diff --git a/.changes/1.35.59.json b/.changes/1.35.59.json new file mode 100644 index 0000000000..8161e2a351 --- /dev/null +++ b/.changes/1.35.59.json @@ -0,0 +1,32 @@ +[ + { + "category": "``codebuild``", + "description": "AWS CodeBuild now supports non-containerized Linux and Windows builds on Reserved Capacity.", + "type": "api-change" + }, + { + "category": "``controltower``", + "description": "Added ResetEnabledControl API.", + "type": "api-change" + }, + { + "category": "``fis``", + "description": "This release adds support for generating experiment reports with the experiment report configuration", + "type": "api-change" + }, + { + "category": "``gamelift``", + "description": "Amazon GameLift releases container fleets support for general availability. Deploy Linux-based containerized game server software for hosting on Amazon GameLift.", + "type": "api-change" + }, + { + "category": "``payment-cryptography``", + "description": "Updated ListAliases API with KeyArn filter.", + "type": "api-change" + }, + { + "category": "``rds``", + "description": "Updates Amazon RDS documentation for Amazon RDS Extended Support for Amazon Aurora MySQL.", + "type": "api-change" + } +] \ No newline at end of file diff --git a/CHANGELOG.rst b/CHANGELOG.rst index 15bf3f6b48..1be0c901d6 100644 --- a/CHANGELOG.rst +++ b/CHANGELOG.rst @@ -2,6 +2,17 @@ CHANGELOG ========= +1.35.59 +======= + +* api-change:``codebuild``: AWS CodeBuild now supports non-containerized Linux and Windows builds on Reserved Capacity. +* api-change:``controltower``: Added ResetEnabledControl API. +* api-change:``fis``: This release adds support for generating experiment reports with the experiment report configuration +* api-change:``gamelift``: Amazon GameLift releases container fleets support for general availability. Deploy Linux-based containerized game server software for hosting on Amazon GameLift. +* api-change:``payment-cryptography``: Updated ListAliases API with KeyArn filter. +* api-change:``rds``: Updates Amazon RDS documentation for Amazon RDS Extended Support for Amazon Aurora MySQL. + + 1.35.58 ======= diff --git a/botocore/__init__.py b/botocore/__init__.py index 02987e8519..1ef80e981c 100644 --- a/botocore/__init__.py +++ b/botocore/__init__.py @@ -16,7 +16,7 @@ import os import re -__version__ = '1.35.58' +__version__ = '1.35.59' class NullHandler(logging.Handler): diff --git a/botocore/data/codebuild/2016-10-06/service-2.json b/botocore/data/codebuild/2016-10-06/service-2.json index 031467a8d8..e2db6f59ad 100644 --- a/botocore/data/codebuild/2016-10-06/service-2.json +++ b/botocore/data/codebuild/2016-10-06/service-2.json @@ -1641,7 +1641,7 @@ }, "environmentType":{ "shape":"EnvironmentType", - "documentation":"
The environment type of the compute fleet.
The environment type ARM_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), Asia Pacific (Mumbai), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), EU (Frankfurt), and South America (São Paulo).
The environment type LINUX_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_GPU_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), and Asia Pacific (Sydney).
The environment type MAC_ARM
is available for Medium fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), and EU (Frankfurt)
The environment type MAC_ARM
is available for Large fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), and Asia Pacific (Sydney).
The environment type WINDOWS_SERVER_2019_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), Asia Pacific (Tokyo), Asia Pacific (Mumbai) and EU (Ireland).
The environment type WINDOWS_SERVER_2022_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Sydney), Asia Pacific (Singapore), Asia Pacific (Tokyo), South America (São Paulo) and Asia Pacific (Mumbai).
For more information, see Build environment compute types in the CodeBuild user guide.
" + "documentation":"The environment type of the compute fleet.
The environment type ARM_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), Asia Pacific (Mumbai), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), EU (Frankfurt), and South America (São Paulo).
The environment type ARM_EC2
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_EC2
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_GPU_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), and Asia Pacific (Sydney).
The environment type MAC_ARM
is available for Medium fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), and EU (Frankfurt)
The environment type MAC_ARM
is available for Large fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), and Asia Pacific (Sydney).
The environment type WINDOWS_EC2
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type WINDOWS_SERVER_2019_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), Asia Pacific (Tokyo), Asia Pacific (Mumbai) and EU (Ireland).
The environment type WINDOWS_SERVER_2022_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Sydney), Asia Pacific (Singapore), Asia Pacific (Tokyo), South America (São Paulo) and Asia Pacific (Mumbai).
For more information, see Build environment compute types in the CodeBuild user guide.
" }, "computeType":{ "shape":"ComputeType", @@ -2178,6 +2178,9 @@ "WINDOWS_SERVER_2019_CONTAINER", "LINUX_LAMBDA_CONTAINER", "ARM_LAMBDA_CONTAINER", + "LINUX_EC2", + "ARM_EC2", + "WINDOWS_EC2", "MAC_ARM" ] }, @@ -2278,7 +2281,7 @@ }, "environmentType":{ "shape":"EnvironmentType", - "documentation":"The environment type of the compute fleet.
The environment type ARM_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), Asia Pacific (Mumbai), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), EU (Frankfurt), and South America (São Paulo).
The environment type LINUX_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_GPU_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), and Asia Pacific (Sydney).
The environment type MAC_ARM
is available for Medium fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), and EU (Frankfurt)
The environment type MAC_ARM
is available for Large fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), and Asia Pacific (Sydney).
The environment type WINDOWS_SERVER_2019_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), Asia Pacific (Tokyo), Asia Pacific (Mumbai) and EU (Ireland).
The environment type WINDOWS_SERVER_2022_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Sydney), Asia Pacific (Singapore), Asia Pacific (Tokyo), South America (São Paulo) and Asia Pacific (Mumbai).
For more information, see Build environment compute types in the CodeBuild user guide.
" + "documentation":"The environment type of the compute fleet.
The environment type ARM_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), Asia Pacific (Mumbai), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), EU (Frankfurt), and South America (São Paulo).
The environment type ARM_EC2
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_EC2
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_GPU_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), and Asia Pacific (Sydney).
The environment type MAC_ARM
is available for Medium fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), and EU (Frankfurt)
The environment type MAC_ARM
is available for Large fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), and Asia Pacific (Sydney).
The environment type WINDOWS_EC2
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type WINDOWS_SERVER_2019_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), Asia Pacific (Tokyo), Asia Pacific (Mumbai) and EU (Ireland).
The environment type WINDOWS_SERVER_2022_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Sydney), Asia Pacific (Singapore), Asia Pacific (Tokyo), South America (São Paulo) and Asia Pacific (Mumbai).
For more information, see Build environment compute types in the CodeBuild user guide.
" }, "computeType":{ "shape":"ComputeType", @@ -4683,7 +4686,7 @@ }, "environmentType":{ "shape":"EnvironmentType", - "documentation":"The environment type of the compute fleet.
The environment type ARM_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), Asia Pacific (Mumbai), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), EU (Frankfurt), and South America (São Paulo).
The environment type LINUX_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_GPU_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), and Asia Pacific (Sydney).
The environment type MAC_ARM
is available for Medium fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), and EU (Frankfurt)
The environment type MAC_ARM
is available for Large fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), and Asia Pacific (Sydney).
The environment type WINDOWS_SERVER_2019_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), Asia Pacific (Tokyo), Asia Pacific (Mumbai) and EU (Ireland).
The environment type WINDOWS_SERVER_2022_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Sydney), Asia Pacific (Singapore), Asia Pacific (Tokyo), South America (São Paulo) and Asia Pacific (Mumbai).
For more information, see Build environment compute types in the CodeBuild user guide.
" + "documentation":"The environment type of the compute fleet.
The environment type ARM_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), Asia Pacific (Mumbai), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), EU (Frankfurt), and South America (São Paulo).
The environment type ARM_EC2
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_EC2
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type LINUX_GPU_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), and Asia Pacific (Sydney).
The environment type MAC_ARM
is available for Medium fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), and EU (Frankfurt)
The environment type MAC_ARM
is available for Large fleets only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), and Asia Pacific (Sydney).
The environment type WINDOWS_EC2
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Tokyo), Asia Pacific (Singapore), Asia Pacific (Sydney), South America (São Paulo), and Asia Pacific (Mumbai).
The environment type WINDOWS_SERVER_2019_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), Asia Pacific (Sydney), Asia Pacific (Tokyo), Asia Pacific (Mumbai) and EU (Ireland).
The environment type WINDOWS_SERVER_2022_CONTAINER
is available only in regions US East (N. Virginia), US East (Ohio), US West (Oregon), EU (Ireland), EU (Frankfurt), Asia Pacific (Sydney), Asia Pacific (Singapore), Asia Pacific (Tokyo), South America (São Paulo) and Asia Pacific (Mumbai).
For more information, see Build environment compute types in the CodeBuild user guide.
" }, "computeType":{ "shape":"ComputeType", diff --git a/botocore/data/controltower/2018-05-10/service-2.json b/botocore/data/controltower/2018-05-10/service-2.json index c3785ddbd1..386edf6b9d 100644 --- a/botocore/data/controltower/2018-05-10/service-2.json +++ b/botocore/data/controltower/2018-05-10/service-2.json @@ -398,6 +398,26 @@ ], "documentation":"Re-enables an EnabledBaseline
resource. For example, this API can re-apply the existing Baseline
after a new member account is moved to the target OU. For usage examples, see the Amazon Web Services Control Tower User Guide .
Resets an enabled control.
" + }, "ResetLandingZone":{ "name":"ResetLandingZone", "http":{ @@ -487,7 +507,7 @@ {"shape":"ThrottlingException"}, {"shape":"ResourceNotFoundException"} ], - "documentation":"Updates the configuration of an already enabled control.
If the enabled control shows an EnablementStatus
of SUCCEEDED, supply parameters that are different from the currently configured parameters. Otherwise, Amazon Web Services Control Tower will not accept the request.
If the enabled control shows an EnablementStatus
of FAILED, Amazon Web Services Control Tower updates the control to match any valid parameters that you supply.
If the DriftSummary
status for the control shows as DRIFTED, you cannot call this API. Instead, you can update the control by calling DisableControl
and again calling EnableControl
, or you can run an extending governance operation. For usage examples, see the Controls Reference Guide .
Updates the configuration of an already enabled control.
If the enabled control shows an EnablementStatus
of SUCCEEDED, supply parameters that are different from the currently configured parameters. Otherwise, Amazon Web Services Control Tower will not accept the request.
If the enabled control shows an EnablementStatus
of FAILED, Amazon Web Services Control Tower updates the control to match any valid parameters that you supply.
If the DriftSummary
status for the control shows as DRIFTED
, you cannot call this API. Instead, you can update the control by calling the ResetEnabledControl
API. Alternatively, you can call DisableControl
and then call EnableControl
again. Also, you can run an extending governance operation to repair drift. For usage examples, see the Controls Reference Guide .
The ARN of the enabled control to be reset.
" + } + } + }, + "ResetEnabledControlOutput":{ + "type":"structure", + "required":["operationIdentifier"], + "members":{ + "operationIdentifier":{ + "shape":"OperationIdentifier", + "documentation":" The operation identifier for this ResetEnabledControl
operation.
Specifies the configuration for experiment logging.
" }, + "CreateExperimentTemplateReportConfigurationInput":{ + "type":"structure", + "members":{ + "outputs":{ + "shape":"ExperimentTemplateReportConfigurationOutputsInput", + "documentation":"The output destinations of the experiment report.
" + }, + "dataSources":{ + "shape":"ExperimentTemplateReportConfigurationDataSourcesInput", + "documentation":"The data sources for the experiment report.
" + }, + "preExperimentDuration":{ + "shape":"ReportConfigurationDuration", + "documentation":"The duration before the experiment start time for the data sources to include in the report.
" + }, + "postExperimentDuration":{ + "shape":"ReportConfigurationDuration", + "documentation":"The duration after the experiment end time for the data sources to include in the report.
" + } + }, + "documentation":"Specifies the configuration for experiment reports.
" + }, "CreateExperimentTemplateRequest":{ "type":"structure", "required":[ @@ -665,6 +687,10 @@ "experimentOptions":{ "shape":"CreateExperimentTemplateExperimentOptionsInput", "documentation":"The experiment options for the experiment template.
" + }, + "experimentReportConfiguration":{ + "shape":"CreateExperimentTemplateReportConfigurationInput", + "documentation":"The experiment report configuration for the experiment template.
" } } }, @@ -905,6 +931,14 @@ "targetAccountConfigurationsCount":{ "shape":"TargetAccountConfigurationsCount", "documentation":"The count of target account configurations for the experiment.
" + }, + "experimentReportConfiguration":{ + "shape":"ExperimentReportConfiguration", + "documentation":"The experiment report configuration for the experiment.
" + }, + "experimentReport":{ + "shape":"ExperimentReport", + "documentation":"The experiment report for the experiment.
" } }, "documentation":"Describes an experiment.
" @@ -1108,6 +1142,164 @@ }, "documentation":"Describes the options for an experiment.
" }, + "ExperimentReport":{ + "type":"structure", + "members":{ + "state":{ + "shape":"ExperimentReportState", + "documentation":"The state of the experiment report.
" + }, + "s3Reports":{ + "shape":"ExperimentReportS3ReportList", + "documentation":"The S3 destination of the experiment report.
" + } + }, + "documentation":"Describes the experiment report.
" + }, + "ExperimentReportConfiguration":{ + "type":"structure", + "members":{ + "outputs":{ + "shape":"ExperimentReportConfigurationOutputs", + "documentation":"The output destinations of the experiment report.
" + }, + "dataSources":{ + "shape":"ExperimentReportConfigurationDataSources", + "documentation":"The data sources for the experiment report.
" + }, + "preExperimentDuration":{ + "shape":"ReportConfigurationDuration", + "documentation":"The duration before the experiment start time for the data sources to include in the report.
" + }, + "postExperimentDuration":{ + "shape":"ReportConfigurationDuration", + "documentation":"The duration after the experiment end time for the data sources to include in the report.
" + } + }, + "documentation":"Describes the report configuration for the experiment. For more information, see Experiment report configurations for AWS FIS.
" + }, + "ExperimentReportConfigurationCloudWatchDashboard":{ + "type":"structure", + "members":{ + "dashboardIdentifier":{ + "shape":"ReportConfigurationCloudWatchDashboardIdentifier", + "documentation":"The Amazon Resource Name (ARN) of the CloudWatch dashboard to include in the experiment report.
" + } + }, + "documentation":"Specifies the CloudWatch dashboard to include in the experiment report. The dashboard widgets will be captured as snapshot graphs within the report.
" + }, + "ExperimentReportConfigurationCloudWatchDashboardList":{ + "type":"list", + "member":{"shape":"ExperimentReportConfigurationCloudWatchDashboard"} + }, + "ExperimentReportConfigurationDataSources":{ + "type":"structure", + "members":{ + "cloudWatchDashboards":{ + "shape":"ExperimentReportConfigurationCloudWatchDashboardList", + "documentation":"The CloudWatch dashboards to include as data sources in the experiment report.
" + } + }, + "documentation":"Describes the data sources for the experiment report.
" + }, + "ExperimentReportConfigurationOutputs":{ + "type":"structure", + "members":{ + "s3Configuration":{ + "shape":"ExperimentReportConfigurationOutputsS3Configuration", + "documentation":"The S3 destination for the experiment report.
" + } + }, + "documentation":"Describes the output destinations of the experiment report.
" + }, + "ExperimentReportConfigurationOutputsS3Configuration":{ + "type":"structure", + "members":{ + "bucketName":{ + "shape":"S3BucketName", + "documentation":"The name of the S3 bucket where the experiment report will be stored.
" + }, + "prefix":{ + "shape":"S3ObjectKey", + "documentation":"The prefix of the S3 bucket where the experiment report will be stored.
" + } + }, + "documentation":"Specifies the S3 destination for the experiment report.
" + }, + "ExperimentReportError":{ + "type":"structure", + "members":{ + "code":{ + "shape":"ExperimentReportErrorCode", + "documentation":"The error code for the failed experiment report generation.
" + } + }, + "documentation":"Describes the error when experiment report generation has failed.
" + }, + "ExperimentReportErrorCode":{ + "type":"string", + "max":128, + "pattern":"[\\s\\S]+" + }, + "ExperimentReportReason":{ + "type":"string", + "max":512, + "pattern":"[\\s\\S]+" + }, + "ExperimentReportS3Report":{ + "type":"structure", + "members":{ + "arn":{ + "shape":"ExperimentReportS3ReportArn", + "documentation":"The Amazon Resource Name (ARN) of the generated report.
" + }, + "reportType":{ + "shape":"ExperimentReportS3ReportType", + "documentation":"The report type for the experiment report.
" + } + }, + "documentation":"Describes the S3 destination for the report.
" + }, + "ExperimentReportS3ReportArn":{ + "type":"string", + "pattern":"[\\s\\S]+" + }, + "ExperimentReportS3ReportList":{ + "type":"list", + "member":{"shape":"ExperimentReportS3Report"} + }, + "ExperimentReportS3ReportType":{ + "type":"string", + "pattern":"[\\s\\S]+" + }, + "ExperimentReportState":{ + "type":"structure", + "members":{ + "status":{ + "shape":"ExperimentReportStatus", + "documentation":"The state of the experiment report generation.
" + }, + "reason":{ + "shape":"ExperimentReportReason", + "documentation":"The reason for the state of the experiment report generation.
" + }, + "error":{ + "shape":"ExperimentReportError", + "documentation":"The error information of the experiment when the experiment report generation has failed.
" + } + }, + "documentation":"Describes the state of the experiment report generation.
" + }, + "ExperimentReportStatus":{ + "type":"string", + "enum":[ + "pending", + "running", + "completed", + "cancelled", + "failed" + ] + }, "ExperimentS3LogConfiguration":{ "type":"structure", "members":{ @@ -1401,6 +1593,10 @@ "targetAccountConfigurationsCount":{ "shape":"TargetAccountConfigurationsCount", "documentation":"The count of target account configurations for the experiment template.
" + }, + "experimentReportConfiguration":{ + "shape":"ExperimentTemplateReportConfiguration", + "documentation":"Describes the report configuration for the experiment template.
" } }, "documentation":"Describes an experiment template.
" @@ -1543,6 +1739,82 @@ }, "documentation":"Describes the configuration for experiment logging.
" }, + "ExperimentTemplateReportConfiguration":{ + "type":"structure", + "members":{ + "outputs":{ + "shape":"ExperimentTemplateReportConfigurationOutputs", + "documentation":"Describes the output destinations of the experiment report.
" + }, + "dataSources":{ + "shape":"ExperimentTemplateReportConfigurationDataSources", + "documentation":"The data sources for the experiment report.
" + }, + "preExperimentDuration":{ + "shape":"ReportConfigurationDuration", + "documentation":"The duration before the experiment start time for the data sources to include in the report.
" + }, + "postExperimentDuration":{ + "shape":"ReportConfigurationDuration", + "documentation":"The duration after the experiment end time for the data sources to include in the report.
" + } + }, + "documentation":"Describes the experiment report configuration. For more information, see Experiment report configurations for AWS FIS.
" + }, + "ExperimentTemplateReportConfigurationCloudWatchDashboard":{ + "type":"structure", + "members":{ + "dashboardIdentifier":{ + "shape":"ReportConfigurationCloudWatchDashboardIdentifier", + "documentation":"The Amazon Resource Name (ARN) of the CloudWatch dashboard to include in the experiment report.
" + } + }, + "documentation":"The CloudWatch dashboards to include as data sources in the experiment report.
" + }, + "ExperimentTemplateReportConfigurationCloudWatchDashboardList":{ + "type":"list", + "member":{"shape":"ExperimentTemplateReportConfigurationCloudWatchDashboard"} + }, + "ExperimentTemplateReportConfigurationDataSources":{ + "type":"structure", + "members":{ + "cloudWatchDashboards":{ + "shape":"ExperimentTemplateReportConfigurationCloudWatchDashboardList", + "documentation":"The CloudWatch dashboards to include as data sources in the experiment report.
" + } + }, + "documentation":"Describes the data sources for the experiment report.
" + }, + "ExperimentTemplateReportConfigurationDataSourcesInput":{ + "type":"structure", + "members":{ + "cloudWatchDashboards":{ + "shape":"ReportConfigurationCloudWatchDashboardInputList", + "documentation":"The CloudWatch dashboards to include as data sources in the experiment report.
" + } + }, + "documentation":"Specifies the data sources for the experiment report.
" + }, + "ExperimentTemplateReportConfigurationOutputs":{ + "type":"structure", + "members":{ + "s3Configuration":{ + "shape":"ReportConfigurationS3Output", + "documentation":"The S3 destination for the experiment report.
" + } + }, + "documentation":"The output destinations of the experiment report.
" + }, + "ExperimentTemplateReportConfigurationOutputsInput":{ + "type":"structure", + "members":{ + "s3Configuration":{ + "shape":"ReportConfigurationS3OutputInput", + "documentation":"The S3 destination for the experiment report.
" + } + }, + "documentation":"Specifies the outputs for the experiment templates.
" + }, "ExperimentTemplateS3LogConfiguration":{ "type":"structure", "members":{ @@ -2206,6 +2478,58 @@ "min":1, "pattern":"[\\S]+" }, + "ReportConfigurationCloudWatchDashboardIdentifier":{ + "type":"string", + "max":512, + "pattern":"[\\S]+" + }, + "ReportConfigurationCloudWatchDashboardInput":{ + "type":"structure", + "members":{ + "dashboardIdentifier":{ + "shape":"ReportConfigurationCloudWatchDashboardIdentifier", + "documentation":"The Amazon Resource Name (ARN) of the CloudWatch dashboard to include in the experiment report.
" + } + }, + "documentation":"Specifies the CloudWatch dashboard for the experiment report.
" + }, + "ReportConfigurationCloudWatchDashboardInputList":{ + "type":"list", + "member":{"shape":"ReportConfigurationCloudWatchDashboardInput"} + }, + "ReportConfigurationDuration":{ + "type":"string", + "max":32, + "pattern":"[\\S]+" + }, + "ReportConfigurationS3Output":{ + "type":"structure", + "members":{ + "bucketName":{ + "shape":"S3BucketName", + "documentation":"The name of the S3 bucket where the experiment report will be stored.
" + }, + "prefix":{ + "shape":"S3ObjectKey", + "documentation":"The prefix of the S3 bucket where the experiment report will be stored.
" + } + }, + "documentation":"Describes the S3 destination for the experiment report.
" + }, + "ReportConfigurationS3OutputInput":{ + "type":"structure", + "members":{ + "bucketName":{ + "shape":"S3BucketName", + "documentation":"The name of the S3 bucket where the experiment report will be stored.
" + }, + "prefix":{ + "shape":"S3ObjectKey", + "documentation":"The prefix of the S3 bucket where the experiment report will be stored.
" + } + }, + "documentation":"Specifies the S3 destination for the experiment report.
" + }, "ResolvedTarget":{ "type":"structure", "members":{ @@ -2683,6 +3007,28 @@ }, "documentation":"Specifies the configuration for experiment logging.
" }, + "UpdateExperimentTemplateReportConfigurationInput":{ + "type":"structure", + "members":{ + "outputs":{ + "shape":"ExperimentTemplateReportConfigurationOutputsInput", + "documentation":"Describes the output destinations of the experiment report.
" + }, + "dataSources":{ + "shape":"ExperimentTemplateReportConfigurationDataSourcesInput", + "documentation":"The data sources for the experiment report.
" + }, + "preExperimentDuration":{ + "shape":"ReportConfigurationDuration", + "documentation":"The duration before the experiment start time for the data sources to include in the report.
" + }, + "postExperimentDuration":{ + "shape":"ReportConfigurationDuration", + "documentation":"The duration after the experiment end time for the data sources to include in the report.
" + } + }, + "documentation":"Specifies the input for the experiment report configuration.
" + }, "UpdateExperimentTemplateRequest":{ "type":"structure", "required":["id"], @@ -2720,6 +3066,10 @@ "experimentOptions":{ "shape":"UpdateExperimentTemplateExperimentOptionsInput", "documentation":"The experiment options for the experiment template.
" + }, + "experimentReportConfiguration":{ + "shape":"UpdateExperimentTemplateReportConfigurationInput", + "documentation":"The experiment report configuration for the experiment template.
" } } }, diff --git a/botocore/data/gamelift/2015-10-01/paginators-1.json b/botocore/data/gamelift/2015-10-01/paginators-1.json index e219465850..a5a9183798 100644 --- a/botocore/data/gamelift/2015-10-01/paginators-1.json +++ b/botocore/data/gamelift/2015-10-01/paginators-1.json @@ -137,6 +137,24 @@ "output_token": "NextToken", "limit_key": "Limit", "result_key": "ContainerGroupDefinitions" + }, + "ListContainerFleets": { + "input_token": "NextToken", + "output_token": "NextToken", + "limit_key": "Limit", + "result_key": "ContainerFleets" + }, + "ListContainerGroupDefinitionVersions": { + "input_token": "NextToken", + "output_token": "NextToken", + "limit_key": "Limit", + "result_key": "ContainerGroupDefinitions" + }, + "ListFleetDeployments": { + "input_token": "NextToken", + "output_token": "NextToken", + "limit_key": "Limit", + "result_key": "FleetDeployments" } } } diff --git a/botocore/data/gamelift/2015-10-01/service-2.json b/botocore/data/gamelift/2015-10-01/service-2.json index 58f8e5b201..828fd575a9 100644 --- a/botocore/data/gamelift/2015-10-01/service-2.json +++ b/botocore/data/gamelift/2015-10-01/service-2.json @@ -81,7 +81,26 @@ {"shape":"TaggingFailedException"}, {"shape":"InternalServiceException"} ], - "documentation":"Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.
When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource.
You can use the CreateBuild
operation in the following scenarios:
Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build.
Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them.
If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED
status. A build must be in READY
status before you can create fleets with it.
Learn more
Create a Build with Files in Amazon S3
" + "documentation":"Creates an Amazon GameLift build resource for your game server software and stores the software for deployment to hosting resources. Combine game server binaries and dependencies into a single .zip file
Use the CLI command upload-build to quickly and simply create a new build and upload your game build .zip file to Amazon GameLift Amazon S3. This helper command eliminates the need to explicitly manage access permissions.
Alternatively, use the CreateBuild
action for the following scenarios:
You want to create a build and upload a game build zip file from in an Amazon S3 location that you control. In this scenario, you need to give Amazon GameLift permission to access to the Amazon S3 bucket. With permission in place, call CreateBuild
and specify a build name, the build's runtime operating system, and the Amazon S3 storage location where the build file is stored.
You want to create a build and upload a local game build zip file to an Amazon S3 location that's controlled by Amazon GameLift. (See the upload-build
CLI command for this scenario.) In this scenario, you need to request temporary access credentials to the Amazon GameLift Amazon S3 location. Specify a build name and the build's runtime operating system. The response provides an Amazon S3 location and a set of temporary access credentials. Use the credentials to upload your build files to the specified Amazon S3 location (see Uploading Objects in the Amazon S3 Developer Guide). You can't update build files after uploading them to Amazon GameLift Amazon S3.
If successful, this action creates a new build resource with a unique build ID and places it in INITIALIZED
status. When the build reaches READY
status, you can create fleets with it.
Learn more
Create a Build with Files in Amazon S3
" + }, + "CreateContainerFleet":{ + "name":"CreateContainerFleet", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"CreateContainerFleetInput"}, + "output":{"shape":"CreateContainerFleetOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"ConflictException"}, + {"shape":"LimitExceededException"}, + {"shape":"InvalidRequestException"}, + {"shape":"UnauthorizedException"}, + {"shape":"TaggingFailedException"}, + {"shape":"UnsupportedRegionException"} + ], + "documentation":"Creates a managed fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your containerized game servers. Use this operation to define how to deploy a container architecture onto each fleet instance and configure fleet settings. You can create a container fleet in any Amazon Web Services Regions that Amazon GameLift supports for multi-location fleets. A container fleet can be deployed to a single location or multiple locations. Container fleets are deployed with Amazon Linux 2023 as the instance operating system.
Define the fleet's container architecture using container group definitions. Each fleet can have one of the following container group types:
The game server container group runs your game server build and dependent software. Amazon GameLift deploys one or more replicas of this container group to each fleet instance. The number of replicas depends on the computing capabilities of the fleet instance in use.
An optional per-instance container group might be used to run other software that only needs to run once per instance, such as background services, logging, or test processes. One per-instance container group is deployed to each fleet instance.
Each container group can include the definition for one or more containers. A container definition specifies a container image that is stored in an Amazon Elastic Container Registry (Amazon ECR) public or private repository.
Request options
Use this operation to make the following types of requests. Most fleet settings have default values, so you can create a working fleet with a minimal configuration and default values, which you can customize later.
Create a fleet with no container groups. You can configure a container fleet and then add container group definitions later. In this scenario, no fleet instances are deployed, and the fleet can't host game sessions until you add a game server container group definition. Provide the following required parameter values:
FleetRoleArn
Create a fleet with a game server container group. Provide the following required parameter values:
FleetRoleArn
GameServerContainerGroupDefinitionName
Create a fleet with a game server container group and a per-instance container group. Provide the following required parameter values:
FleetRoleArn
GameServerContainerGroupDefinitionName
PerInstanceContainerGroupDefinitionName
Results
If successful, this operation creates a new container fleet resource, places it in PENDING
status, and initiates the fleet creation workflow. For fleets with container groups, this workflow starts a fleet deployment and transitions the status to ACTIVE
. Fleets without a container group are placed in CREATED
status.
You can update most of the properties of a fleet, including container group definitions, and deploy the update across all fleet instances. Use a fleet update to deploy a new game server version update across the container fleet.
" }, "CreateContainerGroupDefinition":{ "name":"CreateContainerGroupDefinition", @@ -92,15 +111,15 @@ "input":{"shape":"CreateContainerGroupDefinitionInput"}, "output":{"shape":"CreateContainerGroupDefinitionOutput"}, "errors":[ - {"shape":"UnauthorizedException"}, - {"shape":"InvalidRequestException"}, {"shape":"ConflictException"}, + {"shape":"InternalServiceException"}, + {"shape":"InvalidRequestException"}, {"shape":"LimitExceededException"}, {"shape":"TaggingFailedException"}, - {"shape":"InternalServiceException"}, + {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"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
Creates a ContainerGroupDefinition
that describes a set of containers for hosting your game server with Amazon GameLift managed containers hosting. An Amazon GameLift container group is similar to a container task or pod. Use container group definitions when you create a container fleet with CreateContainerFleet.
A container group definition determines how Amazon GameLift deploys your containers to each instance in a container fleet. You can maintain multiple versions of a container group definition.
There are two types of container groups:
A game server container group has the containers that run your game server application and supporting software. A game server container group can have these container types:
Game server container. This container runs your game server. You can define one game server container in a game server container group.
Support container. This container runs software in parallel with your game server. You can define up to 8 support containers in a game server group.
When building a game server container group definition, you can choose to bundle your game server executable and all dependent software into a single game server container. Alternatively, you can separate the software into one game server container and one or more support containers.
On a container fleet instance, a game server container group can be deployed multiple times (depending on the compute resources of the instance). This means that all containers in the container group are replicated together.
A per-instance container group has containers for processes that aren't replicated on a container fleet instance. This might include background services, logging, test processes, or processes that need to persist independently of the game server container group. When building a per-instance container group, you can define up to 10 support containers.
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.
Request options
Use this operation to make the following types of requests. You can specify values for the minimum required parameters and customize optional values later.
Create a game server container group definition. Provide the following required parameter values:
Name
ContainerGroupType
(GAME_SERVER
)
OperatingSystem
(omit to use default value)
TotalMemoryLimitMebibytes
(omit to use default value)
TotalVcpuLimit
(omit to use default value)
At least one GameServerContainerDefinition
ContainerName
ImageUrl
PortConfiguration
ServerSdkVersion
(omit to use default value)
Create a per-instance container group definition. Provide the following required parameter values:
Name
ContainerGroupType
(PER_INSTANCE
)
OperatingSystem
(omit to use default value)
TotalMemoryLimitMebibytes
(omit to use default value)
TotalVcpuLimit
(omit to use default value)
At least one SupportContainerDefinition
ContainerName
ImageUrl
Results
If successful, this request creates a ContainerGroupDefinition
resource and assigns a unique ARN value. You can update most properties of a container group definition by calling UpdateContainerGroupDefinition, and optionally save the update as a new version.
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
" + "documentation":"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.
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
" }, "CreateFleetLocations":{ "name":"CreateFleetLocations", @@ -142,7 +161,7 @@ {"shape":"ConflictException"}, {"shape":"LimitExceededException"} ], - "documentation":"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.
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.
If successful, this operation returns the list of added locations with their status set to NEW
. Amazon GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents.
Learn more
Amazon GameLift service locations for managed hosting.
" + "documentation":"Adds remote locations to a managed EC2 fleet or managed 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.
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.
If successful, this operation returns the list of added locations with their status set to NEW
. Amazon GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents.
Learn more
Amazon GameLift service locations for managed hosting.
" }, "CreateGameServerGroup":{ "name":"CreateGameServerGroup", @@ -308,7 +327,7 @@ {"shape":"TaggingFailedException"}, {"shape":"InternalServiceException"} ], - "documentation":"Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.
To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:
A locally available directory. Use the ZipFile parameter for this option.
An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.
If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.
Learn more
Amazon GameLift Realtime Servers
Set Up a Role for Amazon GameLift Access
Related actions
" + "documentation":"Creates a script resource for your Realtime Servers script. Realtime scripts are JavaScript files that provide configuration settings and optional custom game logic for your game. Script logic is executed during an active game session. To deploy Realtime Servers for hosting, create an Amazon GameLift managed fleet with the script.
To create a script resource, specify a script name and provide the script file(s). The script files and all dependencies must be combined into a single .zip file. You can upload the .zip file from either of these locations:
A locally available directory. Use the ZipFile parameter for this option.
An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.
If the call is successful, Amazon GameLift creates a new script resource with a unique script ID. The script is uploaded to an Amazon S3 bucket that is owned by Amazon GameLift.
Learn more
Amazon GameLift Realtime Servers
Set Up a Role for Amazon GameLift Access
Related actions
" }, "CreateVpcPeeringAuthorization":{ "name":"CreateVpcPeeringAuthorization", @@ -374,6 +393,24 @@ ], "documentation":"Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
To delete a build, specify the build ID.
Learn more
" }, + "DeleteContainerFleet":{ + "name":"DeleteContainerFleet", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DeleteContainerFleetInput"}, + "output":{"shape":"DeleteContainerFleetOutput"}, + "errors":[ + {"shape":"NotFoundException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnauthorizedException"}, + {"shape":"InvalidRequestException"}, + {"shape":"TaggingFailedException"}, + {"shape":"UnsupportedRegionException"} + ], + "documentation":"Deletes all resources and information related to a container fleet and shuts down currently running fleet instances, including those in remote locations. The container fleet must be in ACTIVE
status to be deleted.
To delete a fleet, specify the fleet ID to be terminated. During the deletion process, the fleet status is changed to DELETING
.
Learn more
Setting up Amazon GameLift Fleets
" + }, "DeleteContainerGroupDefinition":{ "name":"DeleteContainerGroupDefinition", "http":{ @@ -381,15 +418,16 @@ "requestUri":"/" }, "input":{"shape":"DeleteContainerGroupDefinitionInput"}, + "output":{"shape":"DeleteContainerGroupDefinitionOutput"}, "errors":[ - {"shape":"UnauthorizedException"}, - {"shape":"NotFoundException"}, {"shape":"InternalServiceException"}, - {"shape":"TaggingFailedException"}, {"shape":"InvalidRequestException"}, + {"shape":"NotFoundException"}, + {"shape":"TaggingFailedException"}, + {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"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
" + "documentation":"Deletes a container group definition. You can delete a container group definition if there are no fleets using the definition.
Request options:
Delete an entire container group definition, including all versions. Specify the container group definition name, or use an ARN value without the version number.
Delete a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number.
Keep the newest versions and delete all older versions. Specify the container group definition name and the number of versions to retain. For example, set VersionCountToRetain
to 5 to delete all but the five most recent versions.
Learn more
" }, "DeleteFleet":{ "name":"DeleteFleet", @@ -519,7 +557,8 @@ {"shape":"InternalServiceException"}, {"shape":"InvalidRequestException"}, {"shape":"UnauthorizedException"}, - {"shape":"NotFoundException"} + {"shape":"NotFoundException"}, + {"shape":"UnsupportedRegionException"} ], "documentation":"Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet.
" }, @@ -585,7 +624,7 @@ {"shape":"NotFoundException"}, {"shape":"InternalServiceException"} ], - "documentation":"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.
" + "documentation":"Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift.
For an Anywhere 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.
" }, "DeregisterGameServer":{ "name":"DeregisterGameServer", @@ -646,9 +685,27 @@ {"shape":"UnauthorizedException"}, {"shape":"InvalidRequestException"}, {"shape":"NotFoundException"}, - {"shape":"InternalServiceException"} + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} + ], + "documentation":"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 managed EC2 fleets, this operation returns information about the EC2 instance.
For Anywhere fleets, this operation returns information about the registered compute.
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.
Retrieves the properties for a container fleet. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
Request options
Get container fleet properties for a single fleet. Provide either the fleet ID or ARN value.
Results
If successful, a ContainerFleet
object is returned. This object includes the fleet properties, including information about the most recent deployment.
Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.
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
" + "documentation":"Retrieves the properties of a container group definition, including all container definitions in the group.
Request options:
Retrieve the latest version of a container group definition. Specify the container group definition name only, or use an ARN value without a version number.
Retrieve a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number.
Results:
If successful, this operation returns the complete properties of a container group definition version.
Learn more
" }, "DescribeEC2InstanceLimits":{ "name":"DescribeEC2InstanceLimits", @@ -697,7 +754,7 @@ {"shape":"InvalidRequestException"}, {"shape":"UnauthorizedException"} ], - "documentation":"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 specific fleets, provide a list of fleet IDs or fleet ARNs.
To get attributes for all fleets, do not provide a fleet identifier.
When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetAttributes
object is returned for each fleet requested, unless the fleet identifier is not found.
Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.
Learn more
Setting up Amazon GameLift fleets
" + "documentation":"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 specific fleets, provide a list of fleet IDs or fleet ARNs.
To get attributes for all fleets, do not provide a fleet identifier.
When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetAttributes
object is returned for each fleet requested, unless the fleet identifier is not found.
Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.
Learn more
Setting up Amazon GameLift fleets
" }, "DescribeFleetCapacity":{ "name":"DescribeFleetCapacity", @@ -711,9 +768,27 @@ {"shape":"InternalServiceException"}, {"shape":"NotFoundException"}, {"shape":"InvalidRequestException"}, - {"shape":"UnauthorizedException"} + {"shape":"UnauthorizedException"}, + {"shape":"UnsupportedRegionException"} ], - "documentation":"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:
To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get capacity data for all fleets, do not provide a fleet identifier.
When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetCapacity
object is returned for each requested fleet ID. Each FleetCapacity
object includes a Location
property, which is set to the fleet's home Region. 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 includes the maximum allowed.
Learn more
Setting up Amazon GameLift fleets
" + "documentation":"Retrieves the resource capacity settings for one or more fleets. For a container fleet, this operation also returns counts for game server 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:
To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get capacity data for all fleets, do not provide a fleet identifier.
When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetCapacity
object is returned for each requested fleet ID. Each FleetCapacity
object includes a Location
property, which is set to the fleet's home Region. 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 includes the maximum allowed.
Learn more
Setting up Amazon GameLift fleets
" + }, + "DescribeFleetDeployment":{ + "name":"DescribeFleetDeployment", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DescribeFleetDeploymentInput"}, + "output":{"shape":"DescribeFleetDeploymentOutput"}, + "errors":[ + {"shape":"NotFoundException"}, + {"shape":"InternalServiceException"}, + {"shape":"UnauthorizedException"}, + {"shape":"InvalidRequestException"}, + {"shape":"UnsupportedRegionException"} + ], + "documentation":"Retrieves information about a managed container fleet deployment.
Request options
Get information about the latest deployment for a specific fleet. Provide the fleet ID or ARN.
Get information about a specific deployment. Provide the fleet ID or ARN and the deployment ID.
Results
If successful, a FleetDeployment
object is returned.
Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.
You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a collection of event log entries matching the request are returned.
Learn more
Setting up Amazon GameLift fleets
" }, @@ -763,7 +839,7 @@ {"shape":"NotFoundException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"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. 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.
Learn more
Setting up Amazon GameLift fleets
Amazon GameLift service locations for managed hosting
" + "documentation":"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. For a managed container fleet, this operation also returns counts for game server 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.
Learn more
Setting up Amazon GameLift fleets
Amazon GameLift service locations for managed hosting
" }, "DescribeFleetLocationUtilization":{ "name":"DescribeFleetLocationUtilization", @@ -797,7 +873,7 @@ {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"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 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 fleet ID and a location. Port setting updates can take time to propagate across all locations.
If successful, a set of IpPermission
objects is returned for the requested fleet ID. When specifying a location, this operation returns a pending status. If the requested fleet has been deleted, the result set is empty.
Learn more
Setting up Amazon GameLift fleets
" + "documentation":"Retrieves a fleet's inbound connection permissions. Inbound 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 managed container fleet, the port settings should include one or more of the container fleet's connection ports.
Use this operation in the following ways:
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 fleet ID and a location. Port setting updates can take time to propagate across all locations.
If successful, a set of IpPermission
objects is returned for the requested fleet ID. When specifying a location, this operation returns a pending status. If the requested fleet has been deleted, the result set is empty.
Learn more
Setting up Amazon GameLift fleets
" }, "DescribeFleetUtilization":{ "name":"DescribeFleetUtilization", @@ -1024,7 +1100,7 @@ {"shape":"InternalServiceException"}, {"shape":"InvalidRequestException"} ], - "documentation":"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.
Learn more
Setting up Amazon GameLift fleets
Running multiple processes on a fleet
" + "documentation":"Retrieves a fleet's runtime configuration settings. The runtime configuration determines which server processes run, and how they run, and how many run concurrently on computes in managed EC2 and Anywhere fleets. 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.
Learn more
Setting up Amazon GameLift fleets
Running multiple processes on a fleet
" }, "DescribeScalingPolicies":{ "name":"DescribeScalingPolicies", @@ -1102,9 +1178,10 @@ {"shape":"UnauthorizedException"}, {"shape":"InvalidRequestException"}, {"shape":"NotFoundException"}, - {"shape":"InternalServiceException"} + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} ], - "documentation":"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.
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.
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.
Learn more
" + "documentation":"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.
Request options
To request access to a compute, specify the compute name and the fleet ID.
Results
If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token.
With a managed 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.
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
Server SDK reference guides (for version 5.x)
Requests an authentication token from Amazon GameLift for a compute resource in an Amazon GameLift 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.
Request options
For managed EC2 fleets (compute type EC2
), 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 fleets (compute type ANYWHERE
), if you're using the Amazon GameLift Agent, auth token retrieval and refresh is handled automatically for any 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
Server SDK reference guides (for version 5.x)
Retrieves information on the compute resources in an Amazon GameLift fleet. Use the pagination parameters to retrieve results in a set of sequential pages.
Request options:
Retrieve a list of all computes in a fleet. Specify a fleet ID.
Retrieve a list of all computes in a specific fleet location. Specify a fleet ID and location.
Results:
If successful, this operation returns information on a set of computes. Depending on the type of fleet, the result includes the following information:
For managed EC2 fleets (compute type EC2
), this operation returns information about the EC2 instance. Compute names are EC2 instance IDs.
For Anywhere fleets (compute type ANYWHERE
), this operation returns compute names and details as provided when the compute was registered with RegisterCompute
. This includes GameLiftServiceSdkEndpoint
or GameLiftAgentEndpoint
.
Retrieves a collection of container fleet resources in an Amazon Web Services Region. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.
Request options
Get a list of all fleets. Call this operation without specifying a container group definition.
Get a list of fleets filtered by container group definition. Provide the container group definition name or ARN value.
To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, this operation returns a collection of container fleets that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve.
Fleet IDs are returned in no particular order.
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.
Retrieves all versions of a container group definition. Use the pagination parameters to retrieve results in a set of sequential pages.
Request options:
Get all versions of a specified container group definition. Specify the container group definition name or ARN value. (If the ARN value has a version number, it's ignored.)
Results:
If successful, this operation returns the complete properties of a set of container group definition versions that match the request.
This operation returns the list of container group definitions in descending version order (latest first).
Learn more
" }, "ListContainerGroupDefinitions":{ "name":"ListContainerGroupDefinitions", @@ -1208,12 +1320,29 @@ "input":{"shape":"ListContainerGroupDefinitionsInput"}, "output":{"shape":"ListContainerGroupDefinitionsOutput"}, "errors":[ - {"shape":"UnauthorizedException"}, + {"shape":"InternalServiceException"}, {"shape":"InvalidRequestException"}, + {"shape":"UnauthorizedException"}, + {"shape":"UnsupportedRegionException"} + ], + "documentation":"Retrieves container group definitions for the Amazon Web Services account and Amazon Web Services Region. Use the pagination parameters to retrieve results in a set of sequential pages.
This operation returns only the latest version of each definition. To retrieve all versions of a container group definition, use ListContainerGroupDefinitionVersions.
Request options:
Retrieve the most recent versions of all container group definitions.
Retrieve the most recent versions of all container group definitions, filtered by type. Specify the container group type to filter on.
Results:
If successful, this operation returns the complete properties of a set of container group definition versions that match the request.
This operation returns the list of container group definitions in no particular order.
Learn more
" + }, + "ListFleetDeployments":{ + "name":"ListFleetDeployments", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"ListFleetDeploymentsInput"}, + "output":{"shape":"ListFleetDeploymentsOutput"}, + "errors":[ + {"shape":"NotFoundException"}, {"shape":"InternalServiceException"}, + {"shape":"UnauthorizedException"}, + {"shape":"InvalidRequestException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"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
" + "documentation":"Retrieves a collection of container fleet deployments in an Amazon Web Services Region.
Request options
Get a list of all deployments. Call this operation without specifying a fleet ID.
Get a list of all deployments for a fleet. Specify the container fleet ID or ARN value.
To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
Results
If successful, this operation returns a list of deployments that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve.
Fleet IDs are returned in no particular order.
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.
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, 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 IDs are returned in no particular order.
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.
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.
Use the pagination parameters to retrieve results as a set of sequential pages.
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 IDs are returned in no particular order.
Retrieves all tags assigned to a Amazon GameLift resource. Use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.
To list tags for a resource, specify the unique ARN value for the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
" }, @@ -1319,7 +1449,8 @@ {"shape":"InternalServiceException"}, {"shape":"InvalidRequestException"}, {"shape":"UnauthorizedException"}, - {"shape":"NotFoundException"} + {"shape":"NotFoundException"}, + {"shape":"UnsupportedRegionException"} ], "documentation":"Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.
Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.
Target-based policy
A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.
For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and name, and set the policy type to \"TargetBased\". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration
object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
Rule-based policy
A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.
For example, a policy may make the following statement: \"If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%.\"
A policy's rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for [EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by [ScalingAdjustment]
.
To implement the example, the rule statement would look like this:
If [PercentIdleInstances]
is [GreaterThanThreshold]
[20]
for [15]
minutes, then [PercentChangeInCapacity]
to/by [10]
.
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to \"RuleBased\". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
" }, @@ -1339,7 +1470,7 @@ {"shape":"NotReadyException"}, {"shape":"LimitExceededException"} ], - "documentation":"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 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
Server SDK reference guides (for version 5.x)
Registers a compute resource in an Amazon GameLift Anywhere fleet.
For an Anywhere 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 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
Server SDK reference guides (for version 5.x)
Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED
, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.
Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED
, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, submit a new request to the same queue or a different queue.
Assigns a tag to an Amazon GameLift resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.
To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
" }, @@ -1583,7 +1715,8 @@ {"shape":"NotFoundException"}, {"shape":"InvalidRequestException"}, {"shape":"TaggingFailedException"}, - {"shape":"InternalServiceException"} + {"shape":"InternalServiceException"}, + {"shape":"UnsupportedRegionException"} ], "documentation":"Removes a tag assigned to a Amazon GameLift resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.
To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to remove. This operation succeeds even if the list includes tags that aren't assigned to the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
" }, @@ -1619,6 +1752,43 @@ ], "documentation":"Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
Learn more
" }, + "UpdateContainerFleet":{ + "name":"UpdateContainerFleet", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"UpdateContainerFleetInput"}, + "output":{"shape":"UpdateContainerFleetOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"NotFoundException"}, + {"shape":"NotReadyException"}, + {"shape":"LimitExceededException"}, + {"shape":"InvalidRequestException"}, + {"shape":"UnauthorizedException"}, + {"shape":"UnsupportedRegionException"} + ], + "documentation":"Updates the properties of a managed container fleet. Depending on the properties being updated, this operation might initiate a fleet deployment. You can track deployments for a fleet using DescribeFleetDeployment.
Request options
As with CreateContainerFleet, many fleet properties use common defaults or are calculated based on the fleet's container group definitions.
Update fleet properties that result in a fleet deployment. Include only those properties that you want to change. Specify deployment configuration settings.
Update fleet properties that don't result in a fleet deployment. Include only those properties that you want to change.
Changes to the following properties initiate a fleet deployment:
GameServerContainerGroupDefinition
PerInstanceContainerGroupDefinition
GameServerContainerGroupsPerInstance
InstanceInboundPermissions
InstanceConnectionPortRange
LogConfiguration
Results
If successful, this operation updates the container fleet resource, and might initiate a new deployment of fleet resources using the deployment configuration provided. A deployment replaces existing fleet instances with new instances that are deployed with the updated fleet properties. The fleet is placed in UPDATING
status until the deployment is complete, then return to ACTIVE
.
You can have only one update deployment active at a time for a fleet. If a second update request initiates a deployment while another deployment is in progress, the first deployment is cancelled.
" + }, + "UpdateContainerGroupDefinition":{ + "name":"UpdateContainerGroupDefinition", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"UpdateContainerGroupDefinitionInput"}, + "output":{"shape":"UpdateContainerGroupDefinitionOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"InvalidRequestException"}, + {"shape":"LimitExceededException"}, + {"shape":"NotFoundException"}, + {"shape":"UnauthorizedException"}, + {"shape":"UnsupportedRegionException"} + ], + "documentation":"Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain.
The only property you can't update is the container group type.
Request options:
Update based on the latest version of the container group definition. Specify the container group definition name only, or use an ARN value without a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the latest version.
Update based on a specific version of the container group definition. Specify the container group definition name and a source version number, or use an ARN value with a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the source version.
Change a game server container definition. Provide the updated container definition.
Add or change a support container definition. Provide a complete set of container definitions, including the updated definition.
Remove a support container definition. Provide a complete set of container definitions, excluding the definition to remove. If the container group has only one support container definition, provide an empty set.
Results:
If successful, this operation returns the complete properties of the new container group definition version.
If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments.
" + }, "UpdateFleetAttributes":{ "name":"UpdateFleetAttributes", "http":{ @@ -1656,7 +1826,7 @@ {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"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 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: 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.
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, 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
" + "documentation":"Updates capacity settings for a managed EC2 fleet or managed 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 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: 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.
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, 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
" }, "UpdateFleetPortSettings":{ "name":"UpdateFleetPortSettings", @@ -1775,7 +1945,7 @@ {"shape":"InvalidFleetStatusException"}, {"shape":"LimitExceededException"} ], - "documentation":"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. 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
Setting up Amazon GameLift fleets
" + "documentation":"Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on computes in managed EC2 and Anywhere fleets. 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. 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
Setting up Amazon GameLift fleets
" }, "UpdateScript":{ "name":"UpdateScript", @@ -1912,7 +2082,7 @@ }, "ArnStringModel":{ "type":"string", - "max":256, + "max":512, "min":1, "pattern":"[a-zA-Z0-9:/-]+" }, @@ -1988,15 +2158,15 @@ }, "BuildArn":{ "shape":"BuildArn", - "documentation":"The Amazon Resource Name (ARN) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift build ARN, the resource ID matches the BuildId value.
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift build ARN, the resource ID matches the BuildId value.
A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.
" + "documentation":"A descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
" }, "Version":{ "shape":"FreeText", - "documentation":"Version information associated with a build or script. Version strings don't need to be unique.
" + "documentation":"Version information that is associated with a build or script. Version strings do not need to be unique.
" }, "Status":{ "shape":"BuildStatus", @@ -2051,10 +2221,10 @@ "members":{ "CertificateType":{ "shape":"CertificateType", - "documentation":"Indicates whether a TLS/SSL certificate is generated for a fleet.
Valid values include:
GENERATED - Generate a TLS/SSL certificate for this fleet.
DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.
Indicates whether a TLS/SSL certificate is generated for a fleet.
Valid values include:
GENERATED -- Generate a TLS/SSL certificate for this fleet.
DISABLED -- (default) Do not generate a TLS/SSL certificate for this fleet.
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
.
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
.
The InstanceID
of the Instance
hosting the compute for Container and Managed EC2 fleets.
The InstanceID
of the EC2 instance that is hosting the compute.
Some attributes of a container.
" + "documentation":"A set of attributes for each container in the compute.
" + }, + "GameServerContainerGroupDefinitionArn":{ + "shape":"ContainerGroupDefinitionNameOrArn", + "documentation":"The game server container group definition for the compute.
" } }, - "documentation":"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.
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 managed 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.
Ending value for the port. Port numbers are end-inclusive. This value must be equal to or greater than FromPort
.
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.
Part of: ContainerGroupsConfiguration, ContainerGroupsAttributes
" + "documentation":"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.
" }, - "ContainerAttributes":{ + "ContainerAttribute":{ "type":"structure", "members":{ - "ContainerPortMappings":{ - "shape":"ContainerPortMappingList", - "documentation":" 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.
The identifier for a container that's running in a compute.
" + }, + "ContainerRuntimeId":{ + "shape":"NonEmptyString", + "documentation":"The runtime ID for the container that's running in a compute. This value is unique within the compute.
" } }, - "documentation":"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
.
A unique identifier for a container in a container fleet compute.
Returned by: DescribeCompute
" + }, + "ContainerAttributes":{ + "type":"list", + "member":{"shape":"ContainerAttribute"}, + "max":10, + "min":1 }, "ContainerCommandStringList":{ "type":"list", @@ -2263,212 +2447,225 @@ "max":20, "min":1 }, - "ContainerCpu":{ - "type":"integer", - "max":10240, - "min":1 - }, - "ContainerDefinition":{ + "ContainerDependency":{ "type":"structure", "required":[ "ContainerName", - "ImageUri" + "Condition" ], "members":{ "ContainerName":{ "shape":"NonZeroAnd128MaxAsciiString", - "documentation":"The container definition identifier. Container names are unique within a container group definition.
" + "documentation":"A descriptive label for the container definition that this container depends on.
" }, - "ImageUri":{ - "shape":"ImageUriString", - "documentation":"The URI to the image that $short; copied and deployed to a container fleet. For a more specific identifier, see ResolvedImageDigest
.
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.
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.
eiifcbfhgrdurhnucnufkgbnbnnerrvbtjvljdetkehcPart of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
" + }, + "ContainerDependencyCondition":{ + "type":"string", + "enum":[ + "START", + "COMPLETE", + "SUCCESS", + "HEALTHY" + ] + }, + "ContainerDependencyList":{ + "type":"list", + "member":{"shape":"ContainerDependency"}, + "max":10, + "min":1 + }, + "ContainerEnvironment":{ + "type":"structure", + "required":[ + "Name", + "Value" + ], + "members":{ + "Name":{ + "shape":"NonZeroAnd255MaxString", + "documentation":"The environment variable name.
" }, - "ResolvedImageDigest":{ - "shape":"Sha256", - "documentation":"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.
" + "Value":{ + "shape":"NonZeroAnd255MaxString", + "documentation":"The environment variable value.
" + } + }, + "documentation":"An environment variable to set inside a container, in the form of a key-value pair.
Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
" + }, + "ContainerEnvironmentList":{ + "type":"list", + "member":{"shape":"ContainerEnvironment"}, + "max":20, + "min":1 + }, + "ContainerFleet":{ + "type":"structure", + "members":{ + "FleetId":{ + "shape":"FleetId", + "documentation":"A unique identifier for the container fleet to retrieve.
" }, - "MemoryLimits":{ - "shape":"ContainerMemoryLimits", - "documentation":"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
" + "FleetArn":{ + "shape":"FleetArn", + "documentation":"The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift fleet ARN, the resource ID matches the FleetId
value.
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
.
The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift. See Set up an IAM service role. This fleet property can't be changed.
" }, - "Cpu":{ - "shape":"ContainerCpu", - "documentation":"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
" + "GameServerContainerGroupDefinitionName":{ + "shape":"ContainerGroupDefinitionName", + "documentation":"The name of the fleet's game server container group definition, which describes how to deploy containers with your game server build and support software onto each fleet instance.
" }, - "HealthCheck":{ - "shape":"ContainerHealthCheck", - "documentation":"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.
" + "GameServerContainerGroupDefinitionArn":{ + "shape":"ContainerGroupDefinitionArn", + "documentation":"The Amazon Resource Name (ARN) that is assigned to the fleet's game server container group. The ARN value also identifies the specific container group definition version in use.
" }, - "Command":{ - "shape":"ContainerCommandStringList", - "documentation":"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.
" + "PerInstanceContainerGroupDefinitionName":{ + "shape":"ContainerGroupDefinitionName", + "documentation":"The name of the fleet's per-instance container group definition.
" }, - "Essential":{ - "shape":"BooleanModel", - "documentation":"Indicates whether the container is vital to the container group. If an essential container fails, the entire container group is restarted.
" + "PerInstanceContainerGroupDefinitionArn":{ + "shape":"ContainerGroupDefinitionArn", + "documentation":"The Amazon Resource Name (ARN) that is assigned to the fleet's per-instance container group. The ARN value also identifies the specific container group definition version in use.
" }, - "EntryPoint":{ - "shape":"ContainerEntryPointList", - "documentation":"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.
" + "InstanceConnectionPortRange":{"shape":"ConnectionPortRange"}, + "InstanceInboundPermissions":{ + "shape":"IpPermissionsList", + "documentation":"The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet.
" }, - "WorkingDirectory":{ - "shape":"NonZeroAnd255MaxString", - "documentation":"The directory in the container where commands are run. See the ContainerDefinition::workingDirectory parameter in the Amazon Elastic Container Service API Reference.
" + "GameServerContainerGroupsPerInstance":{ + "shape":"GameServerContainerGroupsPerInstance", + "documentation":"The number of times to replicate the game server container group on each fleet instance.
" }, - "Environment":{ - "shape":"ContainerEnvironmentList", - "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 Reference.
" - }, - "DependsOn":{ - "shape":"ContainerDependencyList", - "documentation":"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.
" - } - }, - "documentation":"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
" - }, - "ContainerDefinitionInput":{ - "type":"structure", - "required":[ - "ContainerName", - "ImageUri" - ], - "members":{ - "ContainerName":{ - "shape":"NonZeroAnd128MaxAsciiString", - "documentation":"A string that uniquely identifies the container definition within a container group.
" + "MaximumGameServerContainerGroupsPerInstance":{ + "shape":"MaximumGameServerContainerGroupsPerInstance", + "documentation":"The calculated maximum number of game server container group that can be deployed on each fleet instance. The calculation depends on the resource needs of the container group and the CPU and memory resources of the fleet's instance type.
" }, - "ImageUri":{ - "shape":"ImageUriString", - "documentation":"The location of a container image that $short; will copy and deploy to a container fleet. Images in Amazon Elastic Container Registry private repositories are supported. The repository must be in the same Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For limits on image size, see Amazon GameLift endpoints and quotas. You can use any of the following image URI formats:
Image ID only: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]
Image ID and digest: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]@[digest]
Image ID and tag: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]:[tag]
The Amazon EC2 instance type to use for all instances in the fleet. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity. You can't update this fleet property.
" }, - "MemoryLimits":{ - "shape":"ContainerMemoryLimits", - "documentation":"The amount of memory to make available to the container. If you don't specify memory limits for this container, then it shares the container group's total memory allocation.
Related data type: ContainerGroupDefinition$TotalMemoryLimit
" + "BillingType":{ + "shape":"ContainerFleetBillingType", + "documentation":"Indicates whether the fleet uses On-Demand or Spot instances for this fleet. Learn more about when to use On-Demand versus Spot Instances. You can't update this fleet property.
By default, this property is set to ON_DEMAND
.
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
.
A meaningful description of the container fleet.
" }, - "Cpu":{ - "shape":"ContainerCpu", - "documentation":"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
" + "CreationTime":{ + "shape":"Timestamp", + "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\"
).
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.
" + "MetricGroups":{ + "shape":"MetricGroupList", + "documentation":"The name of an Amazon Web Services CloudWatch metric group to add this fleet to. Metric groups aggregate metrics for multiple fleets.
" }, - "Command":{ - "shape":"ContainerCommandStringList", - "documentation":"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.
" + "NewGameSessionProtectionPolicy":{ + "shape":"ProtectionPolicy", + "documentation":"Determines whether Amazon GameLift can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.
NoProtection -- Game sessions can be shut down during active gameplay.
FullProtection -- Game sessions in ACTIVE
status can't be shut down.
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.
" + "GameSessionCreationLimitPolicy":{ + "shape":"GameSessionCreationLimitPolicy", + "documentation":"
A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.
" }, - "EntryPoint":{ - "shape":"ContainerEntryPointList", - "documentation":"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.
" + "Status":{ + "shape":"ContainerFleetStatus", + "documentation":"The current status of the container fleet.
PENDING
-- A new container fleet has been requested.
CREATING
-- A new container fleet resource is being created.
CREATED
-- A new container fleet resource has been created. No fleet instances have been deployed.
ACTIVATING
-- New container fleet instances are being deployed.
ACTIVE
-- The container fleet has been deployed and is ready to host game sessions.
UPDATING
-- Updates to the container fleet is being updated. A deployment is in progress.
The directory in the container where commands are run. See the ContainerDefinition::workingDirectory parameter in the Amazon Elastic Container Service API Reference.
" + "DeploymentDetails":{ + "shape":"DeploymentDetails", + "documentation":"Information about the most recent deployment for the container fleet.
" }, - "Environment":{ - "shape":"ContainerEnvironmentList", - "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 Reference.
" + "LogConfiguration":{ + "shape":"LogConfiguration", + "documentation":"The method that is used to collect container logs for the fleet. Amazon GameLift saves all standard output for each container in logs, including game session logs.
CLOUDWATCH
-- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.
S3
-- Store logs in an Amazon S3 bucket that you define.
NONE
-- Don't collect container logs.
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.
Information about the container fleet's remote locations where fleet instances are deployed.
" } }, - "documentation":"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
" + "documentation":"Describes an Amazon GameLift managed container fleet.
" }, - "ContainerDefinitionInputList":{ - "type":"list", - "member":{"shape":"ContainerDefinitionInput"}, - "max":10, - "min":1 + "ContainerFleetBillingType":{ + "type":"string", + "enum":[ + "ON_DEMAND", + "SPOT" + ] }, - "ContainerDefinitionList":{ + "ContainerFleetList":{ "type":"list", - "member":{"shape":"ContainerDefinition"}, - "max":10, + "member":{"shape":"ContainerFleet"}, "min":1 }, - "ContainerDependency":{ + "ContainerFleetLocationAttributes":{ "type":"structure", - "required":[ - "ContainerName", - "Condition" - ], "members":{ - "ContainerName":{ - "shape":"NonZeroAnd128MaxAsciiString", - "documentation":"A descriptive label for the container definition that this container depends on.
" + "Location":{ + "shape":"LocationStringModel", + "documentation":"A location identifier.
" }, - "Condition":{ - "shape":"ContainerDependencyCondition", - "documentation":"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.
The status of fleet activity in the location.
PENDING
-- A new container fleet has been requested.
CREATING
-- A new container fleet resource is being created.
CREATED
-- A new container fleet resource has been created. No fleet instances have been deployed.
ACTIVATING
-- New container fleet instances are being deployed.
ACTIVE
-- The container fleet has been deployed and is ready to host game sessions.
UPDATING
-- Updates to the container fleet is being updated. A deployment is in progress.
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.
Part of: ContainerDefinition
" + "documentation":"Details about a location in a multi-location container fleet.
" }, - "ContainerDependencyCondition":{ + "ContainerFleetLocationAttributesList":{ + "type":"list", + "member":{"shape":"ContainerFleetLocationAttributes"} + }, + "ContainerFleetLocationStatus":{ "type":"string", "enum":[ - "START", - "COMPLETE", - "SUCCESS", - "HEALTHY" + "PENDING", + "CREATING", + "CREATED", + "ACTIVATING", + "ACTIVE", + "UPDATING", + "DELETING" ] }, - "ContainerDependencyList":{ - "type":"list", - "member":{"shape":"ContainerDependency"}, - "max":10, - "min":1 + "ContainerFleetRemoveAttribute":{ + "type":"string", + "enum":["PER_INSTANCE_CONTAINER_GROUP_DEFINITION"] }, - "ContainerEntryPointList":{ + "ContainerFleetRemoveAttributeList":{ "type":"list", - "member":{"shape":"NonZeroAndMaxString"}, - "max":20, + "member":{"shape":"ContainerFleetRemoveAttribute"}, + "max":1, "min":1 }, - "ContainerEnvironment":{ - "type":"structure", - "required":[ - "Name", - "Value" - ], - "members":{ - "Name":{ - "shape":"NonZeroAnd255MaxString", - "documentation":"The environment variable name.
" - }, - "Value":{ - "shape":"NonZeroAnd255MaxString", - "documentation":"The environment variable value.
" - } - }, - "documentation":"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.
Related data type: ContainerDefinition$Environment
" - }, - "ContainerEnvironmentList":{ - "type":"list", - "member":{"shape":"ContainerEnvironment"}, - "max":20, - "min":1 + "ContainerFleetStatus":{ + "type":"string", + "enum":[ + "PENDING", + "CREATING", + "CREATED", + "ACTIVATING", + "ACTIVE", + "UPDATING", + "DELETING" + ] }, "ContainerGroupDefinition":{ "type":"structure", + "required":["Name"], "members":{ "ContainerGroupDefinitionArn":{ "shape":"ContainerGroupDefinitionArn", - "documentation":"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:<region>::containergroupdefinition/[container group definition name]
.
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:[region]::containergroupdefinition/[container group definition name]:[version]
.
The platform required for all containers in the container group definition.
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.
The platform that all containers in the container group definition run on.
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.
A descriptive identifier for the container group definition. The name value is unique in an Amazon Web Services Region.
" }, - "SchedulingStrategy":{ - "shape":"ContainerSchedulingStrategy", - "documentation":"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.
" + "ContainerGroupType":{ + "shape":"ContainerGroupType", + "documentation":"The type of container group. Container group type determines how Amazon GameLift deploys the container group on each fleet instance.
" }, - "TotalMemoryLimit":{ + "TotalMemoryLimitMebibytes":{ "shape":"ContainerTotalMemoryLimit", - "documentation":"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.
" + "documentation":"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 a limit for each container definition in the group. If individual containers have limits, this total value must be greater than any individual container's memory limit.
" + }, + "TotalVcpuLimit":{ + "shape":"ContainerTotalVcpuLimit", + "documentation":"The amount of vCPU units on a fleet instance to allocate for the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share these resources. You can set a limit for each container definition in the group. If individual containers have limits, this total value must be equal to or greater than the sum of the limits for each container in the group.
" }, - "TotalCpuLimit":{ - "shape":"ContainerTotalCpuLimit", - "documentation":"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.
" + "GameServerContainerDefinition":{ + "shape":"GameServerContainerDefinition", + "documentation":"The definition for the game server container in this group. This property is used only when the container group type is GAME_SERVER
. This container definition specifies a container image with the game server build.
The set of container definitions that are included in the container group.
" + "SupportContainerDefinitions":{ + "shape":"SupportContainerDefinitionList", + "documentation":"The set of definitions for support containers in this group. A container group definition might have zero support container definitions. Support container can be used in any type of container group.
" + }, + "VersionNumber":{ + "shape":"PositiveInteger", + "documentation":"Indicates the version of a particular container group definition. This number is incremented automatically when you update a container group definition. You can view, update, or delete individual versions or the entire container group definition.
" + }, + "VersionDescription":{ + "shape":"NonZeroAndMaxString", + "documentation":"An optional description that was provided for a container group definition update. Each version can have a unique description.
" }, "Status":{ "shape":"ContainerGroupDefinitionStatus", @@ -2507,13 +2716,13 @@ "documentation":"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.
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
" + "documentation":"The properties that describe a container group resource. You can update all properties of a container group definition properties. Updates to a container group definition are saved as new versions.
Used with: CreateContainerGroupDefinition
Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition
" }, "ContainerGroupDefinitionArn":{ "type":"string", "max":512, "min":1, - "pattern":"^arn:.*:containergroupdefinition\\/containergroupdefinition-[a-zA-Z0-9-]+$" + "pattern":"^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$" }, "ContainerGroupDefinitionList":{ "type":"list", @@ -2529,31 +2738,7 @@ "type":"string", "max":512, "min":1, - "pattern":"^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+$" - }, - "ContainerGroupDefinitionNameOrArnLimitedList":{ - "type":"list", - "member":{"shape":"ContainerGroupDefinitionNameOrArn"}, - "max":2, - "min":1 - }, - "ContainerGroupDefinitionPropertiesList":{ - "type":"list", - "member":{"shape":"ContainerGroupDefinitionProperty"} - }, - "ContainerGroupDefinitionProperty":{ - "type":"structure", - "members":{ - "SchedulingStrategy":{ - "shape":"ContainerSchedulingStrategy", - "documentation":"The method for scheduling and maintaining copies of the container group across a container fleet.
" - }, - "ContainerGroupDefinitionName":{ - "shape":"ContainerGroupDefinitionName", - "documentation":"The unique identifier for the container group definition.
" - } - }, - "documentation":"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
" + "pattern":"^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$" }, "ContainerGroupDefinitionStatus":{ "type":"string", @@ -2563,59 +2748,12 @@ "FAILED" ] }, - "ContainerGroupsAttributes":{ - "type":"structure", - "members":{ - "ContainerGroupDefinitionProperties":{ - "shape":"ContainerGroupDefinitionPropertiesList", - "documentation":"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.
" - }, - "ConnectionPortRange":{ - "shape":"ConnectionPortRange", - "documentation":"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.
Details about the number of replica container groups that Amazon GameLift deploys to each instance in the container fleet.
" - } - }, - "documentation":"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
" - }, - "ContainerGroupsConfiguration":{ - "type":"structure", - "required":[ - "ContainerGroupDefinitionNames", - "ConnectionPortRange" - ], - "members":{ - "ContainerGroupDefinitionNames":{ - "shape":"ContainerGroupDefinitionNameOrArnLimitedList", - "documentation":"The list of container group definition names to deploy to a new container fleet.
" - }, - "ConnectionPortRange":{ - "shape":"ConnectionPortRange", - "documentation":"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.
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.
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.
" - } - }, - "documentation":"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
" - }, - "ContainerGroupsPerInstance":{ - "type":"structure", - "members":{ - "DesiredReplicaContainerGroupsPerInstance":{ - "shape":"ReplicaContainerGroupsPerInstance", - "documentation":"The desired number of replica container groups to place on each fleet instance.
" - }, - "MaxReplicaContainerGroupsPerInstance":{ - "shape":"ReplicaContainerGroupsPerInstance", - "documentation":"The maximum possible number of replica container groups that each fleet instance can have.
" - } - }, - "documentation":"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, fleet creation fails..
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
" + "ContainerGroupType":{ + "type":"string", + "enum":[ + "GAME_SERVER", + "PER_INSTANCE" + ] }, "ContainerHealthCheck":{ "type":"structure", @@ -2629,20 +2767,20 @@ "shape":"ContainerHealthCheckInterval", "documentation":"The time period (in seconds) between each health check.
" }, - "Timeout":{ - "shape":"ContainerHealthCheckTimeout", - "documentation":"The time period (in seconds) to wait for a health check to succeed before a failed health check is counted.
" - }, "Retries":{ "shape":"ContainerHealthCheckRetries", - "documentation":"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.
" + "documentation":"The number of times to retry a failed health check before flagging the container unhealthy. The first run of the command does not count as a retry.
" }, "StartPeriod":{ "shape":"ContainerHealthCheckStartPeriod", "documentation":"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.
" + }, + "Timeout":{ + "shape":"ContainerHealthCheckTimeout", + "documentation":"The time period (in seconds) to wait for a health check to succeed before counting a failed health check.
" } }, - "documentation":"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
" + "documentation":"Instructions on when and how to check the health of a support container in a container fleet. These properties override any Docker health checks that are set in the container image. For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API. Game server containers don't have a health check parameter; Amazon GameLift automatically handles health checks for these containers.
The following example instructs the container to initiate a health check command every 60 seconds and wait 10 seconds for it to succeed. If it fails, retry the command 3 times before flagging the container as unhealthy. It also tells the container to wait 100 seconds after launch before counting failed health checks.
{\"Command\": [ \"CMD-SHELL\", \"ps cax | grep \"processmanager\" || exit 1\" ], \"Interval\": 60, \"Timeout\": 10, \"Retries\": 3, \"StartPeriod\": 100 }
Part of: SupportContainerDefinition, SupportContainerDefinitionInput
" }, "ContainerHealthCheckInterval":{ "type":"integer", @@ -2664,61 +2802,83 @@ "max":60, "min":30 }, + "ContainerIdentifier":{ + "type":"structure", + "members":{ + "ContainerName":{ + "shape":"NonZeroAnd128MaxAsciiString", + "documentation":"The identifier for a container that's running in a compute.
" + }, + "ContainerRuntimeId":{ + "shape":"NonEmptyString", + "documentation":"The runtime ID for the container that's running in a compute. This value is unique within the compute. It is returned as a ContainerAttribute
value in a Compute
object.
A unique identifier for a container in a compute on a managed container fleet instance. This information makes it possible to remotely connect to a specific container on a fleet instance.
Related to: ContainerAttribute
Use with: GetComputeAccess
" + }, + "ContainerIdentifierList":{ + "type":"list", + "member":{"shape":"ContainerIdentifier"}, + "max":10, + "min":1 + }, "ContainerMemoryLimit":{ "type":"integer", "max":1024000, "min":4 }, - "ContainerMemoryLimits":{ + "ContainerMountPoint":{ "type":"structure", + "required":["InstancePath"], "members":{ - "SoftLimit":{ - "shape":"ContainerMemoryLimit", - "documentation":"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).
" + "InstancePath":{ + "shape":"InstancePathString", + "documentation":"The path to the source file or directory.
" }, - "HardLimit":{ - "shape":"ContainerMemoryLimit", - "documentation":"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.
" + "ContainerPath":{ + "shape":"ContainerPathString", + "documentation":"The mount path on the container. If this property isn't set, the instance path is used.
" + }, + "AccessLevel":{ + "shape":"ContainerMountPointAccessLevel", + "documentation":"The type of access for the container.
" } }, - "documentation":"Specifies how much memory is available to a container. You can't change this value after you create this object.
Part of: ContainerDefinition$MemoryLimits
" + "documentation":"A mount point that binds a container to a file or directory on the host system.
Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
" + }, + "ContainerMountPointAccessLevel":{ + "type":"string", + "enum":[ + "READ_ONLY", + "READ_AND_WRITE" + ] + }, + "ContainerMountPointList":{ + "type":"list", + "member":{"shape":"ContainerMountPoint"}, + "max":10, + "min":1 }, "ContainerOperatingSystem":{ "type":"string", "enum":["AMAZON_LINUX_2023"] }, + "ContainerPathString":{ + "type":"string", + "max":1024, + "min":1, + "pattern":"^(\\/+[^\\/]+\\/*)+$" + }, "ContainerPortConfiguration":{ "type":"structure", "required":["ContainerPortRanges"], "members":{ "ContainerPortRanges":{ "shape":"ContainerPortRangeList", - "documentation":"Specifies one or more ranges of ports on a container. These ranges must not overlap.
" + "documentation":"A set of one or more container port number ranges. The ranges can't overlap.
" } }, - "documentation":"Defines ranges of ports that server processes can connect to.
Part of: ContainerDefinition$PortConfiguration
" - }, - "ContainerPortMapping":{ - "type":"structure", - "members":{ - "ContainerPort":{ - "shape":"PortNumber", - "documentation":"The port opened on the container.
" - }, - "ConnectionPort":{ - "shape":"PortNumber", - "documentation":"The port opened on the fleet instance. This is also called the \"host port\".
" - }, - "Protocol":{ - "shape":"IpProtocol", - "documentation":"The network protocol that this mapping supports.
" - } - }, - "documentation":"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
" - }, - "ContainerPortMappingList":{ - "type":"list", - "member":{"shape":"ContainerPortMapping"} + "documentation":"A set of port ranges that can be opened on the container. A process that's running in the container can bind to a port number, making it accessible to inbound traffic. Container ports map to a container fleet's connection ports.
Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
" }, "ContainerPortRange":{ "type":"structure", @@ -2741,7 +2901,7 @@ "documentation":"The network protocol that these ports support.
" } }, - "documentation":"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
" + "documentation":"A set of one or more port numbers that can be opened on the container.
Part of: ContainerPortConfiguration
" }, "ContainerPortRangeList":{ "type":"list", @@ -2749,23 +2909,21 @@ "max":100, "min":1 }, - "ContainerSchedulingStrategy":{ - "type":"string", - "enum":[ - "REPLICA", - "DAEMON" - ] - }, - "ContainerTotalCpuLimit":{ - "type":"integer", - "max":10240, - "min":128 - }, "ContainerTotalMemoryLimit":{ "type":"integer", "max":1024000, "min":4 }, + "ContainerTotalVcpuLimit":{ + "type":"double", + "max":10, + "min":0.125 + }, + "ContainerVcpu":{ + "type":"double", + "max":10, + "min":0.125 + }, "CreateAliasInput":{ "type":"structure", "required":[ @@ -2805,11 +2963,11 @@ "members":{ "Name":{ "shape":"NonZeroAndMaxString", - "documentation":"A descriptive label associated with a build. Build names don't need to be unique. You can change this value later.
" + "documentation":"A descriptive label that is associated with a build. Build names do not need to be unique. You can change this value later.
" }, "Version":{ "shape":"NonZeroAndMaxString", - "documentation":"Version information associated with a build or script. Version strings don't need to be unique. You can change this value later.
" + "documentation":"Version information that is associated with a build or script. Version strings do not need to be unique. You can change this value later.
" }, "StorageLocation":{ "shape":"S3Location", @@ -2817,7 +2975,7 @@ }, "OperatingSystem":{ "shape":"OperatingSystem", - "documentation":"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.
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.
The environment 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. This parameter is required, and there's no default value. You can't change a build's operating system later.
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.
The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift. Use an IAM service role with the GameLiftContainerFleetPolicy
managed policy attached. For more information, see Set up an IAM service role. You can't change this fleet property after the fleet is created.
IAM role ARN values use the following pattern: arn:aws:iam::[Amazon Web Services account]:role/[role name]
.
A meaningful description of the container fleet.
" + }, + "GameServerContainerGroupDefinitionName":{ + "shape":"ContainerGroupDefinitionNameOrArn", + "documentation":"A container group definition resource that describes how to deploy containers with your game server build and support software onto each fleet instance. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.
Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.
" + }, + "PerInstanceContainerGroupDefinitionName":{ + "shape":"ContainerGroupDefinitionNameOrArn", + "documentation":"The name of a container group definition resource that describes a set of axillary software. A fleet instance has one process for executables in this container group. A per-instance container group is optional. You can update the fleet to add or remove a per-instance container group at any time. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.
Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.
" + }, + "InstanceConnectionPortRange":{ + "shape":"ConnectionPortRange", + "documentation":"The set of port numbers to open on each fleet instance. A fleet's connection ports map to container ports that are configured in the fleet's container group definitions.
By default, Amazon GameLift calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:
Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift uses the following formula: 4192 + [# of game server container groups per fleet instance] * [# of container ports in the game server container group definition] + [# of container ports in the game server container group definition]
You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's inbound permissions port range.
If you set values manually, Amazon GameLift no longer calculates a port range for you, even if you later remove the manual settings.
The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. As a best practice, when remotely accessing a fleet instance, we recommend opening ports only when you need them and closing them when you're finished.
By default, Amazon GameLift calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:
Protocol: UDP
Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift uses the following formula: 4192 + [# of game server container groups per fleet instance] * [# of container ports in the game server container group definition] + [# of container ports in the game server container group definition]
You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's connection port range.
If you set values manually, Amazon GameLift no longer calculates a port range for you, even if you later remove the manual settings.
The number of times to replicate the game server container group on each fleet instance.
By default, Amazon GameLift calculates the maximum number of game server container groups that can fit on each instance. This calculation is based on the CPU and memory resources of the fleet's instance type). To use the calculated maximum, don't set this parameter. If you set this number manually, Amazon GameLift uses your value as long as it's less than the calculated maximum.
" + }, + "InstanceType":{ + "shape":"NonZeroAndMaxString", + "documentation":"The Amazon EC2 instance type to use for all instances in the fleet. For multi-location fleets, the instance type must be available in the home region and all remote locations. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity.
By default, Amazon GameLift selects an instance type that fits the needs of your container groups and is available in all selected fleet locations. You can also choose to manually set this parameter. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.
You can't update this fleet property later.
" + }, + "BillingType":{ + "shape":"ContainerFleetBillingType", + "documentation":"Indicates whether to use On-Demand or Spot instances for this fleet. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.
By default, this property is set to ON_DEMAND
.
You can't update this fleet property later.
" + }, + "Locations":{ + "shape":"LocationConfigurationList", + "documentation":"A set of locations to deploy container fleet instances to. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2
, or Local Zone names. Also include the fleet's home Region, which is the Amazon Web Services Region where the fleet is created. For a list of supported Regions and Local Zones, see Amazon GameLift service locations for managed hosting.
The name of an Amazon Web Services CloudWatch metric group to add this fleet to. You can use a metric group to aggregate metrics for multiple fleets. You can specify an existing metric group name or use a new name to create a new metric group. Each fleet can have only one metric group, but you can change this value at any time.
" + }, + "NewGameSessionProtectionPolicy":{ + "shape":"ProtectionPolicy", + "documentation":"Determines whether Amazon GameLift can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.
NoProtection -- Game sessions can be shut down during active gameplay.
FullProtection -- Game sessions in ACTIVE
status can't be shut down.
By default, this property is set to NoProtection
.
A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.
" + }, + "LogConfiguration":{ + "shape":"LogConfiguration", + "documentation":"A method for collecting container logs for the fleet. Amazon GameLift saves all standard output for each container in logs, including game session logs. You can select from the following methods:
CLOUDWATCH
-- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.
S3
-- Store logs in an Amazon S3 bucket that you define.
NONE
-- Don't collect container logs.
By default, this property is set to CLOUDWATCH
.
Amazon GameLift requires permissions to send logs other Amazon Web Services services in your account. These permissions are included in the IAM fleet role for this container fleet (see FleetRoleArn)
.
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.
" + } + } + }, + "CreateContainerFleetOutput":{ + "type":"structure", + "members":{ + "ContainerFleet":{ + "shape":"ContainerFleet", + "documentation":"The properties for the new container fleet, including current status. All fleets are initially placed in PENDING
status.
A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.
" }, - "SchedulingStrategy":{ - "shape":"ContainerSchedulingStrategy", - "documentation":"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
.
The type of container group being defined. Container group type determines how Amazon GameLift deploys the container group on each fleet instance.
Default value: GAME_SERVER
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.
" + "documentation":"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 an individual container, the total value must be greater than any individual container's memory limit.
Default value: 1024
" + }, + "TotalVcpuLimit":{ + "shape":"ContainerTotalVcpuLimit", + "documentation":"The maximum amount of vCPU units to allocate to the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share this memory. If you specify vCPU limits for individual containers, the total value must be equal to or greater than the sum of the CPU limits for all containers in the group.
Default value: 1
" }, - "TotalCpuLimit":{ - "shape":"ContainerTotalCpuLimit", - "documentation":"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.
" + "GameServerContainerDefinition":{ + "shape":"GameServerContainerDefinitionInput", + "documentation":"The definition for the game server container in this group. Define a game server container only when the container group type is GAME_SERVER
. Game server containers specify a container image with your game server build. You can pass in your container definitions as a JSON file.
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.
" + "SupportContainerDefinitions":{ + "shape":"SupportContainerDefinitionInputList", + "documentation":"One or more definition for support containers in this group. You can define a support container in any type of container group. You can pass in your container definitions as a JSON file.
" }, "OperatingSystem":{ "shape":"ContainerOperatingSystem", - "documentation":"The platform that is used by containers in the container group definition. All containers in a group must run on the same operating system.
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.
The platform that all containers in the group use. Containers in a group must run on the same operating system.
Default value: AMAZON_LINUX_2023
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.
A description for the initial version of this container group definition.
" }, "Tags":{ "shape":"TagList", @@ -2891,7 +3131,7 @@ "members":{ "ContainerGroupDefinition":{ "shape":"ContainerGroupDefinition", - "documentation":"The properties of the newly created container group definition resource. You use this resource to create a container fleet.
" + "documentation":"The properties of the new container group definition resource. You can use this resource to create a container fleet.
" } } }, @@ -2929,11 +3169,11 @@ }, "EC2InstanceType":{ "shape":"EC2InstanceType", - "documentation":"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.
" + "documentation":"The Amazon GameLift-supported Amazon EC2 instance type to use with managed EC2 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.
" }, "EC2InboundPermissions":{ "shape":"IpPermissionsList", - "documentation":"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.
" + "documentation":"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 managed EC2 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.
" }, "NewGameSessionProtectionPolicy":{ "shape":"ProtectionPolicy", @@ -2941,7 +3181,7 @@ }, "RuntimeConfiguration":{ "shape":"RuntimeConfiguration", - "documentation":"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.
Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 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.
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.
" + "documentation":"A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This fleet property can't be changed after the fleet is created.
" }, "CertificateConfiguration":{ "shape":"CertificateConfiguration", @@ -2981,7 +3221,7 @@ }, "ComputeType":{ "shape":"ComputeType", - "documentation":"The type of compute resource used to host your game servers.
EC2
– The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.
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.
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.
The type of compute resource used to host your game servers.
EC2
– The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.
ANYWHERE
– Your game server and supporting software is deployed to compute resources that are provided and managed by you. With this compute type, you can also set the AnywhereConfiguration
parameter.
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.
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.
" } } }, @@ -3148,7 +3384,7 @@ }, "GameSessionData":{ "shape":"LargeGameSessionData", - "documentation":"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).
" + "documentation":"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. For more information, see Start a game session.
" }, "Location":{ "shape":"LocationStringModel", @@ -3175,11 +3411,11 @@ }, "TimeoutInSeconds":{ "shape":"WholeNumber", - "documentation":"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 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.
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.
" + "documentation":"A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests. Use multiple policies to gradually relax the cap over time if Amazon GameLift can't make a placement. Policies are evaluated in order starting with the lowest maximum latency value.
" }, "Destinations":{ "shape":"GameSessionQueueDestinationList", @@ -3282,7 +3518,7 @@ }, "AdditionalPlayerCount":{ "shape":"WholeNumber", - "documentation":"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
.
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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
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 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. For more information, 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 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.
" + "documentation":"A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.
" }, "Version":{ "shape":"NonZeroAndMaxString", - "documentation":"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.
" + "documentation":"Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.
" }, "StorageLocation":{ "shape":"S3Location", @@ -3534,6 +3770,21 @@ } } }, + "DeleteContainerFleetInput":{ + "type":"structure", + "required":["FleetId"], + "members":{ + "FleetId":{ + "shape":"FleetIdOrArn", + "documentation":"A unique identifier for the container fleet to delete. You can use either the fleet ID or ARN value.
" + } + } + }, + "DeleteContainerFleetOutput":{ + "type":"structure", + "members":{ + } + }, "DeleteContainerGroupDefinitionInput":{ "type":"structure", "required":["Name"], @@ -3541,9 +3792,22 @@ "Name":{ "shape":"ContainerGroupDefinitionNameOrArn", "documentation":"The unique identifier for the container group definition to delete. You can use either the Name
or ARN
value.
The specific version to delete.
" + }, + "VersionCountToRetain":{ + "shape":"WholeNumber", + "documentation":"The number of most recent versions to keep while deleting all older versions.
" } } }, + "DeleteContainerGroupDefinitionOutput":{ + "type":"structure", + "members":{ + } + }, "DeleteFleetInput":{ "type":"structure", "required":["FleetId"], @@ -3742,6 +4006,66 @@ "members":{ } }, + "DeploymentConfiguration":{ + "type":"structure", + "members":{ + "ProtectionStrategy":{ + "shape":"DeploymentProtectionStrategy", + "documentation":"Determines how fleet deployment activity affects active game sessions on the fleet. With protection, a deployment honors game session protection, and delays actions that would interrupt a protected active game session until the game session ends. Without protection, deployment activity can shut down all running tasks, including active game sessions, regardless of game session protection.
" + }, + "MinimumHealthyPercentage":{ + "shape":"MinimumHealthyPercentage", + "documentation":"Sets a minimum level of healthy tasks to maintain during deployment activity.
" + }, + "ImpairmentStrategy":{ + "shape":"DeploymentImpairmentStrategy", + "documentation":"Determines what actions to take if a deployment fails. If the fleet is multi-location, this strategy applies across all fleet locations. With a rollback strategy, updated fleet instances are rolled back to the last successful deployment. Alternatively, you can maintain a few impaired containers for the purpose of debugging, while all other tasks return to the last successful deployment.
" + } + }, + "documentation":"Set of rules for processing a deployment for a container fleet update.
" + }, + "DeploymentDetails":{ + "type":"structure", + "members":{ + "LatestDeploymentId":{ + "shape":"DeploymentId", + "documentation":"A unique identifier for a fleet deployment.
" + } + }, + "documentation":"Information about the most recent deployment for the container fleet.
" + }, + "DeploymentId":{ + "type":"string", + "max":1024, + "min":1, + "pattern":"^[a-zA-Z0-9\\-]+$" + }, + "DeploymentImpairmentStrategy":{ + "type":"string", + "enum":[ + "MAINTAIN", + "ROLLBACK" + ] + }, + "DeploymentProtectionStrategy":{ + "type":"string", + "enum":[ + "WITH_PROTECTION", + "IGNORE_PROTECTION" + ] + }, + "DeploymentStatus":{ + "type":"string", + "enum":[ + "IN_PROGRESS", + "IMPAIRED", + "COMPLETE", + "ROLLBACK_IN_PROGRESS", + "ROLLBACK_COMPLETE", + "CANCELLED", + "PENDING" + ] + }, "DeregisterComputeInput":{ "type":"structure", "required":[ @@ -3755,7 +4079,7 @@ }, "ComputeName":{ "shape":"ComputeNameOrArn", - "documentation":"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.
The unique identifier of the compute resource to deregister. For an Anywhere fleet compute, use the registered compute name.
" } } }, @@ -3832,7 +4156,7 @@ }, "ComputeName":{ "shape":"ComputeNameOrArn", - "documentation":"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.
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.
" } } }, @@ -3845,6 +4169,25 @@ } } }, + "DescribeContainerFleetInput":{ + "type":"structure", + "required":["FleetId"], + "members":{ + "FleetId":{ + "shape":"FleetIdOrArn", + "documentation":"A unique identifier for the container fleet to retrieve. You can use either the fleet ID or ARN value.
" + } + } + }, + "DescribeContainerFleetOutput":{ + "type":"structure", + "members":{ + "ContainerFleet":{ + "shape":"ContainerFleet", + "documentation":"The properties for the requested container fleet, including current status.
" + } + } + }, "DescribeContainerGroupDefinitionInput":{ "type":"structure", "required":["Name"], @@ -3852,6 +4195,10 @@ "Name":{ "shape":"ContainerGroupDefinitionNameOrArn", "documentation":"The unique identifier for the container group definition to retrieve properties for. You can use either the Name
or ARN
value.
The specific version to retrieve.
" } } }, @@ -3946,6 +4293,33 @@ } } }, + "DescribeFleetDeploymentInput":{ + "type":"structure", + "required":["FleetId"], + "members":{ + "FleetId":{ + "shape":"FleetIdOrArn", + "documentation":"A unique identifier for the container fleet. You can use either the fleet ID or ARN value.
" + }, + "DeploymentId":{ + "shape":"DeploymentId", + "documentation":"A unique identifier for the deployment to return information for.
" + } + } + }, + "DescribeFleetDeploymentOutput":{ + "type":"structure", + "members":{ + "FleetDeployment":{ + "shape":"FleetDeployment", + "documentation":"The requested deployment information.
" + }, + "LocationalDeployments":{ + "shape":"LocationalDeployments", + "documentation":"If the deployment is for a multi-location fleet, the requests returns the deployment status in each fleet location.
" + } + } + }, "DescribeFleetEventsInput":{ "type":"structure", "required":["FleetId"], @@ -4924,7 +5298,7 @@ }, "EventCode":{ "shape":"EventCode", - "documentation":"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
. Amazon GameLift is downloading the compressed build and running install scripts.
FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING
to VALIDATING
. Amazon GameLift has successfully installed 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 launching a fleet instance.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING
to ACTIVATING
. Amazon GameLift is launching a game server process on the fleet instance and is testing its connectivity with the Amazon GameLift service.
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 Amazon GameLiftis now extracting the build files from the uploaded build. 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 Amazon 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_COMPLETED_INSTALLER -- The game server build files were successfully installed and validation of the installation will begin soon.
FLEET_CREATION_FAILED_INSTALLER -- The installed failed while attempting to install the build files. This event indicates that the failure occurred before Amazon GameLift could start validation.
FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.
FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance.
FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance.
FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues.
FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc.
FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details.
VPC peering events:
FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account.
FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
Spot instance events:
INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
Server process events:
SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.
SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK()
within the time expected (5 minutes). Check your game session log to see why InitSDK()
was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady()
within the time expected (5 minutes) after calling InitSDK()
. Check your game session log to see why ProcessReady()
was not called in time.
SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding()
. Check your game session log to see why ProcessEnding()
was not called.
SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.
SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly within the time expected after OnProcessTerminate()
was sent. Check your game session log to see why termination took longer than expected.
SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected (30 seconds) after calling ProcessEnding()
. Check your game session log to see why termination took longer than expected.
Game session events:
GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession()
took longer to complete than expected.
Other fleet events:
FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
FLEET_DELETED -- A request to delete a fleet was initiated.
GENERIC_EVENT -- An unspecified event has occurred.
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
. Amazon GameLift is downloading the compressed build and running install scripts.
FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING
to VALIDATING
. Amazon GameLift has successfully installed 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 launching a fleet instance.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING
to ACTIVATING
. Amazon GameLift is launching a game server process on the fleet instance and is testing its connectivity with the Amazon GameLift service.
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 Amazon GameLiftis now extracting the build files from the uploaded build. 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 Amazon 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_COMPLETED_INSTALLER -- The game server build files were successfully installed and validation of the installation will begin soon.
FLEET_CREATION_FAILED_INSTALLER -- The installed failed while attempting to install the build files. This event indicates that the failure occurred before Amazon GameLift could start validation.
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.
Container group events:
CONTAINER_GROUP_REGISTRATION_FAILED – A game server container group started, but timed out before calling RegisterCompute
.
CONTAINER_GROUP_CRASHED A game server container group started and terminated without calling RegisterCompute
.
Spot instance events:
INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
Server process events:
SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.
SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK()
within the time expected (5 minutes). Check your game session log to see why InitSDK()
was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady()
within the time expected (5 minutes) after calling InitSDK()
. Check your game session log to see why ProcessReady()
was not called in time.
SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding()
. Check your game session log to see why ProcessEnding()
was not called.
SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.
SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly within the time expected after OnProcessTerminate()
was sent. Check your game session log to see why termination took longer than expected.
SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected (30 seconds) after calling ProcessEnding()
. Check your game session log to see why termination took longer than expected.
Game session events:
GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession()
took longer to complete than expected.
Other fleet events:
FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
FLEET_DELETED -- A request to delete a fleet was initiated.
GENERIC_EVENT -- An unspecified event has occurred.
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\".
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\".
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.
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\".
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 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\".
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.
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\".
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.
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\".
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\".
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\".
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\".
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\".
A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This attribute is used with fleets where ComputeType
is \"EC2\".
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\".
Amazon GameLift Anywhere configuration options.
" }, "InstanceRoleCredentialsProvider":{ "shape":"InstanceRoleCredentialsProvider", - "documentation":"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\".
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
.
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\".
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
" + "documentation":"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).
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
" }, "FleetAttributesList":{ "type":"list", "member":{"shape":"FleetAttributes"} }, + "FleetBinaryArn":{ + "type":"string", + "max":256, + "min":1, + "pattern":"[a-zA-Z0-9:/-]+" + }, "FleetCapacity":{ "type":"structure", "members":{ @@ -5168,12 +5566,12 @@ "shape":"LocationStringModel", "documentation":"The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2
.
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.
" + "GameServerContainerGroupCounts":{ + "shape":"GameServerContainerGroupCounts", + "documentation":"The number and status of game server container groups deployed in a container fleet.
" } }, - "documentation":"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
" + "documentation":"Current resource capacity settings for managed EC2 fleets and managed 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
" }, "FleetCapacityExceededException":{ "type":"structure", @@ -5187,9 +5585,57 @@ "type":"list", "member":{"shape":"FleetCapacity"} }, + "FleetDeployment":{ + "type":"structure", + "members":{ + "DeploymentId":{ + "shape":"DeploymentId", + "documentation":"A unique identifier for the deployment.
" + }, + "FleetId":{ + "shape":"FleetId", + "documentation":"A unique identifier for the container fleet.
" + }, + "GameServerBinaryArn":{ + "shape":"FleetBinaryArn", + "documentation":"The unique identifier for the version of the game server container group definition that is being deployed.
" + }, + "RollbackGameServerBinaryArn":{ + "shape":"FleetBinaryArn", + "documentation":"The unique identifier for the version of the game server container group definition to roll back to if deployment fails.
" + }, + "PerInstanceBinaryArn":{ + "shape":"FleetBinaryArn", + "documentation":"The unique identifier for the version of the per-instance container group definition that is being deployed.
" + }, + "RollbackPerInstanceBinaryArn":{ + "shape":"FleetBinaryArn", + "documentation":"The unique identifier for the version of the per-instance container group definition to roll back to if deployment fails.
" + }, + "DeploymentStatus":{ + "shape":"DeploymentStatus", + "documentation":"The status of fleet deployment activity in the location.
IN_PROGRESS
-- The deployment is in progress.
IMPAIRED
-- The deployment failed and the fleet has some impaired containers.
COMPLETE
-- The deployment has completed successfully.
ROLLBACK_IN_PROGRESS
-- The deployment failed and rollback has been initiated.
ROLLBACK_IN_COMPLETE
-- The deployment failed and rollback has been completed.
CANCELLED
-- The deployment was cancelled.
Instructions for how to deploy updates to a container fleet and what actions to take if the deployment fails.
" + }, + "CreationTime":{ + "shape":"Timestamp", + "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\"
).
Describes a container fleet deployment with updates to the fleet.
" + }, + "FleetDeployments":{ + "type":"list", + "member":{"shape":"FleetDeployment"} + }, "FleetId":{ "type":"string", - "pattern":"^fleet-\\S+" + "max":128, + "min":1, + "pattern":"^[a-z]*fleet-[a-zA-Z0-9\\-]+" }, "FleetIdList":{ "type":"list", @@ -5198,7 +5644,9 @@ }, "FleetIdOrArn":{ "type":"string", - "pattern":"^fleet-\\S+|^arn:.*:fleet\\/fleet-\\S+" + "max":512, + "min":1, + "pattern":"^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$" }, "FleetIdOrArnList":{ "type":"list", @@ -5375,6 +5823,111 @@ "min":1, "pattern":".*\\S.*" }, + "GameServerContainerDefinition":{ + "type":"structure", + "members":{ + "ContainerName":{ + "shape":"NonZeroAnd128MaxAsciiString", + "documentation":"The container definition identifier. Container names are unique within a container group definition.
" + }, + "DependsOn":{ + "shape":"ContainerDependencyList", + "documentation":"Indicates that the container relies on the status of other containers in the same container group during startup and shutdown sequences. A container might have dependencies on multiple containers.
" + }, + "MountPoints":{ + "shape":"ContainerMountPointList", + "documentation":"A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.
" + }, + "EnvironmentOverride":{ + "shape":"ContainerEnvironmentList", + "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 Reference.
" + }, + "ImageUri":{ + "shape":"ImageUriString", + "documentation":"The URI to the image that Amazon GameLift uses when deploying this container to a container fleet. For a more specific identifier, see ResolvedImageDigest
.
The set of ports that are available to bind 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
.
A unique and immutable identifier for the container image. The digest is a SHA 256 hash of the container image manifest.
" + }, + "ServerSdkVersion":{ + "shape":"ServerSdkVersion", + "documentation":"The Amazon GameLift server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.
" + } + }, + "documentation":"Describes the game server container in an existing game server container group. A game server container identifies a container image with your game server build. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.
You can update a container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput.
Part of: ContainerGroupDefinition
Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition
" + }, + "GameServerContainerDefinitionInput":{ + "type":"structure", + "required":[ + "ContainerName", + "ImageUri", + "PortConfiguration", + "ServerSdkVersion" + ], + "members":{ + "ContainerName":{ + "shape":"NonZeroAnd128MaxAsciiString", + "documentation":"A string that uniquely identifies the container definition within a container group.
" + }, + "DependsOn":{ + "shape":"ContainerDependencyList", + "documentation":"Establishes 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. For example, you might specify that ContainerB has a START
dependency on ContainerA. This dependency means that ContainerB can't start until after ContainerA has started. This dependency is reversed on shutdown, which means that ContainerB must shut down before ContainerA can shut down.
A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.
" + }, + "EnvironmentOverride":{ + "shape":"ContainerEnvironmentList", + "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 Reference.
" + }, + "ImageUri":{ + "shape":"ImageUriString", + "documentation":"The location of the container image to deploy to a container fleet. Provide an image in an Amazon Elastic Container Registry public or private repository. 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]
A set of ports that Amazon GameLift can assign to processes in the container. Processes, must be assigned a container port to accept inbound traffic connections. 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. Instead, Amazon GameLift maps container ports to externally accessible connection ports (see the container fleet property ConnectionPortRange
).
The Amazon GameLift server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.
" + } + }, + "documentation":"Describes the configuration for a container that runs your game server executable. This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a game server container group definition. For properties of a deployed container, see GameServerContainerDefinition. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.
Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition
" + }, + "GameServerContainerGroupCounts":{ + "type":"structure", + "members":{ + "PENDING":{ + "shape":"WholeNumber", + "documentation":"The number of container groups that are starting up but haven't yet registered.
" + }, + "ACTIVE":{ + "shape":"WholeNumber", + "documentation":"The number of container groups that have active game sessions.
" + }, + "IDLE":{ + "shape":"WholeNumber", + "documentation":"The number of container groups that have no active game sessions.
" + }, + "TERMINATING":{ + "shape":"WholeNumber", + "documentation":"The number of container groups that are in the process of shutting down.
" + } + }, + "documentation":"The number and status of game server container groups that are deployed across a container fleet. Combine this count with the number of server processes that each game server container group runs to learn how many game sessions the fleet is capable of hosting concurrently. For example, if a fleet has 50 game server container groups, and the game server container in each group runs 1 game server process, then the fleet has the capacity to run host 50 game sessions at a time.
Returned by: DescribeFleetCapacity, DescribeFleetLocationCapacity
" + }, + "GameServerContainerGroupsPerInstance":{ + "type":"integer", + "max":5000, + "min":1 + }, "GameServerData":{ "type":"string", "max":1024, @@ -5738,7 +6291,7 @@ }, "GameSessionData":{ "shape":"LargeGameSessionData", - "documentation":"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).
" + "documentation":"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. For more information, see Start a game session.
" }, "MatchmakerData":{ "shape":"MatchmakerData", @@ -5782,6 +6335,20 @@ }, "documentation":"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.
" }, + "GameSessionCreationLimitPolicy":{ + "type":"structure", + "members":{ + "NewGameSessionsPerCreator":{ + "shape":"WholeNumber", + "documentation":"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 evaluates 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 time span used in evaluating the resource creation limit policy.
" + } + }, + "documentation":"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.
Current status of the game session placement request.
PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final.
FULFILLED -- A new game session has been successfully placed. Game session properties are now final.
CANCELLED -- The placement request was canceled.
TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
Current status of the game session placement request.
PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final.
FULFILLED -- A new game session has been successfully placed. Game session properties are now final.
CANCELLED -- The placement request was canceled.
TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit as a new placement request as needed.
FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.
" + "documentation":"A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions.
" }, "StartTime":{ "shape":"Timestamp", @@ -5886,7 +6453,7 @@ }, "GameSessionData":{ "shape":"LargeGameSessionData", - "documentation":"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).
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. For more information, see Start a game session.
" }, "MatchmakerData":{ "shape":"MatchmakerData", @@ -5918,11 +6485,11 @@ }, "TimeoutInSeconds":{ "shape":"WholeNumber", - "documentation":"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 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.
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.
" + "documentation":"A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests. Use multiple policies to gradually relax the cap over time if Amazon GameLift can't make a placement. Policies are evaluated in order starting with the lowest maximum latency value.
" }, "Destinations":{ "shape":"GameSessionQueueDestinationList", @@ -6014,7 +6581,7 @@ }, "ComputeName":{ "shape":"ComputeNameOrArn", - "documentation":"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.
A unique identifier for the compute resource that you want to connect to. For an EC2 fleet compute, use the instance ID. Use ListCompute to retrieve compute identifiers.
" } } }, @@ -6043,7 +6610,11 @@ }, "Target":{ "shape":"SessionTarget", - "documentation":"(For container fleets only) The instance ID where the compute resource is running.
" + "documentation":"The instance ID where the compute resource is running.
" + }, + "ContainerIdentifiers":{ + "shape":"ContainerIdentifierList", + "documentation":"For a managed container fleet, a list of containers on the compute. Use the container runtime ID with Docker commands to connect to a specific container.
" } } }, @@ -6060,7 +6631,7 @@ }, "ComputeName":{ "shape":"ComputeNameOrArn", - "documentation":"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.
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.
" } } }, @@ -6185,7 +6756,7 @@ }, "DnsName":{ "shape":"DnsName", - "documentation":"The DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com
.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon Elastic Compute Cloud 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.
" + "documentation":"The DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com
.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
" }, "OperatingSystem":{ "shape":"OperatingSystem", @@ -6280,6 +6851,12 @@ "type":"list", "member":{"shape":"Instance"} }, + "InstancePathString":{ + "type":"string", + "max":1024, + "min":1, + "pattern":"^\\/[\\s\\S]*$" + }, "InstanceRoleCredentialsProvider":{ "type":"string", "enum":["SHARED_CREDENTIAL_FILE"] @@ -6359,7 +6936,7 @@ "documentation":"The network communication protocol used by the fleet.
" } }, - "documentation":"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.
" + "documentation":"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 managed 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.
" }, "IpPermissionsList":{ "type":"list", @@ -6491,7 +7068,7 @@ }, "NextToken":{ "shape":"NonEmptyString", - "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, don't specify a value.
" + "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.
" } } }, @@ -6503,25 +7080,101 @@ "documentation":"A collection of build resources that match the request.
" }, "NextToken":{ - "shape":"NonEmptyString", + "shape":"NonEmptyString", + "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.
" + } + } + }, + "ListComputeInput":{ + "type":"structure", + "required":["FleetId"], + "members":{ + "FleetId":{ + "shape":"FleetIdOrArn", + "documentation":"A unique identifier for the fleet to retrieve compute resources for.
" + }, + "Location":{ + "shape":"LocationStringModel", + "documentation":"The name of a location to retrieve compute resources for. For an Amazon GameLift Anywhere fleet, use a custom location. For a managed fleet, provide a Amazon Web Services Region or Local Zone code (for example: us-west-2
or us-west-2-lax-1
).
For computes in a managed container fleet, the name of the deployed container group definition.
" + }, + "ComputeStatus":{ + "shape":"ListComputeInputStatus", + "documentation":"The status of computes in a managed container fleet, based on the success of the latest update deployment.
ACTIVE
-- The compute is deployed with the correct container definitions. It is ready to process game servers and host game sessions.
IMPAIRED
-- An update deployment to the compute failed, and the compute is deployed with incorrect container definitions.
The maximum number of results to return. Use this parameter with NextToken
to get results as a set of sequential pages.
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.
" + } + } + }, + "ListComputeInputStatus":{ + "type":"string", + "enum":[ + "ACTIVE", + "IMPAIRED" + ] + }, + "ListComputeOutput":{ + "type":"structure", + "members":{ + "ComputeList":{ + "shape":"ComputeList", + "documentation":"A list of compute resources in the specified fleet.
" + }, + "NextToken":{ + "shape":"NonZeroAndMaxString", + "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.
" + } + } + }, + "ListContainerFleetsInput":{ + "type":"structure", + "members":{ + "ContainerGroupDefinitionName":{ + "shape":"ContainerGroupDefinitionNameOrArn", + "documentation":"The container group definition to filter the list on. Use this parameter to retrieve only those fleets that use the specified container group definition. You can specify the container group definition's name to get fleets with the latest versions. Alternatively, provide an ARN value to get fleets with a specific version number.
" + }, + "Limit":{ + "shape":"PositiveInteger", + "documentation":"The maximum number of results to return. Use this parameter with NextToken
to get results as a set of sequential pages.
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.
" + } + } + }, + "ListContainerFleetsOutput":{ + "type":"structure", + "members":{ + "ContainerFleets":{ + "shape":"ContainerFleetList", + "documentation":"A collection of container fleet objects for all fleets that match the request criteria.
" + }, + "NextToken":{ + "shape":"NonZeroAndMaxString", "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.
" } } }, - "ListComputeInput":{ + "ListContainerGroupDefinitionVersionsInput":{ "type":"structure", - "required":["FleetId"], + "required":["Name"], "members":{ - "FleetId":{ - "shape":"FleetIdOrArn", - "documentation":"A unique identifier for the fleet to retrieve compute resources for.
" - }, - "Location":{ - "shape":"LocationStringModel", - "documentation":"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
).
The unique identifier for the container group definition to retrieve properties for. You can use either the 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.
A list of compute resources in the specified fleet.
" + "ContainerGroupDefinitions":{ + "shape":"ContainerGroupDefinitionList", + "documentation":"A result set of container group definitions that match the request.
" }, "NextToken":{ "shape":"NonZeroAndMaxString", @@ -6546,23 +7204,23 @@ "ListContainerGroupDefinitionsInput":{ "type":"structure", "members":{ - "SchedulingStrategy":{ - "shape":"ContainerSchedulingStrategy", - "documentation":"The type of container group definitions to retrieve.
DAEMON
-- Daemon container groups run background processes and are deployed once per fleet instance.
REPLICA
-- Replica container groups run your game server application and supporting software. Replica groups might be deployed multiple times per fleet instance.
The type of container group to retrieve. Container group type determines how Amazon GameLift deploys the container group on each fleet instance.
" }, "Limit":{ "shape":"ListContainerGroupDefinitionsLimit", "documentation":"The maximum number of results to return. Use this parameter with NextToken
to get results as a set of sequential pages.
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.
" } } }, "ListContainerGroupDefinitionsLimit":{ "type":"integer", - "max":10, + "max":100, "min":1 }, "ListContainerGroupDefinitionsOutput":{ @@ -6573,7 +7231,37 @@ "documentation":"A result set of container group definitions that match the request.
" }, "NextToken":{ - "shape":"NonEmptyString", + "shape":"NonZeroAndMaxString", + "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.
" + } + } + }, + "ListFleetDeploymentsInput":{ + "type":"structure", + "members":{ + "FleetId":{ + "shape":"FleetIdOrArn", + "documentation":"A unique identifier for the container fleet. You can use either the fleet ID or ARN value.
" + }, + "Limit":{ + "shape":"PositiveInteger", + "documentation":"The maximum number of results to return. Use this parameter with NextToken
to get results as a set of sequential pages.
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.
" + } + } + }, + "ListFleetDeploymentsOutput":{ + "type":"structure", + "members":{ + "FleetDeployments":{ + "shape":"FleetDeployments", + "documentation":"The requested deployment information.
" + }, + "NextToken":{ + "shape":"NonZeroAndMaxString", "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.
" } } @@ -6589,10 +7277,6 @@ "shape":"ScriptIdOrArn", "documentation":"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.
" }, - "ContainerGroupDefinitionName":{ - "shape":"ContainerGroupDefinitionNameOrArn", - "documentation":"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.
" - }, "Limit":{ "shape":"PositiveInteger", "documentation":"The maximum number of results to return. Use this parameter with NextToken
to get results as a set of sequential pages.
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.
" + "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.
" } } }, @@ -6794,7 +7478,7 @@ "documentation":"An Amazon Web Services Region code, such as us-west-2
. For a list of supported Regions and Local Zones, see Amazon GameLift service locations for managed hosting.
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.
" + "documentation":"A remote location where a multi-location fleet can deploy game servers for game hosting.
" }, "LocationConfigurationList":{ "type":"list", @@ -6867,6 +7551,53 @@ "type":"string", "enum":["PENDING_UPDATE"] }, + "LocationalDeployment":{ + "type":"structure", + "members":{ + "DeploymentStatus":{ + "shape":"DeploymentStatus", + "documentation":"The status of fleet deployment activity in the location.
IN_PROGRESS
-- The deployment is in progress.
IMPAIRED
-- The deployment failed and the fleet has some impaired containers.
COMPLETE
-- The deployment has completed successfully.
ROLLBACK_IN_PROGRESS
-- The deployment failed and rollback has been initiated.
ROLLBACK_IN_COMPLETE
-- The deployment failed and rollback has been completed.
CANCELLED
-- The deployment was cancelled.
For a multi-location container fleet, describes the progress of a deployment across all fleet locations.
" + }, + "LocationalDeployments":{ + "type":"map", + "key":{"shape":"NonZeroAnd128MaxAsciiString"}, + "value":{"shape":"LocationalDeployment"} + }, + "LogConfiguration":{ + "type":"structure", + "members":{ + "LogDestination":{ + "shape":"LogDestination", + "documentation":"The type of log collection to use for a fleet.
CLOUDWATCH
-- (default value) Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.
S3
-- Store logs in an Amazon S3 bucket that you define.
NONE
-- Don't collect container logs.
If log destination is S3
, logs are sent to the specified Amazon S3 bucket name.
If log destination is CLOUDWATCH
, logs are sent to the specified log group in Amazon CloudWatch.
A method for collecting container logs for the fleet. Amazon GameLift saves all standard output for each container in logs, including game session logs. You can select from the following methods:
" + }, + "LogDestination":{ + "type":"string", + "enum":[ + "NONE", + "CLOUDWATCH", + "S3" + ] + }, + "LogGroupArnStringModel":{ + "type":"string", + "max":512, + "min":1, + "pattern":"[a-zA-Z0-9:/\\-\\*]+" + }, "MatchedPlayerSession":{ "type":"structure", "members":{ @@ -6940,7 +7671,7 @@ }, "AdditionalPlayerCount":{ "shape":"WholeNumber", - "documentation":"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
.
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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
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
.
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. For more information, 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
.
The number of container groups that are starting up but have not yet registered.
" - }, - "ACTIVE":{ - "shape":"WholeNumber", - "documentation":"The number of container groups that have active game sessions.
" - }, - "IDLE":{ - "shape":"WholeNumber", - "documentation":"The number of container groups that have no active game sessions.
" - }, - "TERMINATING":{ - "shape":"WholeNumber", - "documentation":"The number of container groups that are in the process of shutting down.
" - } - }, - "documentation":"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
" - }, - "ReplicaContainerGroupsPerInstance":{ - "type":"integer", - "max":5000, - "min":1 - }, "RequestUploadCredentialsInput":{ "type":"structure", "required":["BuildId"], @@ -7794,14 +8508,14 @@ }, "MaxConcurrentGameSessionActivations":{ "shape":"MaxConcurrentGameSessionActivations", - "documentation":"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.
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 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
.
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.
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.
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.
A descriptive label that is associated with a script. Script names don't need to be unique.
" + "documentation":"A descriptive label that is associated with a script. Script names do not need to be unique.
" }, "Version":{ "shape":"NonZeroAndMaxString", - "documentation":"Version information associated with a build or script. Version strings don't need to be unique.
" + "documentation":"Version information that is associated with a build or script. Version strings do not need to be unique.
" }, "SizeOnDisk":{ "shape":"PositiveLong", @@ -8024,7 +8738,7 @@ }, "ConcurrentExecutions":{ "shape":"PositiveInteger", - "documentation":"The number of server processes using this configuration that run concurrently on each instance or container..
" + "documentation":"The number of server processes using this configuration that run concurrently on each instance or compute.
" } }, "documentation":"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.
" @@ -8127,7 +8841,7 @@ }, "PlayerLatencies":{ "shape":"PlayerLatencyList", - "documentation":"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.
" + "documentation":"A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; 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.
" }, "DesiredPlayerSessions":{ "shape":"DesiredPlayerSessionList", @@ -8135,7 +8849,7 @@ }, "GameSessionData":{ "shape":"LargeGameSessionData", - "documentation":"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).
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. For more information, see Start a game session.
" } } }, @@ -8285,6 +8999,118 @@ "member":{"shape":"NonZeroAndMaxString"} }, "StringModel":{"type":"string"}, + "SupportContainerDefinition":{ + "type":"structure", + "members":{ + "ContainerName":{ + "shape":"NonZeroAnd128MaxAsciiString", + "documentation":"The container definition identifier. Container names are unique within a container group definition.
" + }, + "DependsOn":{ + "shape":"ContainerDependencyList", + "documentation":"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.
" + }, + "MountPoints":{ + "shape":"ContainerMountPointList", + "documentation":"A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.
" + }, + "EnvironmentOverride":{ + "shape":"ContainerEnvironmentList", + "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 Reference.
" + }, + "Essential":{ + "shape":"BooleanModel", + "documentation":"Indicates whether the container is vital to the container group. If an essential container fails, the entire container group restarts.
" + }, + "HealthCheck":{ + "shape":"ContainerHealthCheck", + "documentation":"A configuration for a non-terminal health check. A support container automatically restarts if it stops functioning or if it fails this health check.
" + }, + "ImageUri":{ + "shape":"ImageUriString", + "documentation":"The URI to the image that Amazon GameLift deploys to a container fleet. For a more specific identifier, see ResolvedImageDigest
.
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$TotalMemoryLimitMebibytes
" + }, + "PortConfiguration":{ + "shape":"ContainerPortConfiguration", + "documentation":"A set of ports that allow access to the container from external users. Processes running in the container can bind to a one of these ports. Container ports aren't directly accessed by inbound traffic. Amazon GameLift maps these container ports to externally accessible connection ports, which are assigned as needed from the container fleet's ConnectionPortRange
.
A unique and immutable identifier for the container image. The digest is a SHA 256 hash of the container image manifest.
" + }, + "Vcpu":{ + "shape":"ContainerVcpu", + "documentation":"The number of vCPU units that are reserved for the container. If no resources are reserved, the container shares the total vCPU limit for the container group.
Related data type: ContainerGroupDefinition$TotalVcpuLimit
" + } + }, + "documentation":"Describes a support container in a container group. A support container might be in a game server container group or a per-instance container group. Support containers don't run game server processes.
You can update a support container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput.
Part of: ContainerGroupDefinition
Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition
" + }, + "SupportContainerDefinitionInput":{ + "type":"structure", + "required":[ + "ContainerName", + "ImageUri" + ], + "members":{ + "ContainerName":{ + "shape":"NonZeroAnd128MaxAsciiString", + "documentation":"A string that uniquely identifies the container definition within a container group.
" + }, + "DependsOn":{ + "shape":"ContainerDependencyList", + "documentation":"Establishes 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. For example, you might specify that ContainerB has a START
dependency on ContainerA. This dependency means that ContainerB can't start until after ContainerA has started. This dependency is reversed on shutdown, which means that ContainerB must shut down before ContainerA can shut down.
A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.
" + }, + "EnvironmentOverride":{ + "shape":"ContainerEnvironmentList", + "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 Reference.
" + }, + "Essential":{ + "shape":"BooleanModel", + "documentation":"Flags the container as vital for the container group to function properly. If an essential container fails, the entire container group restarts. At least one support container in a per-instance container group must be essential. When flagging a container as essential, also configure a health check so that the container can signal that it's healthy.
" + }, + "HealthCheck":{ + "shape":"ContainerHealthCheck", + "documentation":"Configuration for a non-terminal health check. A container automatically restarts if it stops functioning. With a health check, you can define additional reasons to flag a container as unhealthy and restart it. If an essential container fails a health check, the entire container group restarts.
" + }, + "ImageUri":{ + "shape":"ImageUriString", + "documentation":"The location of the container image to deploy to a container fleet. Provide an image in an Amazon Elastic Container Registry public or private repository. 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]
A specified amount of memory (in MiB) to reserve for this container. If you don't specify a container-specific memory limit, the container shares the container group's total memory allocation.
Related data type: ContainerGroupDefinition TotalMemoryLimitMebibytes
A set of ports that Amazon GameLift can assign to processes in the container. Any processes that accept inbound traffic connections must be assigned a port from this set. The container port range must be large enough to assign one to each process in the container that needs one.
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
.
The number of vCPU units to reserve for this container. The container can use more resources when needed, if available. If you don't reserve CPU units for this container, it shares the container group's total vCPU limit.
Related data type: ContainerGroupDefinition TotalCpuLimit
" + } + }, + "documentation":"Describes a support container in a container group. You can define a support container in either a game server container group or a per-instance container group. Support containers don't run game server processes.
This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a container group definition. For properties of a deployed support container, see SupportContainerDefinition.
Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition
" + }, + "SupportContainerDefinitionInputList":{ + "type":"list", + "member":{"shape":"SupportContainerDefinitionInput"}, + "max":10, + "min":0 + }, + "SupportContainerDefinitionList":{ + "type":"list", + "member":{"shape":"SupportContainerDefinition"}, + "max":10, + "min":1 + }, "SuspendGameServerGroupInput":{ "type":"structure", "required":[ @@ -8491,11 +9317,11 @@ }, "Name":{ "shape":"NonZeroAndMaxString", - "documentation":"A descriptive label associated with a build. Build names don't need to be unique.
" + "documentation":"A descriptive label that is associated with a build. Build names do not need to be unique.
" }, "Version":{ "shape":"NonZeroAndMaxString", - "documentation":"Version information associated with a build or script. Version strings don't need to be unique.
" + "documentation":"Version information that is associated with a build or script. Version strings do not need to be unique.
" } } }, @@ -8508,6 +9334,124 @@ } } }, + "UpdateContainerFleetInput":{ + "type":"structure", + "required":["FleetId"], + "members":{ + "FleetId":{ + "shape":"FleetIdOrArn", + "documentation":"A unique identifier for the container fleet to update. You can use either the fleet ID or ARN value.
" + }, + "GameServerContainerGroupDefinitionName":{ + "shape":"ContainerGroupDefinitionNameOrArn", + "documentation":"The name or ARN value of a new game server container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value. You can't remove a fleet's game server container group definition, you can only update or replace it with another definition.
Update a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.
" + }, + "PerInstanceContainerGroupDefinitionName":{ + "shape":"ContainerGroupDefinitionNameOrArn", + "documentation":"The name or ARN value of a new per-instance container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value.
Update a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.
To remove a fleet's per-instance container group definition, leave this parameter empty and use the parameter RemoveAttributes
.
The number of times to replicate the game server container group on each fleet instance. By default, Amazon GameLift calculates the maximum number of game server container groups that can fit on each instance. You can remove this property value to use the calculated value, or set it manually. If you set this number manually, Amazon GameLift uses your value as long as it's less than the calculated maximum.
" + }, + "InstanceConnectionPortRange":{ + "shape":"ConnectionPortRange", + "documentation":"A revised set of port numbers to open on each fleet instance. By default, Amazon GameLift calculates an optimal port range based on your fleet configuration. If you previously set this parameter manually, you can't reset this to use the calculated settings.
" + }, + "InstanceInboundPermissionAuthorizations":{ + "shape":"IpPermissionsList", + "documentation":"A set of ports to add to the container fleet's inbound permissions.
" + }, + "InstanceInboundPermissionRevocations":{ + "shape":"IpPermissionsList", + "documentation":"A set of ports to remove from the container fleet's inbound permissions.
" + }, + "DeploymentConfiguration":{ + "shape":"DeploymentConfiguration", + "documentation":"Instructions for how to deploy updates to a container fleet, if the fleet update initiates a deployment. The deployment configuration lets you determine how to replace fleet instances and what actions to take if the deployment fails.
" + }, + "Description":{ + "shape":"NonZeroAndMaxString", + "documentation":"A meaningful description of the container fleet.
" + }, + "MetricGroups":{ + "shape":"MetricGroupList", + "documentation":"The name of an Amazon Web Services CloudWatch metric group to add this fleet to.
" + }, + "NewGameSessionProtectionPolicy":{ + "shape":"ProtectionPolicy", + "documentation":"The game session protection policy to apply to all new game sessions that are started in this fleet. Game sessions that already exist are not affected.
" + }, + "GameSessionCreationLimitPolicy":{ + "shape":"GameSessionCreationLimitPolicy", + "documentation":"A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.
" + }, + "LogConfiguration":{ + "shape":"LogConfiguration", + "documentation":"The method for collecting container logs for the fleet.
" + }, + "RemoveAttributes":{ + "shape":"ContainerFleetRemoveAttributeList", + "documentation":"If set, this update removes a fleet's per-instance container group definition. You can't remove a fleet's game server container group definition.
" + } + } + }, + "UpdateContainerFleetOutput":{ + "type":"structure", + "members":{ + "ContainerFleet":{ + "shape":"ContainerFleet", + "documentation":"A collection of container fleet objects for all fleets that match the request criteria.
" + } + } + }, + "UpdateContainerGroupDefinitionInput":{ + "type":"structure", + "required":["Name"], + "members":{ + "Name":{ + "shape":"ContainerGroupDefinitionNameOrArn", + "documentation":"A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.
" + }, + "GameServerContainerDefinition":{ + "shape":"GameServerContainerDefinitionInput", + "documentation":"An updated definition for the game server container in this group. Define a game server container only when the container group type is GAME_SERVER
. You can pass in your container definitions as a JSON file.
One or more definitions for support containers in this group. You can define a support container in any type of container group. You can pass in your container definitions as a JSON file.
" + }, + "TotalMemoryLimitMebibytes":{ + "shape":"ContainerTotalMemoryLimit", + "documentation":"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 an individual container, the total value must be greater than any individual container's memory limit.
" + }, + "TotalVcpuLimit":{ + "shape":"ContainerTotalVcpuLimit", + "documentation":"The maximum amount of vCPU units to allocate to the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share this memory. If you specify vCPU limits for individual containers, the total value must be equal to or greater than the sum of the CPU limits for all containers in the group.
" + }, + "VersionDescription":{ + "shape":"NonZeroAndMaxString", + "documentation":"A description for this update to the container group definition.
" + }, + "SourceVersionNumber":{ + "shape":"PositiveInteger", + "documentation":"The container group definition version to update. The new version starts with values from the source version, and then updates values included in this request.
" + }, + "OperatingSystem":{ + "shape":"ContainerOperatingSystem", + "documentation":"The platform that all containers in the group use. Containers in a group must run on the same operating system.
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.
The properties of the updated container group definition version.
" + } + } + }, "UpdateFleetAttributesInput":{ "type":"structure", "required":["FleetId"], @@ -8526,7 +9470,7 @@ }, "NewGameSessionProtectionPolicy":{ "shape":"ProtectionPolicy", - "documentation":"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.
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.
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 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.
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. When updating policies, provide a complete collection of policies.
" + "documentation":"A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests. Use multiple policies to gradually relax the cap over time if Amazon GameLift can't make a placement. Policies are evaluated in order starting with the lowest maximum latency value. When updating policies, provide a complete collection of policies.
" }, "Destinations":{ "shape":"GameSessionQueueDestinationList", @@ -8826,7 +9770,7 @@ }, "AdditionalPlayerCount":{ "shape":"WholeNumber", - "documentation":"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
.
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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the game session that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
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. For more information, see Start a game session. This information is added to the game session that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
A descriptive label that is associated with a script. Script names don't need to be unique.
" + "documentation":"A descriptive label that is associated with a script. Script names do not need to be unique.
" }, "Version":{ "shape":"NonZeroAndMaxString", - "documentation":"Version information associated with a build or script. Version strings don't need to be unique.
" + "documentation":"Version information that is associated with a build or script. Version strings do not need to be unique.
" }, "StorageLocation":{ "shape":"S3Location", diff --git a/botocore/data/payment-cryptography/2021-09-14/service-2.json b/botocore/data/payment-cryptography/2021-09-14/service-2.json index b07cdbcaba..5e782edaea 100644 --- a/botocore/data/payment-cryptography/2021-09-14/service-2.json +++ b/botocore/data/payment-cryptography/2021-09-14/service-2.json @@ -245,7 +245,7 @@ {"shape":"ThrottlingException"}, {"shape":"InternalServerException"} ], - "documentation":"Lists the aliases for all keys in the caller's Amazon Web Services account and Amazon Web Services Region. You can filter the list of aliases. For more information, see Using aliases in the Amazon Web Services Payment Cryptography User Guide.
This is a paginated operation, which means that each response might contain only a subset of all the aliases. When the response contains only a subset of aliases, it includes a NextToken
value. Use this value in a subsequent ListAliases
request to get more aliases. When you receive a response with no NextToken (or an empty or null value), that means there are no more aliases to get.
Cross-account use: This operation can't be used across different Amazon Web Services accounts.
Related operations:
" + "documentation":"Lists the aliases for all keys in the caller's Amazon Web Services account and Amazon Web Services Region. You can filter the aliases by keyARN
. For more information, see Using aliases in the Amazon Web Services Payment Cryptography User Guide.
This is a paginated operation, which means that each response might contain only a subset of all the aliases. When the response contains only a subset of aliases, it includes a NextToken
value. Use this value in a subsequent ListAliases
request to get more aliases. When you receive a response with no NextToken (or an empty or null value), that means there are no more aliases to get.
Cross-account use: This operation can't be used across different Amazon Web Services accounts.
Related operations:
" }, "ListKeys":{ "name":"ListKeys", @@ -1375,6 +1375,10 @@ "ListAliasesInput":{ "type":"structure", "members":{ + "KeyArn":{ + "shape":"KeyArn", + "documentation":"The keyARN
for which you want to list all aliases.
Use this parameter in a subsequent request after you receive a response with truncated results. Set it to the value of NextToken
from the truncated response you just received.
The life cycle type for this DB cluster.
By default, this value is set to open-source-rds-extended-support
, which enrolls your DB cluster into Amazon RDS Extended Support. At the end of standard support, you can avoid charges for Extended Support by setting the value to open-source-rds-extended-support-disabled
. In this case, creating the DB cluster will fail if the DB major version is past its end of standard support date.
You can use this setting to enroll your DB cluster into Amazon RDS Extended Support. With RDS Extended Support, you can run the selected major engine version on your DB cluster past the end of standard support for that engine version. For more information, see the following sections:
Amazon Aurora (PostgreSQL only) - Using Amazon RDS Extended Support in the Amazon Aurora User Guide
Amazon RDS - Using Amazon RDS Extended Support in the Amazon RDS User Guide
Valid for Cluster Type: Aurora DB clusters and Multi-AZ DB clusters
Valid Values: open-source-rds-extended-support | open-source-rds-extended-support-disabled
Default: open-source-rds-extended-support
The life cycle type for this DB cluster.
By default, this value is set to open-source-rds-extended-support
, which enrolls your DB cluster into Amazon RDS Extended Support. At the end of standard support, you can avoid charges for Extended Support by setting the value to open-source-rds-extended-support-disabled
. In this case, creating the DB cluster will fail if the DB major version is past its end of standard support date.
You can use this setting to enroll your DB cluster into Amazon RDS Extended Support. With RDS Extended Support, you can run the selected major engine version on your DB cluster past the end of standard support for that engine version. For more information, see the following sections:
Amazon Aurora - Using Amazon RDS Extended Support in the Amazon Aurora User Guide
Amazon RDS - Using Amazon RDS Extended Support in the Amazon RDS User Guide
Valid for Cluster Type: Aurora DB clusters and Multi-AZ DB clusters
Valid Values: open-source-rds-extended-support | open-source-rds-extended-support-disabled
Default: open-source-rds-extended-support
The life cycle type for this DB cluster.
By default, this value is set to open-source-rds-extended-support
, which enrolls your DB cluster into Amazon RDS Extended Support. At the end of standard support, you can avoid charges for Extended Support by setting the value to open-source-rds-extended-support-disabled
. In this case, RDS automatically upgrades your restored DB cluster to a higher engine version, if the major engine version is past its end of standard support date.
You can use this setting to enroll your DB cluster into Amazon RDS Extended Support. With RDS Extended Support, you can run the selected major engine version on your DB cluster past the end of standard support for that engine version. For more information, see the following sections:
Amazon Aurora (PostgreSQL only) - Using Amazon RDS Extended Support in the Amazon Aurora User Guide
Amazon RDS - Using Amazon RDS Extended Support in the Amazon RDS User Guide
Valid for Cluster Type: Aurora DB clusters and Multi-AZ DB clusters
Valid Values: open-source-rds-extended-support | open-source-rds-extended-support-disabled
Default: open-source-rds-extended-support
The life cycle type for this DB cluster.
By default, this value is set to open-source-rds-extended-support
, which enrolls your DB cluster into Amazon RDS Extended Support. At the end of standard support, you can avoid charges for Extended Support by setting the value to open-source-rds-extended-support-disabled
. In this case, RDS automatically upgrades your restored DB cluster to a higher engine version, if the major engine version is past its end of standard support date.
You can use this setting to enroll your DB cluster into Amazon RDS Extended Support. With RDS Extended Support, you can run the selected major engine version on your DB cluster past the end of standard support for that engine version. For more information, see the following sections:
Amazon Aurora - Using Amazon RDS Extended Support in the Amazon Aurora User Guide
Amazon RDS - Using Amazon RDS Extended Support in the Amazon RDS User Guide
Valid for Cluster Type: Aurora DB clusters and Multi-AZ DB clusters
Valid Values: open-source-rds-extended-support | open-source-rds-extended-support-disabled
Default: open-source-rds-extended-support
The life cycle type for this DB cluster.
By default, this value is set to open-source-rds-extended-support
, which enrolls your DB cluster into Amazon RDS Extended Support. At the end of standard support, you can avoid charges for Extended Support by setting the value to open-source-rds-extended-support-disabled
. In this case, RDS automatically upgrades your restored DB cluster to a higher engine version, if the major engine version is past its end of standard support date.
You can use this setting to enroll your DB cluster into Amazon RDS Extended Support. With RDS Extended Support, you can run the selected major engine version on your DB cluster past the end of standard support for that engine version. For more information, see the following sections:
Amazon Aurora (PostgreSQL only) - Using Amazon RDS Extended Support in the Amazon Aurora User Guide
Amazon RDS - Using Amazon RDS Extended Support in the Amazon RDS User Guide
Valid for Cluster Type: Aurora DB clusters and Multi-AZ DB clusters
Valid Values: open-source-rds-extended-support | open-source-rds-extended-support-disabled
Default: open-source-rds-extended-support
The life cycle type for this DB cluster.
By default, this value is set to open-source-rds-extended-support
, which enrolls your DB cluster into Amazon RDS Extended Support. At the end of standard support, you can avoid charges for Extended Support by setting the value to open-source-rds-extended-support-disabled
. In this case, RDS automatically upgrades your restored DB cluster to a higher engine version, if the major engine version is past its end of standard support date.
You can use this setting to enroll your DB cluster into Amazon RDS Extended Support. With RDS Extended Support, you can run the selected major engine version on your DB cluster past the end of standard support for that engine version. For more information, see the following sections:
Amazon Aurora - Using Amazon RDS Extended Support in the Amazon Aurora User Guide
Amazon RDS - Using Amazon RDS Extended Support in the Amazon RDS User Guide
Valid for Cluster Type: Aurora DB clusters and Multi-AZ DB clusters
Valid Values: open-source-rds-extended-support | open-source-rds-extended-support-disabled
Default: open-source-rds-extended-support
The life cycle type for this DB cluster.
By default, this value is set to open-source-rds-extended-support
, which enrolls your DB cluster into Amazon RDS Extended Support. At the end of standard support, you can avoid charges for Extended Support by setting the value to open-source-rds-extended-support-disabled
. In this case, RDS automatically upgrades your restored DB cluster to a higher engine version, if the major engine version is past its end of standard support date.
You can use this setting to enroll your DB cluster into Amazon RDS Extended Support. With RDS Extended Support, you can run the selected major engine version on your DB cluster past the end of standard support for that engine version. For more information, see the following sections:
Amazon Aurora (PostgreSQL only) - Using Amazon RDS Extended Support in the Amazon Aurora User Guide
Amazon RDS - Using Amazon RDS Extended Support in the Amazon RDS User Guide
Valid for Cluster Type: Aurora DB clusters and Multi-AZ DB clusters
Valid Values: open-source-rds-extended-support | open-source-rds-extended-support-disabled
Default: open-source-rds-extended-support
The life cycle type for this DB cluster.
By default, this value is set to open-source-rds-extended-support
, which enrolls your DB cluster into Amazon RDS Extended Support. At the end of standard support, you can avoid charges for Extended Support by setting the value to open-source-rds-extended-support-disabled
. In this case, RDS automatically upgrades your restored DB cluster to a higher engine version, if the major engine version is past its end of standard support date.
You can use this setting to enroll your DB cluster into Amazon RDS Extended Support. With RDS Extended Support, you can run the selected major engine version on your DB cluster past the end of standard support for that engine version. For more information, see the following sections:
Amazon Aurora - Using Amazon RDS Extended Support in the Amazon Aurora User Guide
Amazon RDS - Using Amazon RDS Extended Support in the Amazon RDS User Guide
Valid for Cluster Type: Aurora DB clusters and Multi-AZ DB clusters
Valid Values: open-source-rds-extended-support | open-source-rds-extended-support-disabled
Default: open-source-rds-extended-support