @@ } }, "traits": { - "smithy.api#documentation": "

A collection of server process configurations that describe the set of processes to\n run on each instance in a fleet. Server processes run either an executable in a custom\n game build or a Realtime Servers script. Amazon GameLift launches the configured processes, manages their\n life cycle, and replaces them as needed. Each instance checks regularly for an updated\n runtime configuration.

\n

A Amazon GameLift instance is limited to 50 processes running concurrently. To calculate the\n total number of processes in a runtime configuration, add the values of the\n ConcurrentExecutions parameter for each server process. Learn more\n about Running Multiple\n Processes on a Fleet.

" + "smithy.api#documentation": "

\n This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

A set of instructions that define the set of server processes to run on computes in a\n fleet. Server processes run either an executable in a custom game build or a Realtime Servers\n script. Amazon GameLift launches the processes, manages their life cycle, and replaces them as\n needed. Computes check regularly for an updated runtime configuration.

\n

On a container fleet, the Amazon GameLift Agent uses the runtime configuration to manage the\n lifecycle of server processes in a replica container group.

\n

An Amazon GameLift instance is limited to 50 processes running concurrently. To calculate the\n total number of processes defined in a runtime configuration, add the values of the\n ConcurrentExecutions parameter for each server process. Learn more\n about Running Multiple\n Processes on a Fleet.

" } }, "com.amazonaws.gamelift#S3Location": { @@ -13698,7 +15045,7 @@ } ], "traits": { - "smithy.api#documentation": "

Retrieves all active game sessions that match a set of search criteria and sorts them\n into a specified order.

\n

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.

\n

When searching for game sessions, you specify exactly where you want to search and\n provide a search filter expression, a sort expression, or both. A search request can\n search only one fleet, but it can search all of a fleet's locations.

\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To search all game sessions that are currently running on all locations in a\n fleet, provide a fleet or alias ID. This approach returns game sessions in the\n fleet's home Region and all remote locations that fit the search\n criteria.

    \n
  • \n
  • \n

    To search all game sessions that are currently running on a specific fleet\n location, provide a fleet or alias ID and a location name. For location, you can\n specify a fleet's home Region or any remote location.

    \n
  • \n
\n

Use the pagination parameters to retrieve results as a set of sequential pages.

\n

If successful, a GameSession object is returned for each game session\n that matches the request. Search finds game sessions that are in ACTIVE\n status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions .

\n

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.

\n
    \n
  • \n

    \n gameSessionId -- A unique identifier for the game session. You can use either a\n GameSessionId or GameSessionArn value.

    \n
  • \n
  • \n

    \n gameSessionName -- Name assigned to a game\n session. Game session names do not need to be unique to a game session.

    \n
  • \n
  • \n

    \n gameSessionProperties -- A set of key-value pairs that can store custom data in a game session.\n For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}.\n The filter expression must specify the GameProperty -- a Key and a string Value to search for the game sessions.

    \n

    For example, to search for the above key-value pair, specify the following search filter: gameSessionProperties.difficulty = \"novice\".\n All game property values are searched as strings.

    \n

    \n For examples of searching game sessions, see the ones below, and also see Search game sessions by game property.\n

    \n
  • \n
  • \n

    \n maximumSessions -- Maximum number of player\n sessions allowed for a game session.

    \n
  • \n
  • \n

    \n creationTimeMillis -- Value indicating when a\n game session was created. It is expressed in Unix time as milliseconds.

    \n
  • \n
  • \n

    \n playerSessionCount -- Number of players\n currently connected to a game session. This value changes rapidly as players\n join the session or drop out.

    \n
  • \n
  • \n

    \n hasAvailablePlayerSessions -- Boolean value\n indicating whether a game session has reached its maximum number of players. It\n is highly recommended that all search requests include this filter attribute to\n optimize search performance and return only sessions that players can join.\n

    \n
  • \n
\n \n

Returned values for playerSessionCount and\n hasAvailablePlayerSessions change quickly as players join sessions\n and others drop out. Results should be considered a snapshot in time. Be sure to\n refresh search results often, and handle sessions that fill up before a player can\n join.

\n
\n

\n All APIs by task\n

", + "smithy.api#documentation": "

Retrieves all active game sessions that match a set of search criteria and sorts them\n into a specified order.

\n

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 a game session placement queue.

\n

When searching for game sessions, you specify exactly where you want to search and\n provide a search filter expression, a sort expression, or both. A search request can\n search only one fleet, but it can search all of a fleet's locations.

\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To search all game sessions that are currently running on all locations in a\n fleet, provide a fleet or alias ID. This approach returns game sessions in the\n fleet's home Region and all remote locations that fit the search\n criteria.

    \n
  • \n
  • \n

    To search all game sessions that are currently running on a specific fleet\n location, provide a fleet or alias ID and a location name. For location, you can\n specify a fleet's home Region or any remote location.

    \n
  • \n
\n

Use the pagination parameters to retrieve results as a set of sequential pages.

\n

If successful, a GameSession object is returned for each game session\n that matches the request. Search finds game sessions that are in ACTIVE\n status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions .

\n

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.

\n
    \n
  • \n

    \n gameSessionId -- A unique identifier for the game session. You can use either a\n GameSessionId or GameSessionArn value.

    \n
  • \n
  • \n

    \n gameSessionName -- Name assigned to a game\n session. Game session names do not need to be unique to a game session.

    \n
  • \n
  • \n

    \n gameSessionProperties -- A set of key-value pairs that can store custom data in a game session.\n For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}.\n The filter expression must specify the GameProperty -- a Key and a string Value to search for the game sessions.

    \n

    For example, to search for the above key-value pair, specify the following search filter: gameSessionProperties.difficulty = \"novice\".\n All game property values are searched as strings.

    \n

    \n For examples of searching game sessions, see the ones below, and also see Search game sessions by game property.\n

    \n
  • \n
  • \n

    \n maximumSessions -- Maximum number of player\n sessions allowed for a game session.

    \n
  • \n
  • \n

    \n creationTimeMillis -- Value indicating when a\n game session was created. It is expressed in Unix time as milliseconds.

    \n
  • \n
  • \n

    \n playerSessionCount -- Number of players\n currently connected to a game session. This value changes rapidly as players\n join the session or drop out.

    \n
  • \n
  • \n

    \n hasAvailablePlayerSessions -- Boolean value\n indicating whether a game session has reached its maximum number of players. It\n is highly recommended that all search requests include this filter attribute to\n optimize search performance and return only sessions that players can join.\n

    \n
  • \n
\n \n

Returned values for playerSessionCount and\n hasAvailablePlayerSessions change quickly as players join sessions\n and others drop out. Results should be considered a snapshot in time. Be sure to\n refresh search results often, and handle sessions that fill up before a player can\n join.

\n
\n

\n All APIs by task\n

", "smithy.api#paginated": { "inputToken": "NextToken", "outputToken": "NextToken", @@ -13798,13 +15145,13 @@ "target": "com.amazonaws.gamelift#PositiveInteger", "traits": { "smithy.api#clientOptional": {}, - "smithy.api#documentation": "

The number of server processes using this configuration that run concurrently on each\n instance.

", + "smithy.api#documentation": "

The number of server processes using this configuration that run concurrently on each\n instance or container..

", "smithy.api#required": {} } } }, "traits": { - "smithy.api#documentation": "

A set of instructions for launching server processes on each instance in a fleet.\n Server processes run either an executable in a custom game build or a Realtime Servers script.\n Server process configurations are part of a fleet's runtime configuration.

" + "smithy.api#documentation": "

A set of instructions for launching server processes on fleet computes. Server\n processes run either an executable in a custom game build or a Realtime Servers script. Server\n process configurations are part of a fleet's runtime configuration.

" } }, "com.amazonaws.gamelift#ServerProcessList": { @@ -13830,6 +15177,21 @@ "smithy.api#pattern": "^\\d+\\.\\d+\\.\\d+$" } }, + "com.amazonaws.gamelift#SessionTarget": { + "type": "string", + "traits": { + "smithy.api#length": { + "min": 1, + "max": 400 + } + } + }, + "com.amazonaws.gamelift#Sha256": { + "type": "string", + "traits": { + "smithy.api#pattern": "^sha256:[a-fA-F0-9]{64}$" + } + }, "com.amazonaws.gamelift#SnsArnStringModel": { "type": "string", "traits": { @@ -14210,7 +15572,7 @@ } ], "traits": { - "smithy.api#documentation": "

Suspends certain types of activity in a fleet location. Currently, this operation is\n used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed\n separately for each location.

\n

Stopping fleet actions has several potential purposes. It allows you to temporarily\n stop auto-scaling activity but retain your scaling policies for use in the future. For\n multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it\n for certain locations.

\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To stop actions on instances in the fleet's home Region, provide a fleet ID\n and the type of actions to suspend.

    \n
  • \n
  • \n

    To stop actions on instances in one of the fleet's remote locations, provide a\n fleet ID, a location name, and the type of actions to suspend.

    \n
  • \n
\n

If successful, Amazon GameLift no longer initiates scaling events except in response to manual\n changes using UpdateFleetCapacity.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n Fleets\n

" + "smithy.api#documentation": "

Suspends certain types of activity in a fleet location. Currently, this operation is\n used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed\n separately for each location.

\n

Stopping fleet actions has several potential purposes. It allows you to temporarily\n stop auto-scaling activity but retain your scaling policies for use in the future. For\n multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it\n for certain locations.

\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To stop actions on instances in the fleet's home Region, provide a fleet ID\n and the type of actions to suspend.

    \n
  • \n
  • \n

    To stop actions on instances in one of the fleet's remote locations, provide a\n fleet ID, a location name, and the type of actions to suspend.

    \n
  • \n
\n

If successful, Amazon GameLift no longer initiates scaling events except in response to manual\n changes using UpdateFleetCapacity. To restart fleet actions again, call \n StartFleetActions.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n Fleets\n

" } }, "com.amazonaws.gamelift#StopFleetActionsInput": { @@ -14727,7 +16089,7 @@ } ], "traits": { - "smithy.api#documentation": "

Updates properties for an alias. To update properties, specify the alias ID to be\n updated and provide the information to be changed. To reassign an alias to another\n fleet, provide an updated routing strategy. If successful, the updated alias record is\n returned.

\n

\n Related actions\n

\n

\n All APIs by task\n

" + "smithy.api#documentation": "

Updates properties for an alias. Specify the unique identifier of the alias to be\n updated and the new property values. When reassigning an alias to a new fleet, provide\n an updated routing strategy. If successful, the updated alias record is returned.

\n

\n Related actions\n

\n

\n All APIs by task\n

" } }, "com.amazonaws.gamelift#UpdateAliasInput": { @@ -14878,7 +16240,7 @@ } ], "traits": { - "smithy.api#documentation": "

Updates a fleet's mutable attributes, including game session protection and resource\n creation limits.

\n

To update fleet attributes, specify the fleet ID and the property values that you want\n to change.

\n

If successful, an updated FleetAttributes object is returned.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

" + "smithy.api#documentation": "

Updates a fleet's mutable attributes, such as game session protection and resource\n creation limits.

\n

To update fleet attributes, specify the fleet ID and the property values that you want\n to change. If successful, Amazon GameLift returns the identifiers for the updated fleet.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

" } }, "com.amazonaws.gamelift#UpdateFleetAttributesInput": { @@ -14988,7 +16350,7 @@ } ], "traits": { - "smithy.api#documentation": "

Updates capacity settings for a fleet. For fleets with multiple locations, use this\n operation to manage capacity settings in each location individually. Fleet capacity\n determines the number of game sessions and players that can be hosted based on the fleet\n configuration. Use this operation to set the following fleet capacity properties:

\n
    \n
  • \n

    Minimum/maximum size: Set hard limits on fleet capacity. Amazon GameLift cannot set\n the fleet's capacity to a value outside of this range, whether the capacity is\n changed manually or through automatic scaling.

    \n
  • \n
  • \n

    Desired capacity: Manually set the number of Amazon EC2 instances to be maintained\n in a fleet location. Before changing a fleet's desired capacity, you may want to\n call DescribeEC2InstanceLimits to get the maximum capacity of the\n fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to\n adjust capacity based on player demand.

    \n
  • \n
\n

This operation can be used in the following ways:

\n
    \n
  • \n

    To update capacity for a fleet's home Region, or if the fleet has no remote\n locations, omit the Location parameter. The fleet must be in\n ACTIVE status.

    \n
  • \n
  • \n

    To update capacity for a fleet's remote location, include the\n Location parameter set to the location to be updated. The\n location must be in ACTIVE status.

    \n
  • \n
\n

If successful, capacity settings are updated immediately. In response a change in\n desired capacity, Amazon GameLift initiates steps to start new instances or terminate existing\n instances in the requested fleet location. This continues until the location's active\n instance count matches the new desired instance count. You can track a fleet's current\n capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is\n higher than the instance type's limit, the LimitExceeded exception\n occurs.

\n

\n Learn more\n

\n

\n Scaling fleet\n capacity\n

" + "smithy.api#documentation": "

\n This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.\n

\n

Updates capacity settings for a managed EC2 fleet or container fleet. For these\n fleets, you adjust capacity by changing the number of instances in the fleet. Fleet\n capacity determines the number of game sessions and players that the fleet can host\n based on its configuration. For fleets with multiple locations, use this operation to\n manage capacity settings in each location individually.

\n

Use this operation to set these fleet capacity properties:

\n
    \n
  • \n

    Minimum/maximum size: Set hard limits on the number of Amazon EC2 instances allowed. If Amazon GameLift receives a \n request--either through manual update or automatic scaling--it won't change the capacity \n to a value outside of this range.

    \n
  • \n
  • \n

    Desired capacity: As an alternative to automatic scaling, manually set the number of Amazon EC2 \n instances to be maintained. \n Before changing a fleet's desired capacity, check the maximum capacity of the\n fleet's Amazon EC2 instance type by calling DescribeEC2InstanceLimits.

    \n
  • \n
\n

To update capacity for a fleet's home Region, or if the fleet has no remote\n locations, omit the Location parameter. The fleet must be in\n ACTIVE status.

\n

To update capacity for a fleet's remote location, set the\n Location parameter to the location to update. The location must be in\n ACTIVE status.

\n

If successful, Amazon GameLift updates the capacity settings and returns the identifiers for\n the updated fleet and/or location. If a requested change to desired capacity exceeds the\n instance type's limit, the LimitExceeded exception occurs.

\n

Updates often prompt an immediate change in fleet capacity, such as when current\n capacity is different than the new desired capacity or outside the new limits. In this\n scenario, Amazon GameLift automatically initiates steps to add or remove instances in the fleet\n location. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity.

\n

\n Learn more\n

\n

\n Scaling fleet\n capacity\n

" } }, "com.amazonaws.gamelift#UpdateFleetCapacityInput": { @@ -15089,7 +16451,7 @@ } ], "traits": { - "smithy.api#documentation": "

Updates permissions that allow inbound traffic to connect to game sessions that are\n being hosted on instances in the fleet.

\n

To update settings, specify the fleet ID to be updated and specify the changes to be\n made. List the permissions you want to add in\n InboundPermissionAuthorizations, and permissions you want to remove in\n InboundPermissionRevocations. Permissions to be removed must match\n existing fleet permissions.

\n

If successful, the fleet ID for the updated fleet is returned. For fleets with remote\n locations, port setting updates can take time to propagate across all locations. You can\n check the status of updates in each location by calling\n DescribeFleetPortSettings with a location name.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

" + "smithy.api#documentation": "

Updates permissions that allow inbound traffic to connect to game sessions in the\n fleet.

\n

To update settings, specify the fleet ID to be updated and specify the changes to be\n made. List the permissions you want to add in\n InboundPermissionAuthorizations, and permissions you want to remove in\n InboundPermissionRevocations. Permissions to be removed must match\n existing fleet permissions.

\n

For a container fleet, inbound permissions must specify port numbers that are defined\n in the fleet's connection port settings.

\n

If successful, the fleet ID for the updated fleet is returned. For fleets with remote\n locations, port setting updates can take time to propagate across all locations. You can\n check the status of updates in each location by calling\n DescribeFleetPortSettings with a location name.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

" } }, "com.amazonaws.gamelift#UpdateFleetPortSettingsInput": { @@ -15644,6 +17006,9 @@ { "target": "com.amazonaws.gamelift#InvalidRequestException" }, + { + "target": "com.amazonaws.gamelift#LimitExceededException" + }, { "target": "com.amazonaws.gamelift#NotFoundException" }, @@ -15652,7 +17017,7 @@ } ], "traits": { - "smithy.api#documentation": "

Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift\n how to launch server processes on all instances in the fleet. You can update a fleet's\n runtime configuration at any time after the fleet is created; it does not need to be in\n ACTIVE status.

\n

To update runtime configuration, specify the fleet ID and provide a\n RuntimeConfiguration with an updated set of server process\n configurations.

\n

If successful, the fleet's runtime configuration settings are updated. Each instance\n in the fleet regularly checks for and retrieves updated runtime configurations.\n Instances immediately begin complying with the new configuration by launching new server\n processes or not replacing existing processes when they shut down. Updating a fleet's\n runtime configuration never affects existing server processes.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

" + "smithy.api#documentation": "

Updates the runtime configuration for the specified fleet. The runtime configuration\n tells Amazon GameLift how to launch server processes on computes in the fleet. For managed EC2\n fleets, it determines what server processes to run on each fleet instance. For container\n fleets, it describes what server processes to run in each replica container group. You\n can update a fleet's runtime configuration at any time after the fleet is created; it\n does not need to be in ACTIVE status.

\n

To update runtime configuration, specify the fleet ID and provide a\n RuntimeConfiguration with an updated set of server process\n configurations.

\n

If successful, the fleet's runtime configuration settings are updated. Fleet computes\n that run game server processes regularly check for and receive updated runtime\n configurations. The computes immediately take action to comply with the new\n configuration by launching new server processes or by not replacing existing processes\n when they shut down. Updating a fleet's runtime configuration never affects existing\n server processes.

\n

\n Learn more\n

\n

\n Setting up Amazon GameLift\n fleets\n

" } }, "com.amazonaws.gamelift#UpdateRuntimeConfigurationInput": { @@ -15670,7 +17035,7 @@ "target": "com.amazonaws.gamelift#RuntimeConfiguration", "traits": { "smithy.api#clientOptional": {}, - "smithy.api#documentation": "

Instructions for launching server processes on each instance in the fleet. Server\n processes run either a custom game build executable or a Realtime Servers script. The runtime\n configuration lists the types of server processes to run on an instance, how to launch\n them, and the number of processes to run concurrently.

", + "smithy.api#documentation": "

Instructions for launching server processes on fleet computes. Server processes run\n either a custom game build executable or a Realtime Servers script. The runtime configuration lists\n the types of server processes to run, how to launch them, and the number of processes to\n run concurrently.

", "smithy.api#required": {} } } @@ -15685,7 +17050,7 @@ "RuntimeConfiguration": { "target": "com.amazonaws.gamelift#RuntimeConfiguration", "traits": { - "smithy.api#documentation": "

The runtime configuration currently in use by all instances in the fleet. If the\n update was successful, all property changes are shown.

" + "smithy.api#documentation": "

The runtime configuration currently in use by computes in the fleet. If the update is\n successful, all property changes are shown.

" } } },