UNPKG

306 kBTypeScriptView Raw
1import {Request} from '../lib/request';
2import {Response} from '../lib/response';
3import {AWSError} from '../lib/error';
4import {Service} from '../lib/service';
5import {ServiceConfigurationOptions} from '../lib/service';
6import {ConfigBase as Config} from '../lib/config';
7interface Blob {}
8declare class GameLift extends Service {
9 /**
10 * Constructs a service object. This object has one method for each API operation.
11 */
12 constructor(options?: GameLift.Types.ClientConfiguration)
13 config: Config & GameLift.Types.ClientConfiguration;
14 /**
15 * Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to accept the match, the ticket status is set to FAILED, and processing is terminated. A new matchmaking request for these players can be submitted as needed. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
16 */
17 acceptMatch(params: GameLift.Types.AcceptMatchInput, callback?: (err: AWSError, data: GameLift.Types.AcceptMatchOutput) => void): Request<GameLift.Types.AcceptMatchOutput, AWSError>;
18 /**
19 * Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to accept the match, the ticket status is set to FAILED, and processing is terminated. A new matchmaking request for these players can be submitted as needed. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
20 */
21 acceptMatch(callback?: (err: AWSError, data: GameLift.Types.AcceptMatchOutput) => void): Request<GameLift.Types.AcceptMatchOutput, AWSError>;
22 /**
23 * Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. You can reassign an alias to another fleet by calling UpdateAlias. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
24 */
25 createAlias(params: GameLift.Types.CreateAliasInput, callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
26 /**
27 * Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. You can reassign an alias to another fleet by calling UpdateAlias. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
28 */
29 createAlias(callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
30 /**
31 * Creates a new Amazon GameLift build record for your game server binary files and points to the location of your game server build files in an Amazon Simple Storage Service (Amazon S3) location. Game server binaries must be combined into a .zip file for use with Amazon GameLift. To create new builds quickly and easily, use the AWS CLI command upload-build . This helper command uploads your build and creates a new build record in one step, and automatically handles the necessary permissions. The CreateBuild operation should be used only when you need to manually upload your build files, as in the following scenarios: Store a build file in an Amazon S3 bucket under your own AWS account. To use this option, you must first give Amazon GameLift access to that Amazon S3 bucket. To create a new build record using files in your Amazon S3 bucket, call CreateBuild and specify a build name, operating system, and the storage location of your game build. Upload a build file directly to Amazon GameLift's Amazon S3 account. To use this option, you first call CreateBuild with a build name and operating system. This action creates a new build record and returns an Amazon S3 storage location (bucket and key only) and temporary access credentials. Use the credentials to manually upload your build file to the storage location (see the Amazon S3 topic Uploading Objects). You can upload files to a location only once. If successful, this operation creates a new build record with a unique build ID and places it in INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets. Learn more Uploading Your Game Create a Build with Files in Amazon S3 Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
32 */
33 createBuild(params: GameLift.Types.CreateBuildInput, callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
34 /**
35 * Creates a new Amazon GameLift build record for your game server binary files and points to the location of your game server build files in an Amazon Simple Storage Service (Amazon S3) location. Game server binaries must be combined into a .zip file for use with Amazon GameLift. To create new builds quickly and easily, use the AWS CLI command upload-build . This helper command uploads your build and creates a new build record in one step, and automatically handles the necessary permissions. The CreateBuild operation should be used only when you need to manually upload your build files, as in the following scenarios: Store a build file in an Amazon S3 bucket under your own AWS account. To use this option, you must first give Amazon GameLift access to that Amazon S3 bucket. To create a new build record using files in your Amazon S3 bucket, call CreateBuild and specify a build name, operating system, and the storage location of your game build. Upload a build file directly to Amazon GameLift's Amazon S3 account. To use this option, you first call CreateBuild with a build name and operating system. This action creates a new build record and returns an Amazon S3 storage location (bucket and key only) and temporary access credentials. Use the credentials to manually upload your build file to the storage location (see the Amazon S3 topic Uploading Objects). You can upload files to a location only once. If successful, this operation creates a new build record with a unique build ID and places it in INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets. Learn more Uploading Your Game Create a Build with Files in Amazon S3 Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
36 */
37 createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
38 /**
39 * Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You set up a fleet to use instances with certain hardware specifications (see Amazon EC2 Instance Types), and deploy your game build to the fleet. To create a new fleet, you must provide the following: (1) a fleet name, (2) an EC2 instance type, (3) the build ID for your game build, and (4) a run-time configuration, which specifies the server processes to run on each instance in the fleet. If fleet type is not set, the new fleet will use on-demand instances by default. If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events: Creates a fleet record. Status: NEW. Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console. Sets the fleet's target capacity to 1 (desired instances), which triggers Amazon GameLift to start one new EC2 instance. Downloads the game build to the new instance and installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING. Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds. Status: ACTIVATING. Sets the fleet's status to ACTIVE as soon as one server process is ready to host a game session. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
40 */
41 createFleet(params: GameLift.Types.CreateFleetInput, callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
42 /**
43 * Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You set up a fleet to use instances with certain hardware specifications (see Amazon EC2 Instance Types), and deploy your game build to the fleet. To create a new fleet, you must provide the following: (1) a fleet name, (2) an EC2 instance type, (3) the build ID for your game build, and (4) a run-time configuration, which specifies the server processes to run on each instance in the fleet. If fleet type is not set, the new fleet will use on-demand instances by default. If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events: Creates a fleet record. Status: NEW. Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console. Sets the fleet's target capacity to 1 (desired instances), which triggers Amazon GameLift to start one new EC2 instance. Downloads the game build to the new instance and installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING. Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds. Status: ACTIVATING. Sets the fleet's status to ACTIVE as soon as one server process is ready to host a game session. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
44 */
45 createFleet(callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
46 /**
47 * Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it. To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified. Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change. Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request. Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
48 */
49 createGameSession(params: GameLift.Types.CreateGameSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
50 /**
51 * Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it. To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified. Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change. Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request. Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
52 */
53 createGameSession(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
54 /**
55 * Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name. Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience. Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc. To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned. CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
56 */
57 createGameSessionQueue(params: GameLift.Types.CreateGameSessionQueueInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionQueueOutput) => void): Request<GameLift.Types.CreateGameSessionQueueOutput, AWSError>;
58 /**
59 * Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name. Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience. Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc. To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned. CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
60 */
61 createGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionQueueOutput) => void): Request<GameLift.Types.CreateGameSessionQueueOutput, AWSError>;
62 /**
63 * Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used. To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt. Player acceptance -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept. Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration (see Setting up Notifications for Matchmaking). Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds. CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
64 */
65 createMatchmakingConfiguration(params: GameLift.Types.CreateMatchmakingConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.CreateMatchmakingConfigurationOutput, AWSError>;
66 /**
67 * Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used. To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt. Player acceptance -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept. Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration (see Setting up Notifications for Matchmaking). Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds. CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
68 */
69 createMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.CreateMatchmakingConfigurationOutput, AWSError>;
70 /**
71 * Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration. To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same region as the matchmaking configuration they will be used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set. Learn more Build a Rule Set Design a Matchmaker Matchmaking with FlexMatch Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
72 */
73 createMatchmakingRuleSet(params: GameLift.Types.CreateMatchmakingRuleSetInput, callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.CreateMatchmakingRuleSetOutput, AWSError>;
74 /**
75 * Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration. To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same region as the matchmaking configuration they will be used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set. Learn more Build a Rule Set Design a Matchmaker Matchmaking with FlexMatch Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
76 */
77 createMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.CreateMatchmakingRuleSetOutput, AWSError>;
78 /**
79 * Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated. Available in Amazon GameLift Local. CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
80 */
81 createPlayerSession(params: GameLift.Types.CreatePlayerSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
82 /**
83 * Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated. Available in Amazon GameLift Local. CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
84 */
85 createPlayerSession(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
86 /**
87 * Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated. Available in Amazon GameLift Local. CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
88 */
89 createPlayerSessions(params: GameLift.Types.CreatePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
90 /**
91 * Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated. Available in Amazon GameLift Local. CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
92 */
93 createPlayerSessions(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
94 /**
95 * Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets. You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC. To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift. The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
96 */
97 createVpcPeeringAuthorization(params: GameLift.Types.CreateVpcPeeringAuthorizationInput, callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.CreateVpcPeeringAuthorizationOutput, AWSError>;
98 /**
99 * Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets. You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC. To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift. The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
100 */
101 createVpcPeeringAuthorization(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.CreateVpcPeeringAuthorizationOutput, AWSError>;
102 /**
103 * Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc. To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
104 */
105 createVpcPeeringConnection(params: GameLift.Types.CreateVpcPeeringConnectionInput, callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
106 /**
107 * Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc. To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
108 */
109 createVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
110 /**
111 * Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
112 */
113 deleteAlias(params: GameLift.Types.DeleteAliasInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
114 /**
115 * Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
116 */
117 deleteAlias(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
118 /**
119 * Deletes a build. This action permanently deletes the build record and any uploaded build files. To delete a build, specify its ID. 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. Learn more Working with Builds Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
120 */
121 deleteBuild(params: GameLift.Types.DeleteBuildInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
122 /**
123 * Deletes a build. This action permanently deletes the build record and any uploaded build files. To delete a build, specify its ID. 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. Learn more Working with Builds Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
124 */
125 deleteBuild(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
126 /**
127 * Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity. This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
128 */
129 deleteFleet(params: GameLift.Types.DeleteFleetInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
130 /**
131 * Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity. This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
132 */
133 deleteFleet(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
134 /**
135 * Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name. CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
136 */
137 deleteGameSessionQueue(params: GameLift.Types.DeleteGameSessionQueueInput, callback?: (err: AWSError, data: GameLift.Types.DeleteGameSessionQueueOutput) => void): Request<GameLift.Types.DeleteGameSessionQueueOutput, AWSError>;
138 /**
139 * Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name. CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
140 */
141 deleteGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.DeleteGameSessionQueueOutput) => void): Request<GameLift.Types.DeleteGameSessionQueueOutput, AWSError>;
142 /**
143 * Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets. CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
144 */
145 deleteMatchmakingConfiguration(params: GameLift.Types.DeleteMatchmakingConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingConfigurationOutput) => void): Request<GameLift.Types.DeleteMatchmakingConfigurationOutput, AWSError>;
146 /**
147 * Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets. CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
148 */
149 deleteMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingConfigurationOutput) => void): Request<GameLift.Types.DeleteMatchmakingConfigurationOutput, AWSError>;
150 /**
151 * Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration. Learn more Build a Rule Set Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
152 */
153 deleteMatchmakingRuleSet(params: GameLift.Types.DeleteMatchmakingRuleSetInput, callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingRuleSetOutput) => void): Request<GameLift.Types.DeleteMatchmakingRuleSetOutput, AWSError>;
154 /**
155 * Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration. Learn more Build a Rule Set Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
156 */
157 deleteMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.DeleteMatchmakingRuleSetOutput) => void): Request<GameLift.Types.DeleteMatchmakingRuleSetOutput, AWSError>;
158 /**
159 * Deletes a fleet scaling policy. This action means that the policy is no longer in force and 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, call StopFleetActions. This operation suspends all policies for the fleet. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
160 */
161 deleteScalingPolicy(params: GameLift.Types.DeleteScalingPolicyInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
162 /**
163 * Deletes a fleet scaling policy. This action means that the policy is no longer in force and 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, call StopFleetActions. This operation suspends all policies for the fleet. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
164 */
165 deleteScalingPolicy(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
166 /**
167 * Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to create a peering connection, call DeleteVpcPeeringConnection to remove the connection. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
168 */
169 deleteVpcPeeringAuthorization(params: GameLift.Types.DeleteVpcPeeringAuthorizationInput, callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.DeleteVpcPeeringAuthorizationOutput, AWSError>;
170 /**
171 * Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to create a peering connection, call DeleteVpcPeeringConnection to remove the connection. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
172 */
173 deleteVpcPeeringAuthorization(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.DeleteVpcPeeringAuthorizationOutput, AWSError>;
174 /**
175 * Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization. Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
176 */
177 deleteVpcPeeringConnection(params: GameLift.Types.DeleteVpcPeeringConnectionInput, callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
178 /**
179 * Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization. Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
180 */
181 deleteVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
182 /**
183 * Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias. To get alias properties, specify the alias ID. If successful, the requested alias record is returned. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
184 */
185 describeAlias(params: GameLift.Types.DescribeAliasInput, callback?: (err: AWSError, data: GameLift.Types.DescribeAliasOutput) => void): Request<GameLift.Types.DescribeAliasOutput, AWSError>;
186 /**
187 * Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias. To get alias properties, specify the alias ID. If successful, the requested alias record is returned. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
188 */
189 describeAlias(callback?: (err: AWSError, data: GameLift.Types.DescribeAliasOutput) => void): Request<GameLift.Types.DescribeAliasOutput, AWSError>;
190 /**
191 * Retrieves properties for a build. To request a build record, specify a build ID. If successful, an object containing the build properties is returned. Learn more Working with Builds Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
192 */
193 describeBuild(params: GameLift.Types.DescribeBuildInput, callback?: (err: AWSError, data: GameLift.Types.DescribeBuildOutput) => void): Request<GameLift.Types.DescribeBuildOutput, AWSError>;
194 /**
195 * Retrieves properties for a build. To request a build record, specify a build ID. If successful, an object containing the build properties is returned. Learn more Working with Builds Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
196 */
197 describeBuild(callback?: (err: AWSError, data: GameLift.Types.DescribeBuildOutput) => void): Request<GameLift.Types.DescribeBuildOutput, AWSError>;
198 /**
199 * Retrieves the following information for the specified EC2 instance type: maximum number of instances allowed per AWS account (service limit) current usage level for the AWS account Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner). Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
200 */
201 describeEC2InstanceLimits(params: GameLift.Types.DescribeEC2InstanceLimitsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
202 /**
203 * Retrieves the following information for the specified EC2 instance type: maximum number of instances allowed per AWS account (service limit) current usage level for the AWS account Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner). Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
204 */
205 describeEC2InstanceLimits(callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
206 /**
207 * Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist. Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
208 */
209 describeFleetAttributes(params: GameLift.Types.DescribeFleetAttributesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetAttributesOutput) => void): Request<GameLift.Types.DescribeFleetAttributesOutput, AWSError>;
210 /**
211 * Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist. Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
212 */
213 describeFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetAttributesOutput) => void): Request<GameLift.Types.DescribeFleetAttributesOutput, AWSError>;
214 /**
215 * Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. 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. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist. Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
216 */
217 describeFleetCapacity(params: GameLift.Types.DescribeFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetCapacityOutput) => void): Request<GameLift.Types.DescribeFleetCapacityOutput, AWSError>;
218 /**
219 * Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. 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. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist. Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
220 */
221 describeFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetCapacityOutput) => void): Request<GameLift.Types.DescribeFleetCapacityOutput, AWSError>;
222 /**
223 * Retrieves entries from the specified fleet's event log. 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 Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
224 */
225 describeFleetEvents(params: GameLift.Types.DescribeFleetEventsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetEventsOutput) => void): Request<GameLift.Types.DescribeFleetEventsOutput, AWSError>;
226 /**
227 * Retrieves entries from the specified fleet's event log. 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 Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
228 */
229 describeFleetEvents(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetEventsOutput) => void): Request<GameLift.Types.DescribeFleetEventsOutput, AWSError>;
230 /**
231 * Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
232 */
233 describeFleetPortSettings(params: GameLift.Types.DescribeFleetPortSettingsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetPortSettingsOutput) => void): Request<GameLift.Types.DescribeFleetPortSettingsOutput, AWSError>;
234 /**
235 * Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
236 */
237 describeFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetPortSettingsOutput) => void): Request<GameLift.Types.DescribeFleetPortSettingsOutput, AWSError>;
238 /**
239 * Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist. Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
240 */
241 describeFleetUtilization(params: GameLift.Types.DescribeFleetUtilizationInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
242 /**
243 * Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist. Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
244 */
245 describeFleetUtilization(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
246 /**
247 * Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet. To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
248 */
249 describeGameSessionDetails(params: GameLift.Types.DescribeGameSessionDetailsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
250 /**
251 * Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet. To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
252 */
253 describeGameSessionDetails(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
254 /**
255 * Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
256 */
257 describeGameSessionPlacement(params: GameLift.Types.DescribeGameSessionPlacementInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionPlacementOutput) => void): Request<GameLift.Types.DescribeGameSessionPlacementOutput, AWSError>;
258 /**
259 * Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
260 */
261 describeGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionPlacementOutput) => void): Request<GameLift.Types.DescribeGameSessionPlacementOutput, AWSError>;
262 /**
263 * Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region. CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
264 */
265 describeGameSessionQueues(params: GameLift.Types.DescribeGameSessionQueuesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionQueuesOutput) => void): Request<GameLift.Types.DescribeGameSessionQueuesOutput, AWSError>;
266 /**
267 * Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region. CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
268 */
269 describeGameSessionQueues(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionQueuesOutput) => void): Request<GameLift.Types.DescribeGameSessionQueuesOutput, AWSError>;
270 /**
271 * Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails. To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request. Available in Amazon GameLift Local. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
272 */
273 describeGameSessions(params: GameLift.Types.DescribeGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
274 /**
275 * Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails. To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request. Available in Amazon GameLift Local. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
276 */
277 describeGameSessions(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
278 /**
279 * Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance. To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
280 */
281 describeInstances(params: GameLift.Types.DescribeInstancesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
282 /**
283 * Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance. To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
284 */
285 describeInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
286 /**
287 * Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session. You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
288 */
289 describeMatchmaking(params: GameLift.Types.DescribeMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingOutput) => void): Request<GameLift.Types.DescribeMatchmakingOutput, AWSError>;
290 /**
291 * Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session. You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
292 */
293 describeMatchmaking(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingOutput) => void): Request<GameLift.Types.DescribeMatchmakingOutput, AWSError>;
294 /**
295 * Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
296 */
297 describeMatchmakingConfigurations(params: GameLift.Types.DescribeMatchmakingConfigurationsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingConfigurationsOutput) => void): Request<GameLift.Types.DescribeMatchmakingConfigurationsOutput, AWSError>;
298 /**
299 * Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
300 */
301 describeMatchmakingConfigurations(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingConfigurationsOutput) => void): Request<GameLift.Types.DescribeMatchmakingConfigurationsOutput, AWSError>;
302 /**
303 * Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name. Learn more Build a Rule Set Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
304 */
305 describeMatchmakingRuleSets(params: GameLift.Types.DescribeMatchmakingRuleSetsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingRuleSetsOutput) => void): Request<GameLift.Types.DescribeMatchmakingRuleSetsOutput, AWSError>;
306 /**
307 * Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name. Learn more Build a Rule Set Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
308 */
309 describeMatchmakingRuleSets(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingRuleSetsOutput) => void): Request<GameLift.Types.DescribeMatchmakingRuleSetsOutput, AWSError>;
310 /**
311 * Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player. To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request. Available in Amazon GameLift Local. CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
312 */
313 describePlayerSessions(params: GameLift.Types.DescribePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
314 /**
315 * Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player. To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request. Available in Amazon GameLift Local. CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
316 */
317 describePlayerSessions(callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
318 /**
319 * Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
320 */
321 describeRuntimeConfiguration(params: GameLift.Types.DescribeRuntimeConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.DescribeRuntimeConfigurationOutput) => void): Request<GameLift.Types.DescribeRuntimeConfigurationOutput, AWSError>;
322 /**
323 * Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
324 */
325 describeRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.DescribeRuntimeConfigurationOutput) => void): Request<GameLift.Types.DescribeRuntimeConfigurationOutput, AWSError>;
326 /**
327 * Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended (StopFleetActions). This action does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
328 */
329 describeScalingPolicies(params: GameLift.Types.DescribeScalingPoliciesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
330 /**
331 * Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended (StopFleetActions). This action does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
332 */
333 describeScalingPolicies(callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
334 /**
335 * Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
336 */
337 describeVpcPeeringAuthorizations(params: GameLift.Types.DescribeVpcPeeringAuthorizationsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringAuthorizationsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringAuthorizationsOutput, AWSError>;
338 /**
339 * Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
340 */
341 describeVpcPeeringAuthorizations(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringAuthorizationsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringAuthorizationsOutput, AWSError>;
342 /**
343 * Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
344 */
345 describeVpcPeeringConnections(params: GameLift.Types.DescribeVpcPeeringConnectionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
346 /**
347 * Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. CreateVpcPeeringAuthorization DescribeVpcPeeringAuthorizations DeleteVpcPeeringAuthorization CreateVpcPeeringConnection DescribeVpcPeeringConnections DeleteVpcPeeringConnection
348 */
349 describeVpcPeeringConnections(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
350 /**
351 * Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
352 */
353 getGameSessionLogUrl(params: GameLift.Types.GetGameSessionLogUrlInput, callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
354 /**
355 * Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
356 */
357 getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
358 /**
359 * Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time. Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance. To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
360 */
361 getInstanceAccess(params: GameLift.Types.GetInstanceAccessInput, callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
362 /**
363 * Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time. Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance. To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
364 */
365 getInstanceAccess(callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
366 /**
367 * Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. Returned aliases are not listed in any particular order. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
368 */
369 listAliases(params: GameLift.Types.ListAliasesInput, callback?: (err: AWSError, data: GameLift.Types.ListAliasesOutput) => void): Request<GameLift.Types.ListAliasesOutput, AWSError>;
370 /**
371 * Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. Returned aliases are not listed in any particular order. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
372 */
373 listAliases(callback?: (err: AWSError, data: GameLift.Types.ListAliasesOutput) => void): Request<GameLift.Types.ListAliasesOutput, AWSError>;
374 /**
375 * Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build records are not listed in any particular order. Learn more Working with Builds Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
376 */
377 listBuilds(params: GameLift.Types.ListBuildsInput, callback?: (err: AWSError, data: GameLift.Types.ListBuildsOutput) => void): Request<GameLift.Types.ListBuildsOutput, AWSError>;
378 /**
379 * Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build records are not listed in any particular order. Learn more Working with Builds Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
380 */
381 listBuilds(callback?: (err: AWSError, data: GameLift.Types.ListBuildsOutput) => void): Request<GameLift.Types.ListBuildsOutput, AWSError>;
382 /**
383 * Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages. Fleet records are not listed in any particular order. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
384 */
385 listFleets(params: GameLift.Types.ListFleetsInput, callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
386 /**
387 * Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages. Fleet records are not listed in any particular order. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
388 */
389 listFleets(callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
390 /**
391 * 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. You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy. 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. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
392 */
393 putScalingPolicy(params: GameLift.Types.PutScalingPolicyInput, callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
394 /**
395 * 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. You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy. 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. DescribeFleetCapacity UpdateFleetCapacity DescribeEC2InstanceLimits Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling) Manage fleet actions: StartFleetActions StopFleetActions
396 */
397 putScalingPolicy(callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
398 /**
399 * Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Uploading Your Game Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
400 */
401 requestUploadCredentials(params: GameLift.Types.RequestUploadCredentialsInput, callback?: (err: AWSError, data: GameLift.Types.RequestUploadCredentialsOutput) => void): Request<GameLift.Types.RequestUploadCredentialsOutput, AWSError>;
402 /**
403 * Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Uploading Your Game Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
404 */
405 requestUploadCredentials(callback?: (err: AWSError, data: GameLift.Types.RequestUploadCredentialsOutput) => void): Request<GameLift.Types.RequestUploadCredentialsOutput, AWSError>;
406 /**
407 * Retrieves the fleet ID that a specified alias is currently pointing to. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
408 */
409 resolveAlias(params: GameLift.Types.ResolveAliasInput, callback?: (err: AWSError, data: GameLift.Types.ResolveAliasOutput) => void): Request<GameLift.Types.ResolveAliasOutput, AWSError>;
410 /**
411 * Retrieves the fleet ID that a specified alias is currently pointing to. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
412 */
413 resolveAlias(callback?: (err: AWSError, data: GameLift.Types.ResolveAliasOutput) => void): Request<GameLift.Types.ResolveAliasOutput, AWSError>;
414 /**
415 * Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes: gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session. gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings. maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages. You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
416 */
417 searchGameSessions(params: GameLift.Types.SearchGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.SearchGameSessionsOutput) => void): Request<GameLift.Types.SearchGameSessionsOutput, AWSError>;
418 /**
419 * Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes: gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session. gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings. maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages. You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
420 */
421 searchGameSessions(callback?: (err: AWSError, data: GameLift.Types.SearchGameSessionsOutput) => void): Request<GameLift.Types.SearchGameSessionsOutput, AWSError>;
422 /**
423 * Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity. To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
424 */
425 startFleetActions(params: GameLift.Types.StartFleetActionsInput, callback?: (err: AWSError, data: GameLift.Types.StartFleetActionsOutput) => void): Request<GameLift.Types.StartFleetActionsOutput, AWSError>;
426 /**
427 * Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity. To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
428 */
429 startFleetActions(callback?: (err: AWSError, data: GameLift.Types.StartFleetActionsOutput) => void): Request<GameLift.Types.StartFleetActionsOutput, AWSError>;
430 /**
431 * Places a request for a new game session in a queue (see CreateGameSessionQueue). 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. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
432 */
433 startGameSessionPlacement(params: GameLift.Types.StartGameSessionPlacementInput, callback?: (err: AWSError, data: GameLift.Types.StartGameSessionPlacementOutput) => void): Request<GameLift.Types.StartGameSessionPlacementOutput, AWSError>;
434 /**
435 * Places a request for a new game session in a queue (see CreateGameSessionQueue). 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. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
436 */
437 startGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.StartGameSessionPlacementOutput) => void): Request<GameLift.Types.StartGameSessionPlacementOutput, AWSError>;
438 /**
439 * Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created. To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed. For more detail how to set up backfilling, see Backfill Existing Games with FlexMatch. The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
440 */
441 startMatchBackfill(params: GameLift.Types.StartMatchBackfillInput, callback?: (err: AWSError, data: GameLift.Types.StartMatchBackfillOutput) => void): Request<GameLift.Types.StartMatchBackfillOutput, AWSError>;
442 /**
443 * Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created. To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed. For more detail how to set up backfilling, see Backfill Existing Games with FlexMatch. The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
444 */
445 startMatchBackfill(callback?: (err: AWSError, data: GameLift.Types.StartMatchBackfillOutput) => void): Request<GameLift.Types.StartMatchBackfillOutput, AWSError>;
446 /**
447 * Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic Adding FlexMatch to Your Game. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches. Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests: Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds. Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when notifications are not received within 30 seconds. Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows: Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket. FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status. If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details). Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data. When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
448 */
449 startMatchmaking(params: GameLift.Types.StartMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
450 /**
451 * Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic Adding FlexMatch to Your Game. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches. Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests: Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds. Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when notifications are not received within 30 seconds. Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows: Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket. FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status. If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details). Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data. When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
452 */
453 startMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
454 /**
455 * Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop scaling events triggered by the fleet's scaling policies. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions using DescribeFleetAttributes. To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except to maintain the fleet's desired instances setting (FleetCapacity. Changes to the fleet's capacity must be done manually using UpdateFleetCapacity. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
456 */
457 stopFleetActions(params: GameLift.Types.StopFleetActionsInput, callback?: (err: AWSError, data: GameLift.Types.StopFleetActionsOutput) => void): Request<GameLift.Types.StopFleetActionsOutput, AWSError>;
458 /**
459 * Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop scaling events triggered by the fleet's scaling policies. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions using DescribeFleetAttributes. To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except to maintain the fleet's desired instances setting (FleetCapacity. Changes to the fleet's capacity must be done manually using UpdateFleetCapacity. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
460 */
461 stopFleetActions(callback?: (err: AWSError, data: GameLift.Types.StopFleetActionsOutput) => void): Request<GameLift.Types.StopFleetActionsOutput, AWSError>;
462 /**
463 * Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
464 */
465 stopGameSessionPlacement(params: GameLift.Types.StopGameSessionPlacementInput, callback?: (err: AWSError, data: GameLift.Types.StopGameSessionPlacementOutput) => void): Request<GameLift.Types.StopGameSessionPlacementOutput, AWSError>;
466 /**
467 * Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
468 */
469 stopGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.StopGameSessionPlacementOutput) => void): Request<GameLift.Types.StopGameSessionPlacementOutput, AWSError>;
470 /**
471 * Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
472 */
473 stopMatchmaking(params: GameLift.Types.StopMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.StopMatchmakingOutput) => void): Request<GameLift.Types.StopMatchmakingOutput, AWSError>;
474 /**
475 * Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. StartMatchmaking DescribeMatchmaking StopMatchmaking AcceptMatch StartMatchBackfill
476 */
477 stopMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StopMatchmakingOutput) => void): Request<GameLift.Types.StopMatchmakingOutput, AWSError>;
478 /**
479 * Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
480 */
481 updateAlias(params: GameLift.Types.UpdateAliasInput, callback?: (err: AWSError, data: GameLift.Types.UpdateAliasOutput) => void): Request<GameLift.Types.UpdateAliasOutput, AWSError>;
482 /**
483 * Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned. CreateAlias ListAliases DescribeAlias UpdateAlias DeleteAlias ResolveAlias
484 */
485 updateAlias(callback?: (err: AWSError, data: GameLift.Types.UpdateAliasOutput) => void): Request<GameLift.Types.UpdateAliasOutput, AWSError>;
486 /**
487 * Updates metadata in a build record, 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 Working with Builds Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
488 */
489 updateBuild(params: GameLift.Types.UpdateBuildInput, callback?: (err: AWSError, data: GameLift.Types.UpdateBuildOutput) => void): Request<GameLift.Types.UpdateBuildOutput, AWSError>;
490 /**
491 * Updates metadata in a build record, 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 Working with Builds Related operations CreateBuild ListBuilds DescribeBuild UpdateBuild DeleteBuild
492 */
493 updateBuild(callback?: (err: AWSError, data: GameLift.Types.UpdateBuildOutput) => void): Request<GameLift.Types.UpdateBuildOutput, AWSError>;
494 /**
495 * Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
496 */
497 updateFleetAttributes(params: GameLift.Types.UpdateFleetAttributesInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
498 /**
499 * Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
500 */
501 updateFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
502 /**
503 * Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type. Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments. To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
504 */
505 updateFleetCapacity(params: GameLift.Types.UpdateFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
506 /**
507 * Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type. Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments. To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
508 */
509 updateFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
510 /**
511 * Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
512 */
513 updateFleetPortSettings(params: GameLift.Types.UpdateFleetPortSettingsInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
514 /**
515 * Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
516 */
517 updateFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
518 /**
519 * Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
520 */
521 updateGameSession(params: GameLift.Types.UpdateGameSessionInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionOutput) => void): Request<GameLift.Types.UpdateGameSessionOutput, AWSError>;
522 /**
523 * Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned. CreateGameSession DescribeGameSessions DescribeGameSessionDetails SearchGameSessions UpdateGameSession GetGameSessionLogUrl Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
524 */
525 updateGameSession(callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionOutput) => void): Request<GameLift.Types.UpdateGameSessionOutput, AWSError>;
526 /**
527 * Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations. CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
528 */
529 updateGameSessionQueue(params: GameLift.Types.UpdateGameSessionQueueInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionQueueOutput) => void): Request<GameLift.Types.UpdateGameSessionQueueOutput, AWSError>;
530 /**
531 * Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations. CreateGameSessionQueue DescribeGameSessionQueues UpdateGameSessionQueue DeleteGameSessionQueue
532 */
533 updateGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionQueueOutput) => void): Request<GameLift.Types.UpdateGameSessionQueueOutput, AWSError>;
534 /**
535 * Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings. CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
536 */
537 updateMatchmakingConfiguration(params: GameLift.Types.UpdateMatchmakingConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.UpdateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.UpdateMatchmakingConfigurationOutput, AWSError>;
538 /**
539 * Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings. CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
540 */
541 updateMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.UpdateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.UpdateMatchmakingConfigurationOutput, AWSError>;
542 /**
543 * Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the fleet is created; it does not need to be in an ACTIVE status. To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations. Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
544 */
545 updateRuntimeConfiguration(params: GameLift.Types.UpdateRuntimeConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.UpdateRuntimeConfigurationOutput) => void): Request<GameLift.Types.UpdateRuntimeConfigurationOutput, AWSError>;
546 /**
547 * Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the fleet is created; it does not need to be in an ACTIVE status. To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations. Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity. Learn more Working with Fleets. Related operations CreateFleet ListFleets DeleteFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration Manage fleet actions: StartFleetActions StopFleetActions
548 */
549 updateRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.UpdateRuntimeConfigurationOutput) => void): Request<GameLift.Types.UpdateRuntimeConfigurationOutput, AWSError>;
550 /**
551 * Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string. Learn more Build a Rule Set Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
552 */
553 validateMatchmakingRuleSet(params: GameLift.Types.ValidateMatchmakingRuleSetInput, callback?: (err: AWSError, data: GameLift.Types.ValidateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.ValidateMatchmakingRuleSetOutput, AWSError>;
554 /**
555 * Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string. Learn more Build a Rule Set Related operations CreateMatchmakingConfiguration DescribeMatchmakingConfigurations UpdateMatchmakingConfiguration DeleteMatchmakingConfiguration CreateMatchmakingRuleSet DescribeMatchmakingRuleSets ValidateMatchmakingRuleSet DeleteMatchmakingRuleSet
556 */
557 validateMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.ValidateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.ValidateMatchmakingRuleSetOutput, AWSError>;
558}
559declare namespace GameLift {
560 export interface AcceptMatchInput {
561 /**
562 * Unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.
563 */
564 TicketId: MatchmakingIdStringModel;
565 /**
566 * Unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
567 */
568 PlayerIds: StringList;
569 /**
570 * Player response to the proposed match.
571 */
572 AcceptanceType: AcceptanceType;
573 }
574 export interface AcceptMatchOutput {
575 }
576 export type AcceptanceType = "ACCEPT"|"REJECT"|string;
577 export interface Alias {
578 /**
579 * Unique identifier for an alias; alias IDs are unique within a region.
580 */
581 AliasId?: AliasId;
582 /**
583 * Descriptive label that is associated with an alias. Alias names do not need to be unique.
584 */
585 Name?: NonBlankAndLengthConstraintString;
586 /**
587 * Unique identifier for an alias; alias ARNs are unique across all regions.
588 */
589 AliasArn?: ArnStringModel;
590 /**
591 * Human-readable description of an alias.
592 */
593 Description?: FreeText;
594 /**
595 * Alias configuration for the alias, including routing type and settings.
596 */
597 RoutingStrategy?: RoutingStrategy;
598 /**
599 * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
600 */
601 CreationTime?: Timestamp;
602 /**
603 * Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
604 */
605 LastUpdatedTime?: Timestamp;
606 }
607 export type AliasId = string;
608 export type AliasList = Alias[];
609 export type ArnStringModel = string;
610 export interface AttributeValue {
611 /**
612 * For single string values. Maximum string length is 100 characters.
613 */
614 S?: NonZeroAndMaxString;
615 /**
616 * For number values, expressed as double.
617 */
618 N?: DoubleObject;
619 /**
620 * For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
621 */
622 SL?: StringList;
623 /**
624 * For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.
625 */
626 SDM?: StringDoubleMap;
627 }
628 export interface AwsCredentials {
629 /**
630 * Temporary key allowing access to the Amazon GameLift S3 account.
631 */
632 AccessKeyId?: NonEmptyString;
633 /**
634 * Temporary secret key allowing access to the Amazon GameLift S3 account.
635 */
636 SecretAccessKey?: NonEmptyString;
637 /**
638 * Token used to associate a specific build ID with the files uploaded using these credentials.
639 */
640 SessionToken?: NonEmptyString;
641 }
642 export type BooleanModel = boolean;
643 export interface Build {
644 /**
645 * Unique identifier for a build.
646 */
647 BuildId?: BuildId;
648 /**
649 * Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
650 */
651 Name?: FreeText;
652 /**
653 * Version that is associated with this build. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.
654 */
655 Version?: FreeText;
656 /**
657 * Current status of the build. Possible build statuses include the following: INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value. READY -- The game build has been successfully uploaded. You can now create new fleets for this build. FAILED -- The game build upload failed. You cannot create new fleets for this build.
658 */
659 Status?: BuildStatus;
660 /**
661 * File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.
662 */
663 SizeOnDisk?: PositiveLong;
664 /**
665 * Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.
666 */
667 OperatingSystem?: OperatingSystem;
668 /**
669 * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
670 */
671 CreationTime?: Timestamp;
672 }
673 export type BuildId = string;
674 export type BuildList = Build[];
675 export type BuildStatus = "INITIALIZED"|"READY"|"FAILED"|string;
676 export type ComparisonOperatorType = "GreaterThanOrEqualToThreshold"|"GreaterThanThreshold"|"LessThanThreshold"|"LessThanOrEqualToThreshold"|string;
677 export interface CreateAliasInput {
678 /**
679 * Descriptive label that is associated with an alias. Alias names do not need to be unique.
680 */
681 Name: NonBlankAndLengthConstraintString;
682 /**
683 * Human-readable description of an alias.
684 */
685 Description?: NonZeroAndMaxString;
686 /**
687 * Object that specifies the fleet and routing type to use for the alias.
688 */
689 RoutingStrategy: RoutingStrategy;
690 }
691 export interface CreateAliasOutput {
692 /**
693 * Object that describes the newly created alias record.
694 */
695 Alias?: Alias;
696 }
697 export interface CreateBuildInput {
698 /**
699 * Descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.
700 */
701 Name?: NonZeroAndMaxString;
702 /**
703 * Version that is associated with this build. Version strings do not need to be unique. You can use UpdateBuild to change this value later.
704 */
705 Version?: NonZeroAndMaxString;
706 /**
707 * Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key, as well as a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket must be in the same region that you want to create a new build in.
708 */
709 StorageLocation?: S3Location;
710 /**
711 * Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.
712 */
713 OperatingSystem?: OperatingSystem;
714 }
715 export interface CreateBuildOutput {
716 /**
717 * The newly created build record, including a unique build ID and status.
718 */
719 Build?: Build;
720 /**
721 * This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
722 */
723 UploadCredentials?: AwsCredentials;
724 /**
725 * Amazon S3 location for your game build file, including bucket name and key.
726 */
727 StorageLocation?: S3Location;
728 }
729 export interface CreateFleetInput {
730 /**
731 * Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
732 */
733 Name: NonZeroAndMaxString;
734 /**
735 * Human-readable description of a fleet.
736 */
737 Description?: NonZeroAndMaxString;
738 /**
739 * Unique identifier for a build to be deployed on the new fleet. The build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.
740 */
741 BuildId: BuildId;
742 /**
743 * This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a run-time configuration will continue to work.)
744 */
745 ServerLaunchPath?: NonZeroAndMaxString;
746 /**
747 * This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a run-time configuration will continue to work.)
748 */
749 ServerLaunchParameters?: NonZeroAndMaxString;
750 /**
751 * This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.
752 */
753 LogPaths?: StringList;
754 /**
755 * Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
756 */
757 EC2InstanceType: EC2InstanceType;
758 /**
759 * Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. If no inbound permissions are set, including both IP address range and port range, the server processes in the fleet cannot accept connections. You can specify one or more sets of permissions for a fleet.
760 */
761 EC2InboundPermissions?: IpPermissionsList;
762 /**
763 * Game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession. NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
764 */
765 NewGameSessionProtectionPolicy?: ProtectionPolicy;
766 /**
767 * Instructions for launching server processes on each instance in the fleet. The run-time configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance. A CreateFleet request must include a run-time configuration with at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters; requests that contain values for these parameters instead of a run-time configuration will continue to work.)
768 */
769 RuntimeConfiguration?: RuntimeConfiguration;
770 /**
771 * Policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
772 */
773 ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy;
774 /**
775 * Name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.
776 */
777 MetricGroups?: MetricGroupList;
778 /**
779 * Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.
780 */
781 PeerVpcAwsAccountId?: NonZeroAndMaxString;
782 /**
783 * Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
784 */
785 PeerVpcId?: NonZeroAndMaxString;
786 /**
787 * Indicates whether to use on-demand instances or spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations, based on the instance type selected for this fleet. You can acquire on-demand instances at any time for a fixed price and keep them as long as you need them. Spot instances have lower prices, but spot pricing is variable, and while in use they can be interrupted (with a two-minute notification). Learn more about Amazon GameLift spot instances with at Set up Access to External Services.
788 */
789 FleetType?: FleetType;
790 /**
791 * Unique identifier for an AWS IAM role that manages access to your AWS services. Any application that runs on an instance in this fleet can assume the role, including install scripts, server processs, daemons (background processes). Create a role or look up a role's ARN using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
792 */
793 InstanceRoleArn?: NonEmptyString;
794 }
795 export interface CreateFleetOutput {
796 /**
797 * Properties for the newly created fleet.
798 */
799 FleetAttributes?: FleetAttributes;
800 }
801 export interface CreateGameSessionInput {
802 /**
803 * Unique identifier for a fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.
804 */
805 FleetId?: FleetId;
806 /**
807 * Unique identifier for an alias associated with the fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.
808 */
809 AliasId?: AliasId;
810 /**
811 * Maximum number of players that can be connected simultaneously to the game session.
812 */
813 MaximumPlayerSessionCount: WholeNumber;
814 /**
815 * Descriptive label that is associated with a game session. Session names do not need to be unique.
816 */
817 Name?: NonZeroAndMaxString;
818 /**
819 * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
820 */
821 GameProperties?: GamePropertyList;
822 /**
823 * Unique identifier for a player or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.
824 */
825 CreatorId?: NonZeroAndMaxString;
826 /**
827 * This parameter is no longer preferred. Please use IdempotencyToken instead. Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom ID string or idempotency token&gt;.)
828 */
829 GameSessionId?: IdStringModel;
830 /**
831 * Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom ID string or idempotency token&gt;.) Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.
832 */
833 IdempotencyToken?: IdStringModel;
834 /**
835 * 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).
836 */
837 GameSessionData?: GameSessionData;
838 }
839 export interface CreateGameSessionOutput {
840 /**
841 * Object that describes the newly created game session record.
842 */
843 GameSession?: GameSession;
844 }
845 export interface CreateGameSessionQueueInput {
846 /**
847 * Descriptive label that is associated with game session queue. Queue names must be unique within each region.
848 */
849 Name: GameSessionQueueName;
850 /**
851 * 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.
852 */
853 TimeoutInSeconds?: WholeNumber;
854 /**
855 * Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API requests will fail.
856 */
857 PlayerLatencyPolicies?: PlayerLatencyPolicyList;
858 /**
859 * List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
860 */
861 Destinations?: GameSessionQueueDestinationList;
862 }
863 export interface CreateGameSessionQueueOutput {
864 /**
865 * Object that describes the newly created game session queue.
866 */
867 GameSessionQueue?: GameSessionQueue;
868 }
869 export interface CreateMatchmakingConfigurationInput {
870 /**
871 * Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
872 */
873 Name: MatchmakingIdStringModel;
874 /**
875 * Meaningful description of the matchmaking configuration.
876 */
877 Description?: NonZeroAndMaxString;
878 /**
879 * Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:&lt;region&gt;::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.
880 */
881 GameSessionQueueArns: QueueArnsList;
882 /**
883 * Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
884 */
885 RequestTimeoutSeconds: MatchmakingRequestTimeoutInteger;
886 /**
887 * Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
888 */
889 AcceptanceTimeoutSeconds?: MatchmakingAcceptanceTimeoutInteger;
890 /**
891 * Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
892 */
893 AcceptanceRequired: BooleanModel;
894 /**
895 * Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
896 */
897 RuleSetName: MatchmakingIdStringModel;
898 /**
899 * SNS topic ARN that is set up to receive matchmaking notifications.
900 */
901 NotificationTarget?: SnsArnStringModel;
902 /**
903 * 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.
904 */
905 AdditionalPlayerCount?: WholeNumber;
906 /**
907 * Information to attached to all events related to the matchmaking configuration.
908 */
909 CustomEventData?: CustomEventData;
910 /**
911 * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object 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.
912 */
913 GameProperties?: GamePropertyList;
914 /**
915 * 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). This information is added to the new GameSession object that is created for a successful match.
916 */
917 GameSessionData?: GameSessionData;
918 }
919 export interface CreateMatchmakingConfigurationOutput {
920 /**
921 * Object that describes the newly created matchmaking configuration.
922 */
923 Configuration?: MatchmakingConfiguration;
924 }
925 export interface CreateMatchmakingRuleSetInput {
926 /**
927 * Unique identifier for a matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. (Note: The rule set name is different from the optional "name" field in the rule set body.)
928 */
929 Name: MatchmakingIdStringModel;
930 /**
931 * Collection of matchmaking rules, formatted as a JSON string. Note that comments are not allowed in JSON, but most elements support a description field.
932 */
933 RuleSetBody: RuleSetBody;
934 }
935 export interface CreateMatchmakingRuleSetOutput {
936 /**
937 * Object that describes the newly created matchmaking rule set.
938 */
939 RuleSet: MatchmakingRuleSet;
940 }
941 export interface CreatePlayerSessionInput {
942 /**
943 * Unique identifier for the game session to add a player to.
944 */
945 GameSessionId: ArnStringModel;
946 /**
947 * Unique identifier for a player. Player IDs are developer-defined.
948 */
949 PlayerId: NonZeroAndMaxString;
950 /**
951 * Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
952 */
953 PlayerData?: PlayerData;
954 }
955 export interface CreatePlayerSessionOutput {
956 /**
957 * Object that describes the newly created player session record.
958 */
959 PlayerSession?: PlayerSession;
960 }
961 export interface CreatePlayerSessionsInput {
962 /**
963 * Unique identifier for the game session to add players to.
964 */
965 GameSessionId: ArnStringModel;
966 /**
967 * List of unique identifiers for the players to be added.
968 */
969 PlayerIds: PlayerIdList;
970 /**
971 * Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Player data strings for player IDs not included in the PlayerIds parameter are ignored.
972 */
973 PlayerDataMap?: PlayerDataMap;
974 }
975 export interface CreatePlayerSessionsOutput {
976 /**
977 * Collection of player session objects created for the added players.
978 */
979 PlayerSessions?: PlayerSessionList;
980 }
981 export interface CreateVpcPeeringAuthorizationInput {
982 /**
983 * Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
984 */
985 GameLiftAwsAccountId: NonZeroAndMaxString;
986 /**
987 * Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
988 */
989 PeerVpcId: NonZeroAndMaxString;
990 }
991 export interface CreateVpcPeeringAuthorizationOutput {
992 /**
993 * Details on the requested VPC peering authorization, including expiration.
994 */
995 VpcPeeringAuthorization?: VpcPeeringAuthorization;
996 }
997 export interface CreateVpcPeeringConnectionInput {
998 /**
999 * Unique identifier for a fleet. This tells Amazon GameLift which GameLift VPC to peer with.
1000 */
1001 FleetId: FleetId;
1002 /**
1003 * Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.
1004 */
1005 PeerVpcAwsAccountId: NonZeroAndMaxString;
1006 /**
1007 * Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
1008 */
1009 PeerVpcId: NonZeroAndMaxString;
1010 }
1011 export interface CreateVpcPeeringConnectionOutput {
1012 }
1013 export type CustomEventData = string;
1014 export interface DeleteAliasInput {
1015 /**
1016 * Unique identifier for a fleet alias. Specify the alias you want to delete.
1017 */
1018 AliasId: AliasId;
1019 }
1020 export interface DeleteBuildInput {
1021 /**
1022 * Unique identifier for a build to delete.
1023 */
1024 BuildId: BuildId;
1025 }
1026 export interface DeleteFleetInput {
1027 /**
1028 * Unique identifier for a fleet to be deleted.
1029 */
1030 FleetId: FleetId;
1031 }
1032 export interface DeleteGameSessionQueueInput {
1033 /**
1034 * Descriptive label that is associated with game session queue. Queue names must be unique within each region.
1035 */
1036 Name: GameSessionQueueName;
1037 }
1038 export interface DeleteGameSessionQueueOutput {
1039 }
1040 export interface DeleteMatchmakingConfigurationInput {
1041 /**
1042 * Unique identifier for a matchmaking configuration
1043 */
1044 Name: MatchmakingIdStringModel;
1045 }
1046 export interface DeleteMatchmakingConfigurationOutput {
1047 }
1048 export interface DeleteMatchmakingRuleSetInput {
1049 /**
1050 * Unique identifier for a matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.)
1051 */
1052 Name: MatchmakingIdStringModel;
1053 }
1054 export interface DeleteMatchmakingRuleSetOutput {
1055 }
1056 export interface DeleteScalingPolicyInput {
1057 /**
1058 * Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
1059 */
1060 Name: NonZeroAndMaxString;
1061 /**
1062 * Unique identifier for a fleet to be deleted.
1063 */
1064 FleetId: FleetId;
1065 }
1066 export interface DeleteVpcPeeringAuthorizationInput {
1067 /**
1068 * Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
1069 */
1070 GameLiftAwsAccountId: NonZeroAndMaxString;
1071 /**
1072 * Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
1073 */
1074 PeerVpcId: NonZeroAndMaxString;
1075 }
1076 export interface DeleteVpcPeeringAuthorizationOutput {
1077 }
1078 export interface DeleteVpcPeeringConnectionInput {
1079 /**
1080 * Unique identifier for a fleet. This value must match the fleet ID referenced in the VPC peering connection record.
1081 */
1082 FleetId: FleetId;
1083 /**
1084 * Unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.
1085 */
1086 VpcPeeringConnectionId: NonZeroAndMaxString;
1087 }
1088 export interface DeleteVpcPeeringConnectionOutput {
1089 }
1090 export interface DescribeAliasInput {
1091 /**
1092 * Unique identifier for a fleet alias. Specify the alias you want to retrieve.
1093 */
1094 AliasId: AliasId;
1095 }
1096 export interface DescribeAliasOutput {
1097 /**
1098 * Object that contains the requested alias.
1099 */
1100 Alias?: Alias;
1101 }
1102 export interface DescribeBuildInput {
1103 /**
1104 * Unique identifier for a build to retrieve properties for.
1105 */
1106 BuildId: BuildId;
1107 }
1108 export interface DescribeBuildOutput {
1109 /**
1110 * Set of properties describing the requested build.
1111 */
1112 Build?: Build;
1113 }
1114 export interface DescribeEC2InstanceLimitsInput {
1115 /**
1116 * Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions. Leave this parameter blank to retrieve limits for all types.
1117 */
1118 EC2InstanceType?: EC2InstanceType;
1119 }
1120 export interface DescribeEC2InstanceLimitsOutput {
1121 /**
1122 * Object that contains the maximum number of instances for the specified instance type.
1123 */
1124 EC2InstanceLimits?: EC2InstanceLimitList;
1125 }
1126 export interface DescribeFleetAttributesInput {
1127 /**
1128 * Unique identifier for a fleet(s) to retrieve attributes for. To request attributes for all fleets, leave this parameter empty.
1129 */
1130 FleetIds?: FleetIdList;
1131 /**
1132 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
1133 */
1134 Limit?: PositiveInteger;
1135 /**
1136 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
1137 */
1138 NextToken?: NonZeroAndMaxString;
1139 }
1140 export interface DescribeFleetAttributesOutput {
1141 /**
1142 * Collection of objects containing attribute metadata for each requested fleet ID.
1143 */
1144 FleetAttributes?: FleetAttributesList;
1145 /**
1146 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1147 */
1148 NextToken?: NonZeroAndMaxString;
1149 }
1150 export interface DescribeFleetCapacityInput {
1151 /**
1152 * Unique identifier for a fleet(s) to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty.
1153 */
1154 FleetIds?: FleetIdList;
1155 /**
1156 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
1157 */
1158 Limit?: PositiveInteger;
1159 /**
1160 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
1161 */
1162 NextToken?: NonZeroAndMaxString;
1163 }
1164 export interface DescribeFleetCapacityOutput {
1165 /**
1166 * Collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets.
1167 */
1168 FleetCapacity?: FleetCapacityList;
1169 /**
1170 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1171 */
1172 NextToken?: NonZeroAndMaxString;
1173 }
1174 export interface DescribeFleetEventsInput {
1175 /**
1176 * Unique identifier for a fleet to get event logs for.
1177 */
1178 FleetId: FleetId;
1179 /**
1180 * Earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
1181 */
1182 StartTime?: Timestamp;
1183 /**
1184 * Most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
1185 */
1186 EndTime?: Timestamp;
1187 /**
1188 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
1189 */
1190 Limit?: PositiveInteger;
1191 /**
1192 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
1193 */
1194 NextToken?: NonZeroAndMaxString;
1195 }
1196 export interface DescribeFleetEventsOutput {
1197 /**
1198 * Collection of objects containing event log entries for the specified fleet.
1199 */
1200 Events?: EventList;
1201 /**
1202 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1203 */
1204 NextToken?: NonZeroAndMaxString;
1205 }
1206 export interface DescribeFleetPortSettingsInput {
1207 /**
1208 * Unique identifier for a fleet to retrieve port settings for.
1209 */
1210 FleetId: FleetId;
1211 }
1212 export interface DescribeFleetPortSettingsOutput {
1213 /**
1214 * Object that contains port settings for the requested fleet ID.
1215 */
1216 InboundPermissions?: IpPermissionsList;
1217 }
1218 export interface DescribeFleetUtilizationInput {
1219 /**
1220 * Unique identifier for a fleet(s) to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty.
1221 */
1222 FleetIds?: FleetIdList;
1223 /**
1224 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
1225 */
1226 Limit?: PositiveInteger;
1227 /**
1228 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
1229 */
1230 NextToken?: NonZeroAndMaxString;
1231 }
1232 export interface DescribeFleetUtilizationOutput {
1233 /**
1234 * Collection of objects containing utilization information for each requested fleet ID.
1235 */
1236 FleetUtilization?: FleetUtilizationList;
1237 /**
1238 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1239 */
1240 NextToken?: NonZeroAndMaxString;
1241 }
1242 export interface DescribeGameSessionDetailsInput {
1243 /**
1244 * Unique identifier for a fleet to retrieve all game sessions active on the fleet.
1245 */
1246 FleetId?: FleetId;
1247 /**
1248 * Unique identifier for the game session to retrieve.
1249 */
1250 GameSessionId?: ArnStringModel;
1251 /**
1252 * Unique identifier for an alias associated with the fleet to retrieve all game sessions for.
1253 */
1254 AliasId?: AliasId;
1255 /**
1256 * Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).
1257 */
1258 StatusFilter?: NonZeroAndMaxString;
1259 /**
1260 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
1261 */
1262 Limit?: PositiveInteger;
1263 /**
1264 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
1265 */
1266 NextToken?: NonZeroAndMaxString;
1267 }
1268 export interface DescribeGameSessionDetailsOutput {
1269 /**
1270 * Collection of objects containing game session properties and the protection policy currently in force for each session matching the request.
1271 */
1272 GameSessionDetails?: GameSessionDetailList;
1273 /**
1274 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1275 */
1276 NextToken?: NonZeroAndMaxString;
1277 }
1278 export interface DescribeGameSessionPlacementInput {
1279 /**
1280 * Unique identifier for a game session placement to retrieve.
1281 */
1282 PlacementId: IdStringModel;
1283 }
1284 export interface DescribeGameSessionPlacementOutput {
1285 /**
1286 * Object that describes the requested game session placement.
1287 */
1288 GameSessionPlacement?: GameSessionPlacement;
1289 }
1290 export interface DescribeGameSessionQueuesInput {
1291 /**
1292 * List of queue names to retrieve information for. To request settings for all queues, leave this parameter empty.
1293 */
1294 Names?: GameSessionQueueNameList;
1295 /**
1296 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
1297 */
1298 Limit?: PositiveInteger;
1299 /**
1300 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
1301 */
1302 NextToken?: NonZeroAndMaxString;
1303 }
1304 export interface DescribeGameSessionQueuesOutput {
1305 /**
1306 * Collection of objects that describes the requested game session queues.
1307 */
1308 GameSessionQueues?: GameSessionQueueList;
1309 /**
1310 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1311 */
1312 NextToken?: NonZeroAndMaxString;
1313 }
1314 export interface DescribeGameSessionsInput {
1315 /**
1316 * Unique identifier for a fleet to retrieve all game sessions for.
1317 */
1318 FleetId?: FleetId;
1319 /**
1320 * Unique identifier for the game session to retrieve. You can use either a GameSessionId or GameSessionArn value.
1321 */
1322 GameSessionId?: ArnStringModel;
1323 /**
1324 * Unique identifier for an alias associated with the fleet to retrieve all game sessions for.
1325 */
1326 AliasId?: AliasId;
1327 /**
1328 * Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory).
1329 */
1330 StatusFilter?: NonZeroAndMaxString;
1331 /**
1332 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
1333 */
1334 Limit?: PositiveInteger;
1335 /**
1336 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
1337 */
1338 NextToken?: NonZeroAndMaxString;
1339 }
1340 export interface DescribeGameSessionsOutput {
1341 /**
1342 * Collection of objects containing game session properties for each session matching the request.
1343 */
1344 GameSessions?: GameSessionList;
1345 /**
1346 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1347 */
1348 NextToken?: NonZeroAndMaxString;
1349 }
1350 export interface DescribeInstancesInput {
1351 /**
1352 * Unique identifier for a fleet to retrieve instance information for.
1353 */
1354 FleetId: FleetId;
1355 /**
1356 * Unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.
1357 */
1358 InstanceId?: InstanceId;
1359 /**
1360 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
1361 */
1362 Limit?: PositiveInteger;
1363 /**
1364 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
1365 */
1366 NextToken?: NonZeroAndMaxString;
1367 }
1368 export interface DescribeInstancesOutput {
1369 /**
1370 * Collection of objects containing properties for each instance returned.
1371 */
1372 Instances?: InstanceList;
1373 /**
1374 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1375 */
1376 NextToken?: NonZeroAndMaxString;
1377 }
1378 export interface DescribeMatchmakingConfigurationsInput {
1379 /**
1380 * Unique identifier for a matchmaking configuration(s) to retrieve. To request all existing configurations, leave this parameter empty.
1381 */
1382 Names?: MatchmakingIdList;
1383 /**
1384 * Unique identifier for a matchmaking rule set. Use this parameter to retrieve all matchmaking configurations that use this rule set.
1385 */
1386 RuleSetName?: MatchmakingIdStringModel;
1387 /**
1388 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.
1389 */
1390 Limit?: PositiveInteger;
1391 /**
1392 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
1393 */
1394 NextToken?: NonZeroAndMaxString;
1395 }
1396 export interface DescribeMatchmakingConfigurationsOutput {
1397 /**
1398 * Collection of requested matchmaking configuration objects.
1399 */
1400 Configurations?: MatchmakingConfigurationList;
1401 /**
1402 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1403 */
1404 NextToken?: NonZeroAndMaxString;
1405 }
1406 export interface DescribeMatchmakingInput {
1407 /**
1408 * Unique identifier for a matchmaking ticket. You can include up to 10 ID values.
1409 */
1410 TicketIds: MatchmakingIdList;
1411 }
1412 export interface DescribeMatchmakingOutput {
1413 /**
1414 * Collection of existing matchmaking ticket objects matching the request.
1415 */
1416 TicketList?: MatchmakingTicketList;
1417 }
1418 export interface DescribeMatchmakingRuleSetsInput {
1419 /**
1420 * List of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.)
1421 */
1422 Names?: MatchmakingRuleSetNameList;
1423 /**
1424 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
1425 */
1426 Limit?: RuleSetLimit;
1427 /**
1428 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
1429 */
1430 NextToken?: NonZeroAndMaxString;
1431 }
1432 export interface DescribeMatchmakingRuleSetsOutput {
1433 /**
1434 * Collection of requested matchmaking rule set objects.
1435 */
1436 RuleSets: MatchmakingRuleSetList;
1437 /**
1438 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1439 */
1440 NextToken?: NonZeroAndMaxString;
1441 }
1442 export interface DescribePlayerSessionsInput {
1443 /**
1444 * Unique identifier for the game session to retrieve player sessions for.
1445 */
1446 GameSessionId?: ArnStringModel;
1447 /**
1448 * Unique identifier for a player to retrieve player sessions for.
1449 */
1450 PlayerId?: NonZeroAndMaxString;
1451 /**
1452 * Unique identifier for a player session to retrieve.
1453 */
1454 PlayerSessionId?: PlayerSessionId;
1455 /**
1456 * Player session status to filter results on. Possible player session statuses include the following: RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. ACTIVE -- The player has been validated by the server process and is currently connected. COMPLETED -- The player connection has been dropped. TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
1457 */
1458 PlayerSessionStatusFilter?: NonZeroAndMaxString;
1459 /**
1460 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.
1461 */
1462 Limit?: PositiveInteger;
1463 /**
1464 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.
1465 */
1466 NextToken?: NonZeroAndMaxString;
1467 }
1468 export interface DescribePlayerSessionsOutput {
1469 /**
1470 * Collection of objects containing properties for each player session that matches the request.
1471 */
1472 PlayerSessions?: PlayerSessionList;
1473 /**
1474 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1475 */
1476 NextToken?: NonZeroAndMaxString;
1477 }
1478 export interface DescribeRuntimeConfigurationInput {
1479 /**
1480 * Unique identifier for a fleet to get the run-time configuration for.
1481 */
1482 FleetId: FleetId;
1483 }
1484 export interface DescribeRuntimeConfigurationOutput {
1485 /**
1486 * Instructions describing how server processes should be launched and maintained on each instance in the fleet.
1487 */
1488 RuntimeConfiguration?: RuntimeConfiguration;
1489 }
1490 export interface DescribeScalingPoliciesInput {
1491 /**
1492 * Unique identifier for a fleet to retrieve scaling policies for.
1493 */
1494 FleetId: FleetId;
1495 /**
1496 * Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE status. ACTIVE -- The scaling policy is currently in force. UPDATEREQUESTED -- A request to update the scaling policy has been received. UPDATING -- A change is being made to the scaling policy. DELETEREQUESTED -- A request to delete the scaling policy has been received. DELETING -- The scaling policy is being deleted. DELETED -- The scaling policy has been deleted. ERROR -- An error occurred in creating the policy. It should be removed and recreated.
1497 */
1498 StatusFilter?: ScalingStatusType;
1499 /**
1500 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
1501 */
1502 Limit?: PositiveInteger;
1503 /**
1504 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
1505 */
1506 NextToken?: NonZeroAndMaxString;
1507 }
1508 export interface DescribeScalingPoliciesOutput {
1509 /**
1510 * Collection of objects containing the scaling policies matching the request.
1511 */
1512 ScalingPolicies?: ScalingPolicyList;
1513 /**
1514 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
1515 */
1516 NextToken?: NonZeroAndMaxString;
1517 }
1518 export interface DescribeVpcPeeringAuthorizationsInput {
1519 }
1520 export interface DescribeVpcPeeringAuthorizationsOutput {
1521 /**
1522 * Collection of objects that describe all valid VPC peering operations for the current AWS account.
1523 */
1524 VpcPeeringAuthorizations?: VpcPeeringAuthorizationList;
1525 }
1526 export interface DescribeVpcPeeringConnectionsInput {
1527 /**
1528 * Unique identifier for a fleet.
1529 */
1530 FleetId?: FleetId;
1531 }
1532 export interface DescribeVpcPeeringConnectionsOutput {
1533 /**
1534 * Collection of VPC peering connection records that match the request.
1535 */
1536 VpcPeeringConnections?: VpcPeeringConnectionList;
1537 }
1538 export interface DesiredPlayerSession {
1539 /**
1540 * Unique identifier for a player to associate with the player session.
1541 */
1542 PlayerId?: NonZeroAndMaxString;
1543 /**
1544 * Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
1545 */
1546 PlayerData?: PlayerData;
1547 }
1548 export type DesiredPlayerSessionList = DesiredPlayerSession[];
1549 export type Double = number;
1550 export type DoubleObject = number;
1551 export interface EC2InstanceCounts {
1552 /**
1553 * Ideal number of active instances in the fleet.
1554 */
1555 DESIRED?: WholeNumber;
1556 /**
1557 * Minimum value allowed for the fleet's instance count.
1558 */
1559 MINIMUM?: WholeNumber;
1560 /**
1561 * Maximum value allowed for the fleet's instance count.
1562 */
1563 MAXIMUM?: WholeNumber;
1564 /**
1565 * Number of instances in the fleet that are starting but not yet active.
1566 */
1567 PENDING?: WholeNumber;
1568 /**
1569 * Actual number of active instances in the fleet.
1570 */
1571 ACTIVE?: WholeNumber;
1572 /**
1573 * Number of active instances in the fleet that are not currently hosting a game session.
1574 */
1575 IDLE?: WholeNumber;
1576 /**
1577 * Number of instances in the fleet that are no longer active but haven't yet been terminated.
1578 */
1579 TERMINATING?: WholeNumber;
1580 }
1581 export interface EC2InstanceLimit {
1582 /**
1583 * Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
1584 */
1585 EC2InstanceType?: EC2InstanceType;
1586 /**
1587 * Number of instances of the specified type that are currently in use by this AWS account.
1588 */
1589 CurrentInstances?: WholeNumber;
1590 /**
1591 * Number of instances allowed.
1592 */
1593 InstanceLimit?: WholeNumber;
1594 }
1595 export type EC2InstanceLimitList = EC2InstanceLimit[];
1596 export type EC2InstanceType = "t2.micro"|"t2.small"|"t2.medium"|"t2.large"|"c3.large"|"c3.xlarge"|"c3.2xlarge"|"c3.4xlarge"|"c3.8xlarge"|"c4.large"|"c4.xlarge"|"c4.2xlarge"|"c4.4xlarge"|"c4.8xlarge"|"r3.large"|"r3.xlarge"|"r3.2xlarge"|"r3.4xlarge"|"r3.8xlarge"|"r4.large"|"r4.xlarge"|"r4.2xlarge"|"r4.4xlarge"|"r4.8xlarge"|"r4.16xlarge"|"m3.medium"|"m3.large"|"m3.xlarge"|"m3.2xlarge"|"m4.large"|"m4.xlarge"|"m4.2xlarge"|"m4.4xlarge"|"m4.10xlarge"|string;
1597 export interface Event {
1598 /**
1599 * Unique identifier for a fleet event.
1600 */
1601 EventId?: NonZeroAndMaxString;
1602 /**
1603 * Unique identifier for an event resource, such as a fleet ID.
1604 */
1605 ResourceId?: NonZeroAndMaxString;
1606 /**
1607 * Type of event being logged. The following events are currently in use: Fleet creation events: FLEET_CREATED -- A fleet record was successfully created with a status of NEW. Event messaging includes the fleet ID. FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation. FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the 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_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the Amazon GameLift is now verifying that the game server launch paths, which are specified in the fleet's run-time 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 run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl. FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. 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. A possible reason for failure is that the game server is not reporting "process ready" to 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. 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 AWS account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) 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 AWS 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. 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.
1608 */
1609 EventCode?: EventCode;
1610 /**
1611 * Additional information related to the event.
1612 */
1613 Message?: NonEmptyString;
1614 /**
1615 * Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
1616 */
1617 EventTime?: Timestamp;
1618 /**
1619 * Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.
1620 */
1621 PreSignedLogUrl?: NonZeroAndMaxString;
1622 }
1623 export type EventCode = "GENERIC_EVENT"|"FLEET_CREATED"|"FLEET_DELETED"|"FLEET_SCALING_EVENT"|"FLEET_STATE_DOWNLOADING"|"FLEET_STATE_VALIDATING"|"FLEET_STATE_BUILDING"|"FLEET_STATE_ACTIVATING"|"FLEET_STATE_ACTIVE"|"FLEET_STATE_ERROR"|"FLEET_INITIALIZATION_FAILED"|"FLEET_BINARY_DOWNLOAD_FAILED"|"FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"|"FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"|"FLEET_VALIDATION_TIMED_OUT"|"FLEET_ACTIVATION_FAILED"|"FLEET_ACTIVATION_FAILED_NO_INSTANCES"|"FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"|"SERVER_PROCESS_INVALID_PATH"|"SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"|"SERVER_PROCESS_PROCESS_READY_TIMEOUT"|"SERVER_PROCESS_CRASHED"|"SERVER_PROCESS_TERMINATED_UNHEALTHY"|"SERVER_PROCESS_FORCE_TERMINATED"|"SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"|"GAME_SESSION_ACTIVATION_TIMEOUT"|"FLEET_CREATION_EXTRACTING_BUILD"|"FLEET_CREATION_RUNNING_INSTALLER"|"FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"|"FLEET_VPC_PEERING_SUCCEEDED"|"FLEET_VPC_PEERING_FAILED"|"FLEET_VPC_PEERING_DELETED"|"INSTANCE_INTERRUPTED"|string;
1624 export type EventList = Event[];
1625 export type FleetAction = "AUTO_SCALING"|string;
1626 export type FleetActionList = FleetAction[];
1627 export interface FleetAttributes {
1628 /**
1629 * Unique identifier for a fleet.
1630 */
1631 FleetId?: FleetId;
1632 /**
1633 * Identifier for a fleet that is unique across all regions.
1634 */
1635 FleetArn?: ArnStringModel;
1636 /**
1637 * Indicates whether the fleet uses on-demand or spot instances. A spot instance in use may be interrupted with a two-minute notification.
1638 */
1639 FleetType?: FleetType;
1640 /**
1641 * EC2 instance type indicating the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.
1642 */
1643 InstanceType?: EC2InstanceType;
1644 /**
1645 * Human-readable description of the fleet.
1646 */
1647 Description?: NonZeroAndMaxString;
1648 /**
1649 * Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
1650 */
1651 Name?: NonZeroAndMaxString;
1652 /**
1653 * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
1654 */
1655 CreationTime?: Timestamp;
1656 /**
1657 * Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
1658 */
1659 TerminationTime?: Timestamp;
1660 /**
1661 * Current status of the fleet. Possible fleet statuses include the following: NEW -- A new fleet has been defined and desired instances is set to 1. DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting up the new fleet, creating new instances with the game build and starting server processes. ACTIVE -- Hosts can now accept game sessions. ERROR -- An error occurred when downloading, validating, building, or activating the fleet. DELETING -- Hosts are responding to a delete fleet request. TERMINATED -- The fleet no longer exists.
1662 */
1663 Status?: FleetStatus;
1664 /**
1665 * Unique identifier for a build.
1666 */
1667 BuildId?: BuildId;
1668 /**
1669 * Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration.
1670 */
1671 ServerLaunchPath?: NonZeroAndMaxString;
1672 /**
1673 * Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration.
1674 */
1675 ServerLaunchParameters?: NonZeroAndMaxString;
1676 /**
1677 * Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:\game\logs (for Windows) or /local/game/logs (for Linux). Use the Amazon GameLift console to access stored logs.
1678 */
1679 LogPaths?: StringList;
1680 /**
1681 * Type of game session protection to set for all new instances started in the fleet. NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
1682 */
1683 NewGameSessionProtectionPolicy?: ProtectionPolicy;
1684 /**
1685 * Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.
1686 */
1687 OperatingSystem?: OperatingSystem;
1688 /**
1689 * Fleet policy to limit the number of game sessions an individual player can create over a span of time.
1690 */
1691 ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy;
1692 /**
1693 * Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.
1694 */
1695 MetricGroups?: MetricGroupList;
1696 /**
1697 * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling.
1698 */
1699 StoppedActions?: FleetActionList;
1700 /**
1701 * Unique identifier for an AWS IAM role that manages access to your AWS services. Any application that runs on an instance in this fleet can assume the role, including install scripts, server processs, daemons (background processes). Create a role or look up a role's ARN using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
1702 */
1703 InstanceRoleArn?: NonEmptyString;
1704 }
1705 export type FleetAttributesList = FleetAttributes[];
1706 export interface FleetCapacity {
1707 /**
1708 * Unique identifier for a fleet.
1709 */
1710 FleetId?: FleetId;
1711 /**
1712 * Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
1713 */
1714 InstanceType?: EC2InstanceType;
1715 /**
1716 * Current status of fleet capacity.
1717 */
1718 InstanceCounts?: EC2InstanceCounts;
1719 }
1720 export type FleetCapacityList = FleetCapacity[];
1721 export type FleetId = string;
1722 export type FleetIdList = FleetId[];
1723 export type FleetStatus = "NEW"|"DOWNLOADING"|"VALIDATING"|"BUILDING"|"ACTIVATING"|"ACTIVE"|"DELETING"|"ERROR"|"TERMINATED"|string;
1724 export type FleetType = "ON_DEMAND"|"SPOT"|string;
1725 export interface FleetUtilization {
1726 /**
1727 * Unique identifier for a fleet.
1728 */
1729 FleetId?: FleetId;
1730 /**
1731 * Number of server processes in an ACTIVE status currently running across all instances in the fleet
1732 */
1733 ActiveServerProcessCount?: WholeNumber;
1734 /**
1735 * Number of active game sessions currently being hosted on all instances in the fleet.
1736 */
1737 ActiveGameSessionCount?: WholeNumber;
1738 /**
1739 * Number of active player sessions currently being hosted on all instances in the fleet.
1740 */
1741 CurrentPlayerSessionCount?: WholeNumber;
1742 /**
1743 * Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.
1744 */
1745 MaximumPlayerSessionCount?: WholeNumber;
1746 }
1747 export type FleetUtilizationList = FleetUtilization[];
1748 export type Float = number;
1749 export type FreeText = string;
1750 export interface GameProperty {
1751 /**
1752 * Game property identifier.
1753 */
1754 Key: GamePropertyKey;
1755 /**
1756 * Game property value.
1757 */
1758 Value: GamePropertyValue;
1759 }
1760 export type GamePropertyKey = string;
1761 export type GamePropertyList = GameProperty[];
1762 export type GamePropertyValue = string;
1763 export interface GameSession {
1764 /**
1765 * Unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom ID string or idempotency token&gt;.
1766 */
1767 GameSessionId?: NonZeroAndMaxString;
1768 /**
1769 * Descriptive label that is associated with a game session. Session names do not need to be unique.
1770 */
1771 Name?: NonZeroAndMaxString;
1772 /**
1773 * Unique identifier for a fleet that the game session is running on.
1774 */
1775 FleetId?: FleetId;
1776 /**
1777 * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
1778 */
1779 CreationTime?: Timestamp;
1780 /**
1781 * Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
1782 */
1783 TerminationTime?: Timestamp;
1784 /**
1785 * Number of players currently in the game session.
1786 */
1787 CurrentPlayerSessionCount?: WholeNumber;
1788 /**
1789 * Maximum number of players that can be connected simultaneously to the game session.
1790 */
1791 MaximumPlayerSessionCount?: WholeNumber;
1792 /**
1793 * Current status of the game session. A game session must have an ACTIVE status to have player sessions.
1794 */
1795 Status?: GameSessionStatus;
1796 /**
1797 * Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
1798 */
1799 StatusReason?: GameSessionStatusReason;
1800 /**
1801 * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.
1802 */
1803 GameProperties?: GamePropertyList;
1804 /**
1805 * IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
1806 */
1807 IpAddress?: IpAddress;
1808 /**
1809 * Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
1810 */
1811 Port?: PortNumber;
1812 /**
1813 * Indicates whether or not the game session is accepting new players.
1814 */
1815 PlayerSessionCreationPolicy?: PlayerSessionCreationPolicy;
1816 /**
1817 * Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
1818 */
1819 CreatorId?: NonZeroAndMaxString;
1820 /**
1821 * 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).
1822 */
1823 GameSessionData?: GameSessionData;
1824 /**
1825 * Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
1826 */
1827 MatchmakerData?: MatchmakerData;
1828 }
1829 export type GameSessionActivationTimeoutSeconds = number;
1830 export interface GameSessionConnectionInfo {
1831 /**
1832 * Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.
1833 */
1834 GameSessionArn?: ArnStringModel;
1835 /**
1836 * IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
1837 */
1838 IpAddress?: StringModel;
1839 /**
1840 * Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
1841 */
1842 Port?: PositiveInteger;
1843 /**
1844 * Collection of player session IDs, one for each player ID that was included in the original matchmaking request.
1845 */
1846 MatchedPlayerSessions?: MatchedPlayerSessionList;
1847 }
1848 export type GameSessionData = string;
1849 export interface GameSessionDetail {
1850 /**
1851 * Object that describes a game session.
1852 */
1853 GameSession?: GameSession;
1854 /**
1855 * Current status of protection for the game session. NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
1856 */
1857 ProtectionPolicy?: ProtectionPolicy;
1858 }
1859 export type GameSessionDetailList = GameSessionDetail[];
1860 export type GameSessionList = GameSession[];
1861 export interface GameSessionPlacement {
1862 /**
1863 * Unique identifier for a game session placement.
1864 */
1865 PlacementId?: IdStringModel;
1866 /**
1867 * Descriptive label that is associated with game session queue. Queue names must be unique within each region.
1868 */
1869 GameSessionQueueName?: GameSessionQueueName;
1870 /**
1871 * Current status of the game session placement request. PENDING -- The placement request is currently in the queue waiting to be processed. FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available. CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
1872 */
1873 Status?: GameSessionPlacementState;
1874 /**
1875 * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
1876 */
1877 GameProperties?: GamePropertyList;
1878 /**
1879 * Maximum number of players that can be connected simultaneously to the game session.
1880 */
1881 MaximumPlayerSessionCount?: WholeNumber;
1882 /**
1883 * Descriptive label that is associated with a game session. Session names do not need to be unique.
1884 */
1885 GameSessionName?: NonZeroAndMaxString;
1886 /**
1887 * Unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).
1888 */
1889 GameSessionId?: NonZeroAndMaxString;
1890 /**
1891 * Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all regions. You can use this value as a GameSessionId value as needed.
1892 */
1893 GameSessionArn?: NonZeroAndMaxString;
1894 /**
1895 * Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).
1896 */
1897 GameSessionRegion?: NonZeroAndMaxString;
1898 /**
1899 * Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.
1900 */
1901 PlayerLatencies?: PlayerLatencyList;
1902 /**
1903 * Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
1904 */
1905 StartTime?: Timestamp;
1906 /**
1907 * Time stamp indicating when this request was completed, canceled, or timed out.
1908 */
1909 EndTime?: Timestamp;
1910 /**
1911 * IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).
1912 */
1913 IpAddress?: IpAddress;
1914 /**
1915 * Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).
1916 */
1917 Port?: PortNumber;
1918 /**
1919 * Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.
1920 */
1921 PlacedPlayerSessions?: PlacedPlayerSessionList;
1922 /**
1923 * 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).
1924 */
1925 GameSessionData?: GameSessionData;
1926 /**
1927 * Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.
1928 */
1929 MatchmakerData?: MatchmakerData;
1930 }
1931 export type GameSessionPlacementState = "PENDING"|"FULFILLED"|"CANCELLED"|"TIMED_OUT"|string;
1932 export interface GameSessionQueue {
1933 /**
1934 * Descriptive label that is associated with game session queue. Queue names must be unique within each region.
1935 */
1936 Name?: GameSessionQueueName;
1937 /**
1938 * Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:&lt;region&gt;::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
1939 */
1940 GameSessionQueueArn?: ArnStringModel;
1941 /**
1942 * 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.
1943 */
1944 TimeoutInSeconds?: WholeNumber;
1945 /**
1946 * Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
1947 */
1948 PlayerLatencyPolicies?: PlayerLatencyPolicyList;
1949 /**
1950 * List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
1951 */
1952 Destinations?: GameSessionQueueDestinationList;
1953 }
1954 export interface GameSessionQueueDestination {
1955 /**
1956 * Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.
1957 */
1958 DestinationArn?: ArnStringModel;
1959 }
1960 export type GameSessionQueueDestinationList = GameSessionQueueDestination[];
1961 export type GameSessionQueueList = GameSessionQueue[];
1962 export type GameSessionQueueName = string;
1963 export type GameSessionQueueNameList = GameSessionQueueName[];
1964 export type GameSessionStatus = "ACTIVE"|"ACTIVATING"|"TERMINATED"|"TERMINATING"|"ERROR"|string;
1965 export type GameSessionStatusReason = "INTERRUPTED"|string;
1966 export interface GetGameSessionLogUrlInput {
1967 /**
1968 * Unique identifier for the game session to get logs for.
1969 */
1970 GameSessionId: ArnStringModel;
1971 }
1972 export interface GetGameSessionLogUrlOutput {
1973 /**
1974 * Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.
1975 */
1976 PreSignedUrl?: NonZeroAndMaxString;
1977 }
1978 export interface GetInstanceAccessInput {
1979 /**
1980 * Unique identifier for a fleet that contains the instance you want access to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status may be accessible for a short time before they are deleted.
1981 */
1982 FleetId: FleetId;
1983 /**
1984 * Unique identifier for an instance you want to get access to. You can access an instance in any status.
1985 */
1986 InstanceId: InstanceId;
1987 }
1988 export interface GetInstanceAccessOutput {
1989 /**
1990 * Object that contains connection information for a fleet instance, including IP address and access credentials.
1991 */
1992 InstanceAccess?: InstanceAccess;
1993 }
1994 export type IdStringModel = string;
1995 export interface Instance {
1996 /**
1997 * Unique identifier for a fleet that the instance is in.
1998 */
1999 FleetId?: FleetId;
2000 /**
2001 * Unique identifier for an instance.
2002 */
2003 InstanceId?: InstanceId;
2004 /**
2005 * IP address assigned to the instance.
2006 */
2007 IpAddress?: IpAddress;
2008 /**
2009 * Operating system that is running on this instance.
2010 */
2011 OperatingSystem?: OperatingSystem;
2012 /**
2013 * EC2 instance type that defines the computing resources of this instance.
2014 */
2015 Type?: EC2InstanceType;
2016 /**
2017 * Current status of the instance. Possible statuses include the following: PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration. ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to Amazon GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions. TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.
2018 */
2019 Status?: InstanceStatus;
2020 /**
2021 * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
2022 */
2023 CreationTime?: Timestamp;
2024 }
2025 export interface InstanceAccess {
2026 /**
2027 * Unique identifier for a fleet containing the instance being accessed.
2028 */
2029 FleetId?: FleetId;
2030 /**
2031 * Unique identifier for an instance being accessed.
2032 */
2033 InstanceId?: InstanceId;
2034 /**
2035 * IP address assigned to the instance.
2036 */
2037 IpAddress?: IpAddress;
2038 /**
2039 * Operating system that is running on the instance.
2040 */
2041 OperatingSystem?: OperatingSystem;
2042 /**
2043 * Credentials required to access the instance.
2044 */
2045 Credentials?: InstanceCredentials;
2046 }
2047 export interface InstanceCredentials {
2048 /**
2049 * User login string.
2050 */
2051 UserName?: NonEmptyString;
2052 /**
2053 * Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it is a private key (which must be saved as a .pem file) for use with SSH.
2054 */
2055 Secret?: NonEmptyString;
2056 }
2057 export type InstanceId = string;
2058 export type InstanceList = Instance[];
2059 export type InstanceStatus = "PENDING"|"ACTIVE"|"TERMINATING"|string;
2060 export type Integer = number;
2061 export type IpAddress = string;
2062 export interface IpPermission {
2063 /**
2064 * Starting value for a range of allowed port numbers.
2065 */
2066 FromPort: PortNumber;
2067 /**
2068 * Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.
2069 */
2070 ToPort: PortNumber;
2071 /**
2072 * Range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".
2073 */
2074 IpRange: NonBlankString;
2075 /**
2076 * Network communication protocol used by the fleet.
2077 */
2078 Protocol: IpProtocol;
2079 }
2080 export type IpPermissionsList = IpPermission[];
2081 export type IpProtocol = "TCP"|"UDP"|string;
2082 export type LatencyMap = {[key: string]: PositiveInteger};
2083 export interface ListAliasesInput {
2084 /**
2085 * Type of routing to filter results on. Use this parameter to retrieve only aliases of a certain type. To retrieve all aliases, leave this parameter empty. Possible routing types include the following: SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets. TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
2086 */
2087 RoutingStrategyType?: RoutingStrategyType;
2088 /**
2089 * Descriptive label that is associated with an alias. Alias names do not need to be unique.
2090 */
2091 Name?: NonEmptyString;
2092 /**
2093 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
2094 */
2095 Limit?: PositiveInteger;
2096 /**
2097 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
2098 */
2099 NextToken?: NonEmptyString;
2100 }
2101 export interface ListAliasesOutput {
2102 /**
2103 * Collection of alias records that match the list request.
2104 */
2105 Aliases?: AliasList;
2106 /**
2107 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
2108 */
2109 NextToken?: NonEmptyString;
2110 }
2111 export interface ListBuildsInput {
2112 /**
2113 * Build status to filter results by. To retrieve all builds, leave this parameter empty. Possible build statuses include the following: INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value. READY -- The game build has been successfully uploaded. You can now create new fleets for this build. FAILED -- The game build upload failed. You cannot create new fleets for this build.
2114 */
2115 Status?: BuildStatus;
2116 /**
2117 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
2118 */
2119 Limit?: PositiveInteger;
2120 /**
2121 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
2122 */
2123 NextToken?: NonEmptyString;
2124 }
2125 export interface ListBuildsOutput {
2126 /**
2127 * Collection of build records that match the request.
2128 */
2129 Builds?: BuildList;
2130 /**
2131 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
2132 */
2133 NextToken?: NonEmptyString;
2134 }
2135 export interface ListFleetsInput {
2136 /**
2137 * Unique identifier for a build to return fleets for. Use this parameter to return only fleets using the specified build. To retrieve all fleets, leave this parameter empty.
2138 */
2139 BuildId?: BuildId;
2140 /**
2141 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
2142 */
2143 Limit?: PositiveInteger;
2144 /**
2145 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
2146 */
2147 NextToken?: NonZeroAndMaxString;
2148 }
2149 export interface ListFleetsOutput {
2150 /**
2151 * Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to DescribeFleetAttributes, DescribeFleetCapacity, or DescribeFleetUtilization.
2152 */
2153 FleetIds?: FleetIdList;
2154 /**
2155 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
2156 */
2157 NextToken?: NonZeroAndMaxString;
2158 }
2159 export interface MatchedPlayerSession {
2160 /**
2161 * Unique identifier for a player
2162 */
2163 PlayerId?: NonZeroAndMaxString;
2164 /**
2165 * Unique identifier for a player session
2166 */
2167 PlayerSessionId?: PlayerSessionId;
2168 }
2169 export type MatchedPlayerSessionList = MatchedPlayerSession[];
2170 export type MatchmakerData = string;
2171 export type MatchmakingAcceptanceTimeoutInteger = number;
2172 export interface MatchmakingConfiguration {
2173 /**
2174 * Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
2175 */
2176 Name?: MatchmakingIdStringModel;
2177 /**
2178 * Descriptive label that is associated with matchmaking configuration.
2179 */
2180 Description?: NonZeroAndMaxString;
2181 /**
2182 * Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:&lt;region&gt;::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.
2183 */
2184 GameSessionQueueArns?: QueueArnsList;
2185 /**
2186 * Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
2187 */
2188 RequestTimeoutSeconds?: MatchmakingRequestTimeoutInteger;
2189 /**
2190 * Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
2191 */
2192 AcceptanceTimeoutSeconds?: MatchmakingAcceptanceTimeoutInteger;
2193 /**
2194 * Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
2195 */
2196 AcceptanceRequired?: BooleanModel;
2197 /**
2198 * Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
2199 */
2200 RuleSetName?: MatchmakingIdStringModel;
2201 /**
2202 * SNS topic ARN that is set up to receive matchmaking notifications.
2203 */
2204 NotificationTarget?: SnsArnStringModel;
2205 /**
2206 * 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.
2207 */
2208 AdditionalPlayerCount?: WholeNumber;
2209 /**
2210 * Information to attached to all events related to the matchmaking configuration.
2211 */
2212 CustomEventData?: CustomEventData;
2213 /**
2214 * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
2215 */
2216 CreationTime?: Timestamp;
2217 /**
2218 * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object 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.
2219 */
2220 GameProperties?: GamePropertyList;
2221 /**
2222 * 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). This information is added to the new GameSession object that is created for a successful match.
2223 */
2224 GameSessionData?: GameSessionData;
2225 }
2226 export type MatchmakingConfigurationList = MatchmakingConfiguration[];
2227 export type MatchmakingConfigurationStatus = "CANCELLED"|"COMPLETED"|"FAILED"|"PLACING"|"QUEUED"|"REQUIRES_ACCEPTANCE"|"SEARCHING"|"TIMED_OUT"|string;
2228 export type MatchmakingIdList = MatchmakingIdStringModel[];
2229 export type MatchmakingIdStringModel = string;
2230 export type MatchmakingRequestTimeoutInteger = number;
2231 export interface MatchmakingRuleSet {
2232 /**
2233 * Unique identifier for a matchmaking rule set
2234 */
2235 RuleSetName?: MatchmakingIdStringModel;
2236 /**
2237 * Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)
2238 */
2239 RuleSetBody: RuleSetBody;
2240 /**
2241 * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
2242 */
2243 CreationTime?: Timestamp;
2244 }
2245 export type MatchmakingRuleSetList = MatchmakingRuleSet[];
2246 export type MatchmakingRuleSetNameList = MatchmakingIdStringModel[];
2247 export interface MatchmakingTicket {
2248 /**
2249 * Unique identifier for a matchmaking ticket.
2250 */
2251 TicketId?: MatchmakingIdStringModel;
2252 /**
2253 * Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
2254 */
2255 ConfigurationName?: MatchmakingIdStringModel;
2256 /**
2257 * Current status of the matchmaking request. QUEUED -- The matchmaking request has been received and is currently waiting to be processed. SEARCHING -- The matchmaking request is currently being processed. REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement. PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match. COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players. FAILED -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in FAILED status. CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking. TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration. Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
2258 */
2259 Status?: MatchmakingConfigurationStatus;
2260 /**
2261 * Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING status after a proposed match fails to receive player acceptances.
2262 */
2263 StatusReason?: StringModel;
2264 /**
2265 * Additional information about the current status.
2266 */
2267 StatusMessage?: StringModel;
2268 /**
2269 * Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
2270 */
2271 StartTime?: Timestamp;
2272 /**
2273 * Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
2274 */
2275 EndTime?: Timestamp;
2276 /**
2277 * A set of Player objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED, the Player objects include the team the players were assigned to in the resulting match.
2278 */
2279 Players?: PlayerList;
2280 /**
2281 * Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.
2282 */
2283 GameSessionConnectionInfo?: GameSessionConnectionInfo;
2284 /**
2285 * Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
2286 */
2287 EstimatedWaitTime?: WholeNumber;
2288 }
2289 export type MatchmakingTicketList = MatchmakingTicket[];
2290 export type MaxConcurrentGameSessionActivations = number;
2291 export type MetricGroup = string;
2292 export type MetricGroupList = MetricGroup[];
2293 export type MetricName = "ActivatingGameSessions"|"ActiveGameSessions"|"ActiveInstances"|"AvailableGameSessions"|"AvailablePlayerSessions"|"CurrentPlayerSessions"|"IdleInstances"|"PercentAvailableGameSessions"|"PercentIdleInstances"|"QueueDepth"|"WaitTime"|string;
2294 export type NonBlankAndLengthConstraintString = string;
2295 export type NonBlankString = string;
2296 export type NonEmptyString = string;
2297 export type NonZeroAndMaxString = string;
2298 export type OperatingSystem = "WINDOWS_2012"|"AMAZON_LINUX"|string;
2299 export interface PlacedPlayerSession {
2300 /**
2301 * Unique identifier for a player that is associated with this player session.
2302 */
2303 PlayerId?: NonZeroAndMaxString;
2304 /**
2305 * Unique identifier for a player session.
2306 */
2307 PlayerSessionId?: PlayerSessionId;
2308 }
2309 export type PlacedPlayerSessionList = PlacedPlayerSession[];
2310 export interface Player {
2311 /**
2312 * Unique identifier for a player
2313 */
2314 PlayerId?: NonZeroAndMaxString;
2315 /**
2316 * Collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.
2317 */
2318 PlayerAttributes?: PlayerAttributeMap;
2319 /**
2320 * Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
2321 */
2322 Team?: NonZeroAndMaxString;
2323 /**
2324 * Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported. If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.
2325 */
2326 LatencyInMs?: LatencyMap;
2327 }
2328 export type PlayerAttributeMap = {[key: string]: AttributeValue};
2329 export type PlayerData = string;
2330 export type PlayerDataMap = {[key: string]: PlayerData};
2331 export type PlayerIdList = NonZeroAndMaxString[];
2332 export interface PlayerLatency {
2333 /**
2334 * Unique identifier for a player associated with the latency data.
2335 */
2336 PlayerId?: NonZeroAndMaxString;
2337 /**
2338 * Name of the region that is associated with the latency value.
2339 */
2340 RegionIdentifier?: NonZeroAndMaxString;
2341 /**
2342 * Amount of time that represents the time lag experienced by the player when connected to the specified region.
2343 */
2344 LatencyInMilliseconds?: Float;
2345 }
2346 export type PlayerLatencyList = PlayerLatency[];
2347 export interface PlayerLatencyPolicy {
2348 /**
2349 * The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
2350 */
2351 MaximumIndividualPlayerLatencyMilliseconds?: WholeNumber;
2352 /**
2353 * The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.
2354 */
2355 PolicyDurationSeconds?: WholeNumber;
2356 }
2357 export type PlayerLatencyPolicyList = PlayerLatencyPolicy[];
2358 export type PlayerList = Player[];
2359 export interface PlayerSession {
2360 /**
2361 * Unique identifier for a player session.
2362 */
2363 PlayerSessionId?: PlayerSessionId;
2364 /**
2365 * Unique identifier for a player that is associated with this player session.
2366 */
2367 PlayerId?: NonZeroAndMaxString;
2368 /**
2369 * Unique identifier for the game session that the player session is connected to.
2370 */
2371 GameSessionId?: NonZeroAndMaxString;
2372 /**
2373 * Unique identifier for a fleet that the player's game session is running on.
2374 */
2375 FleetId?: FleetId;
2376 /**
2377 * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
2378 */
2379 CreationTime?: Timestamp;
2380 /**
2381 * Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
2382 */
2383 TerminationTime?: Timestamp;
2384 /**
2385 * Current status of the player session. Possible player session statuses include the following: RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. ACTIVE -- The player has been validated by the server process and is currently connected. COMPLETED -- The player connection has been dropped. TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
2386 */
2387 Status?: PlayerSessionStatus;
2388 /**
2389 * IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
2390 */
2391 IpAddress?: IpAddress;
2392 /**
2393 * Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
2394 */
2395 Port?: PortNumber;
2396 /**
2397 * Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
2398 */
2399 PlayerData?: PlayerData;
2400 }
2401 export type PlayerSessionCreationPolicy = "ACCEPT_ALL"|"DENY_ALL"|string;
2402 export type PlayerSessionId = string;
2403 export type PlayerSessionList = PlayerSession[];
2404 export type PlayerSessionStatus = "RESERVED"|"ACTIVE"|"COMPLETED"|"TIMEDOUT"|string;
2405 export type PolicyType = "RuleBased"|"TargetBased"|string;
2406 export type PortNumber = number;
2407 export type PositiveInteger = number;
2408 export type PositiveLong = number;
2409 export type ProtectionPolicy = "NoProtection"|"FullProtection"|string;
2410 export interface PutScalingPolicyInput {
2411 /**
2412 * Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
2413 */
2414 Name: NonZeroAndMaxString;
2415 /**
2416 * Unique identifier for a fleet to apply this policy to. The fleet cannot be in any of the following statuses: ERROR or DELETING.
2417 */
2418 FleetId: FleetId;
2419 /**
2420 * Amount of adjustment to make, based on the scaling adjustment type.
2421 */
2422 ScalingAdjustment?: Integer;
2423 /**
2424 * Type of adjustment to make to a fleet's instance count (see FleetCapacity): ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. ExactCapacity -- set the instance count to the scaling adjustment value. PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.
2425 */
2426 ScalingAdjustmentType?: ScalingAdjustmentType;
2427 /**
2428 * Metric value used to trigger a scaling event.
2429 */
2430 Threshold?: Double;
2431 /**
2432 * Comparison operator to use when measuring the metric against the threshold value.
2433 */
2434 ComparisonOperator?: ComparisonOperatorType;
2435 /**
2436 * Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
2437 */
2438 EvaluationPeriods?: PositiveInteger;
2439 /**
2440 * Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch. ActivatingGameSessions -- Game sessions in the process of being created. ActiveGameSessions -- Game sessions that are currently running. ActiveInstances -- Fleet instances that are currently running at least one game session. AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity. AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included. CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player. IdleInstances -- Active instances that are currently hosting zero game sessions. PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy. PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions. QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination. WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
2441 */
2442 MetricName: MetricName;
2443 /**
2444 * Type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
2445 */
2446 PolicyType?: PolicyType;
2447 /**
2448 * Object that contains settings for a target-based scaling policy.
2449 */
2450 TargetConfiguration?: TargetConfiguration;
2451 }
2452 export interface PutScalingPolicyOutput {
2453 /**
2454 * Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
2455 */
2456 Name?: NonZeroAndMaxString;
2457 }
2458 export type QueueArnsList = ArnStringModel[];
2459 export interface RequestUploadCredentialsInput {
2460 /**
2461 * Unique identifier for a build to get credentials for.
2462 */
2463 BuildId: BuildId;
2464 }
2465 export interface RequestUploadCredentialsOutput {
2466 /**
2467 * AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
2468 */
2469 UploadCredentials?: AwsCredentials;
2470 /**
2471 * Amazon S3 path and key, identifying where the game build files are stored.
2472 */
2473 StorageLocation?: S3Location;
2474 }
2475 export interface ResolveAliasInput {
2476 /**
2477 * Unique identifier for the alias you want to resolve.
2478 */
2479 AliasId: AliasId;
2480 }
2481 export interface ResolveAliasOutput {
2482 /**
2483 * Fleet identifier that is associated with the requested alias.
2484 */
2485 FleetId?: FleetId;
2486 }
2487 export interface ResourceCreationLimitPolicy {
2488 /**
2489 * Maximum number of game sessions that an individual can create during the policy period.
2490 */
2491 NewGameSessionsPerCreator?: WholeNumber;
2492 /**
2493 * Time span used in evaluating the resource creation limit policy.
2494 */
2495 PolicyPeriodInMinutes?: WholeNumber;
2496 }
2497 export interface RoutingStrategy {
2498 /**
2499 * Type of routing strategy. Possible routing types include the following: SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets. TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
2500 */
2501 Type?: RoutingStrategyType;
2502 /**
2503 * Unique identifier for a fleet that the alias points to.
2504 */
2505 FleetId?: FleetId;
2506 /**
2507 * Message text to be used with a terminal routing strategy.
2508 */
2509 Message?: FreeText;
2510 }
2511 export type RoutingStrategyType = "SIMPLE"|"TERMINAL"|string;
2512 export type RuleSetBody = string;
2513 export type RuleSetLimit = number;
2514 export interface RuntimeConfiguration {
2515 /**
2516 * Collection of server process configurations that describe which server processes to run on each instance in a fleet.
2517 */
2518 ServerProcesses?: ServerProcessList;
2519 /**
2520 * Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
2521 */
2522 MaxConcurrentGameSessionActivations?: MaxConcurrentGameSessionActivations;
2523 /**
2524 * Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
2525 */
2526 GameSessionActivationTimeoutSeconds?: GameSessionActivationTimeoutSeconds;
2527 }
2528 export interface S3Location {
2529 /**
2530 * Amazon S3 bucket identifier. This is the name of your S3 bucket.
2531 */
2532 Bucket?: NonEmptyString;
2533 /**
2534 * Name of the zip file containing your build files.
2535 */
2536 Key?: NonEmptyString;
2537 /**
2538 * Amazon Resource Name (ARN) for the access role that allows Amazon GameLift to access your S3 bucket.
2539 */
2540 RoleArn?: NonEmptyString;
2541 }
2542 export type ScalingAdjustmentType = "ChangeInCapacity"|"ExactCapacity"|"PercentChangeInCapacity"|string;
2543 export interface ScalingPolicy {
2544 /**
2545 * Unique identifier for a fleet that is associated with this scaling policy.
2546 */
2547 FleetId?: FleetId;
2548 /**
2549 * Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
2550 */
2551 Name?: NonZeroAndMaxString;
2552 /**
2553 * Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets (see StopFleetActions; if suspended for a fleet, the policy status does not change. View a fleet's stopped actions by calling DescribeFleetCapacity. ACTIVE -- The scaling policy can be used for auto-scaling a fleet. UPDATE_REQUESTED -- A request to update the scaling policy has been received. UPDATING -- A change is being made to the scaling policy. DELETE_REQUESTED -- A request to delete the scaling policy has been received. DELETING -- The scaling policy is being deleted. DELETED -- The scaling policy has been deleted. ERROR -- An error occurred in creating the policy. It should be removed and recreated.
2554 */
2555 Status?: ScalingStatusType;
2556 /**
2557 * Amount of adjustment to make, based on the scaling adjustment type.
2558 */
2559 ScalingAdjustment?: Integer;
2560 /**
2561 * Type of adjustment to make to a fleet's instance count (see FleetCapacity): ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. ExactCapacity -- set the instance count to the scaling adjustment value. PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.
2562 */
2563 ScalingAdjustmentType?: ScalingAdjustmentType;
2564 /**
2565 * Comparison operator to use when measuring a metric against the threshold value.
2566 */
2567 ComparisonOperator?: ComparisonOperatorType;
2568 /**
2569 * Metric value used to trigger a scaling event.
2570 */
2571 Threshold?: Double;
2572 /**
2573 * Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
2574 */
2575 EvaluationPeriods?: PositiveInteger;
2576 /**
2577 * Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch. ActivatingGameSessions -- Game sessions in the process of being created. ActiveGameSessions -- Game sessions that are currently running. ActiveInstances -- Fleet instances that are currently running at least one game session. AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity. AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included. CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player. IdleInstances -- Active instances that are currently hosting zero game sessions. PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy. PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions. QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination. WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
2578 */
2579 MetricName?: MetricName;
2580 /**
2581 * Type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
2582 */
2583 PolicyType?: PolicyType;
2584 /**
2585 * Object that contains settings for a target-based scaling policy.
2586 */
2587 TargetConfiguration?: TargetConfiguration;
2588 }
2589 export type ScalingPolicyList = ScalingPolicy[];
2590 export type ScalingStatusType = "ACTIVE"|"UPDATE_REQUESTED"|"UPDATING"|"DELETE_REQUESTED"|"DELETING"|"DELETED"|"ERROR"|string;
2591 export interface SearchGameSessionsInput {
2592 /**
2593 * Unique identifier for a fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.
2594 */
2595 FleetId?: FleetId;
2596 /**
2597 * Unique identifier for an alias associated with the fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.
2598 */
2599 AliasId?: AliasId;
2600 /**
2601 * String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status. A filter expression can contain one or multiple conditions. Each condition consists of the following: Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions. Comparator -- Valid comparators are: =, &lt;&gt;, &lt;, &gt;, &lt;=, &gt;=. Value -- Value to be searched for. Values may be numbers, boolean values (true/false) or strings depending on the operand. String values are case sensitive and must be enclosed in single quotes. Special characters must be escaped. Boolean and string values can only be used with the comparators = and &lt;&gt;. For example, the following filter expression searches on gameSessionName: "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'". To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y). Session search evaluates conditions from left to right using the following precedence rules: =, &lt;&gt;, &lt;, &gt;, &lt;=, &gt;= Parentheses NOT AND OR For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: "maximumSessions&gt;=10 AND hasAvailablePlayerSessions=true".
2602 */
2603 FilterExpression?: NonZeroAndMaxString;
2604 /**
2605 * Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements: Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions. Order -- Valid sort orders are ASC (ascending) and DESC (descending). For example, this sort expression returns the oldest active sessions first: "SortExpression": "creationTimeMillis ASC". Results with a null value for the sort operand are returned at the end of the list.
2606 */
2607 SortExpression?: NonZeroAndMaxString;
2608 /**
2609 * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.
2610 */
2611 Limit?: PositiveInteger;
2612 /**
2613 * Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
2614 */
2615 NextToken?: NonZeroAndMaxString;
2616 }
2617 export interface SearchGameSessionsOutput {
2618 /**
2619 * Collection of objects containing game session properties for each session matching the request.
2620 */
2621 GameSessions?: GameSessionList;
2622 /**
2623 * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
2624 */
2625 NextToken?: NonZeroAndMaxString;
2626 }
2627 export interface ServerProcess {
2628 /**
2629 * Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances C:\game, and for Linux instances /local/game. A Windows game build with an executable file located at MyGame\latest\server.exe must have a launch path of "C:\game\MyGame\latest\server.exe". A Linux game build with an executable file located at MyGame/latest/server.exe must have a launch path of "/local/game/MyGame/latest/server.exe".
2630 */
2631 LaunchPath: NonZeroAndMaxString;
2632 /**
2633 * Optional list of parameters to pass to the server executable on launch.
2634 */
2635 Parameters?: NonZeroAndMaxString;
2636 /**
2637 * Number of server processes using this configuration to run concurrently on an instance.
2638 */
2639 ConcurrentExecutions: PositiveInteger;
2640 }
2641 export type ServerProcessList = ServerProcess[];
2642 export type SnsArnStringModel = string;
2643 export interface StartFleetActionsInput {
2644 /**
2645 * Unique identifier for a fleet
2646 */
2647 FleetId: FleetId;
2648 /**
2649 * List of actions to restart on the fleet.
2650 */
2651 Actions: FleetActionList;
2652 }
2653 export interface StartFleetActionsOutput {
2654 }
2655 export interface StartGameSessionPlacementInput {
2656 /**
2657 * Unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.
2658 */
2659 PlacementId: IdStringModel;
2660 /**
2661 * Name of the queue to use to place the new game session.
2662 */
2663 GameSessionQueueName: GameSessionQueueName;
2664 /**
2665 * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
2666 */
2667 GameProperties?: GamePropertyList;
2668 /**
2669 * Maximum number of players that can be connected simultaneously to the game session.
2670 */
2671 MaximumPlayerSessionCount: WholeNumber;
2672 /**
2673 * Descriptive label that is associated with a game session. Session names do not need to be unique.
2674 */
2675 GameSessionName?: NonZeroAndMaxString;
2676 /**
2677 * Set of values, expressed in milliseconds, indicating 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.
2678 */
2679 PlayerLatencies?: PlayerLatencyList;
2680 /**
2681 * Set of information on each player to create a player session for.
2682 */
2683 DesiredPlayerSessions?: DesiredPlayerSessionList;
2684 /**
2685 * 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).
2686 */
2687 GameSessionData?: GameSessionData;
2688 }
2689 export interface StartGameSessionPlacementOutput {
2690 /**
2691 * Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.
2692 */
2693 GameSessionPlacement?: GameSessionPlacement;
2694 }
2695 export interface StartMatchBackfillInput {
2696 /**
2697 * Unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
2698 */
2699 TicketId?: MatchmakingIdStringModel;
2700 /**
2701 * Name of the matchmaker to use for this request. The name of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property. This property contains a matchmaking configuration ARN value, which includes the matchmaker name. (In the ARN value "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-4v4", the matchmaking configuration name is "MM-4v4".) Use only the name for this parameter.
2702 */
2703 ConfigurationName: MatchmakingIdStringModel;
2704 /**
2705 * Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.
2706 */
2707 GameSessionArn: ArnStringModel;
2708 /**
2709 * Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game. PlayerID, PlayerAttributes, Team -\\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data. LatencyInMs -\\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the region that the game session is currently in. Do not include latency values for any other region.
2710 */
2711 Players: PlayerList;
2712 }
2713 export interface StartMatchBackfillOutput {
2714 /**
2715 * Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.
2716 */
2717 MatchmakingTicket?: MatchmakingTicket;
2718 }
2719 export interface StartMatchmakingInput {
2720 /**
2721 * Unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
2722 */
2723 TicketId?: MatchmakingIdStringModel;
2724 /**
2725 * Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same region as this request.
2726 */
2727 ConfigurationName: MatchmakingIdStringModel;
2728 /**
2729 * Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.
2730 */
2731 Players: PlayerList;
2732 }
2733 export interface StartMatchmakingOutput {
2734 /**
2735 * Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.
2736 */
2737 MatchmakingTicket?: MatchmakingTicket;
2738 }
2739 export interface StopFleetActionsInput {
2740 /**
2741 * Unique identifier for a fleet
2742 */
2743 FleetId: FleetId;
2744 /**
2745 * List of actions to suspend on the fleet.
2746 */
2747 Actions: FleetActionList;
2748 }
2749 export interface StopFleetActionsOutput {
2750 }
2751 export interface StopGameSessionPlacementInput {
2752 /**
2753 * Unique identifier for a game session placement to cancel.
2754 */
2755 PlacementId: IdStringModel;
2756 }
2757 export interface StopGameSessionPlacementOutput {
2758 /**
2759 * Object that describes the canceled game session placement, with CANCELLED status and an end time stamp.
2760 */
2761 GameSessionPlacement?: GameSessionPlacement;
2762 }
2763 export interface StopMatchmakingInput {
2764 /**
2765 * Unique identifier for a matchmaking ticket.
2766 */
2767 TicketId: MatchmakingIdStringModel;
2768 }
2769 export interface StopMatchmakingOutput {
2770 }
2771 export type StringDoubleMap = {[key: string]: DoubleObject};
2772 export type StringList = NonZeroAndMaxString[];
2773 export type StringModel = string;
2774 export interface TargetConfiguration {
2775 /**
2776 * Desired value to use with a target-based scaling policy. The value must be relevant for whatever metric the scaling policy is using. For example, in a policy using the metric PercentAvailableGameSessions, the target value should be the preferred size of the fleet's buffer (the percent of capacity that should be idle and ready for new game sessions).
2777 */
2778 TargetValue: Double;
2779 }
2780 export type Timestamp = Date;
2781 export interface UpdateAliasInput {
2782 /**
2783 * Unique identifier for a fleet alias. Specify the alias you want to update.
2784 */
2785 AliasId: AliasId;
2786 /**
2787 * Descriptive label that is associated with an alias. Alias names do not need to be unique.
2788 */
2789 Name?: NonBlankAndLengthConstraintString;
2790 /**
2791 * Human-readable description of an alias.
2792 */
2793 Description?: NonZeroAndMaxString;
2794 /**
2795 * Object that specifies the fleet and routing type to use for the alias.
2796 */
2797 RoutingStrategy?: RoutingStrategy;
2798 }
2799 export interface UpdateAliasOutput {
2800 /**
2801 * Object that contains the updated alias configuration.
2802 */
2803 Alias?: Alias;
2804 }
2805 export interface UpdateBuildInput {
2806 /**
2807 * Unique identifier for a build to update.
2808 */
2809 BuildId: BuildId;
2810 /**
2811 * Descriptive label that is associated with a build. Build names do not need to be unique.
2812 */
2813 Name?: NonZeroAndMaxString;
2814 /**
2815 * Version that is associated with this build. Version strings do not need to be unique.
2816 */
2817 Version?: NonZeroAndMaxString;
2818 }
2819 export interface UpdateBuildOutput {
2820 /**
2821 * Object that contains the updated build record.
2822 */
2823 Build?: Build;
2824 }
2825 export interface UpdateFleetAttributesInput {
2826 /**
2827 * Unique identifier for a fleet to update attribute metadata for.
2828 */
2829 FleetId: FleetId;
2830 /**
2831 * Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
2832 */
2833 Name?: NonZeroAndMaxString;
2834 /**
2835 * Human-readable description of a fleet.
2836 */
2837 Description?: NonZeroAndMaxString;
2838 /**
2839 * Game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession. NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
2840 */
2841 NewGameSessionProtectionPolicy?: ProtectionPolicy;
2842 /**
2843 * Policy that limits the number of game sessions an individual player can create over a span of time.
2844 */
2845 ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy;
2846 /**
2847 * Names of metric groups to include this fleet in. Amazon CloudWatch uses a fleet metric group is to aggregate metrics from multiple fleets. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.
2848 */
2849 MetricGroups?: MetricGroupList;
2850 }
2851 export interface UpdateFleetAttributesOutput {
2852 /**
2853 * Unique identifier for a fleet that was updated.
2854 */
2855 FleetId?: FleetId;
2856 }
2857 export interface UpdateFleetCapacityInput {
2858 /**
2859 * Unique identifier for a fleet to update capacity for.
2860 */
2861 FleetId: FleetId;
2862 /**
2863 * Number of EC2 instances you want this fleet to host.
2864 */
2865 DesiredInstances?: WholeNumber;
2866 /**
2867 * Minimum value allowed for the fleet's instance count. Default if not set is 0.
2868 */
2869 MinSize?: WholeNumber;
2870 /**
2871 * Maximum value allowed for the fleet's instance count. Default if not set is 1.
2872 */
2873 MaxSize?: WholeNumber;
2874 }
2875 export interface UpdateFleetCapacityOutput {
2876 /**
2877 * Unique identifier for a fleet that was updated.
2878 */
2879 FleetId?: FleetId;
2880 }
2881 export interface UpdateFleetPortSettingsInput {
2882 /**
2883 * Unique identifier for a fleet to update port settings for.
2884 */
2885 FleetId: FleetId;
2886 /**
2887 * Collection of port settings to be added to the fleet record.
2888 */
2889 InboundPermissionAuthorizations?: IpPermissionsList;
2890 /**
2891 * Collection of port settings to be removed from the fleet record.
2892 */
2893 InboundPermissionRevocations?: IpPermissionsList;
2894 }
2895 export interface UpdateFleetPortSettingsOutput {
2896 /**
2897 * Unique identifier for a fleet that was updated.
2898 */
2899 FleetId?: FleetId;
2900 }
2901 export interface UpdateGameSessionInput {
2902 /**
2903 * Unique identifier for the game session to update.
2904 */
2905 GameSessionId: ArnStringModel;
2906 /**
2907 * Maximum number of players that can be connected simultaneously to the game session.
2908 */
2909 MaximumPlayerSessionCount?: WholeNumber;
2910 /**
2911 * Descriptive label that is associated with a game session. Session names do not need to be unique.
2912 */
2913 Name?: NonZeroAndMaxString;
2914 /**
2915 * Policy determining whether or not the game session accepts new players.
2916 */
2917 PlayerSessionCreationPolicy?: PlayerSessionCreationPolicy;
2918 /**
2919 * Game session protection policy to apply to this game session only. NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
2920 */
2921 ProtectionPolicy?: ProtectionPolicy;
2922 }
2923 export interface UpdateGameSessionOutput {
2924 /**
2925 * Object that contains the updated game session metadata.
2926 */
2927 GameSession?: GameSession;
2928 }
2929 export interface UpdateGameSessionQueueInput {
2930 /**
2931 * Descriptive label that is associated with game session queue. Queue names must be unique within each region.
2932 */
2933 Name: GameSessionQueueName;
2934 /**
2935 * 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.
2936 */
2937 TimeoutInSeconds?: WholeNumber;
2938 /**
2939 * Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.
2940 */
2941 PlayerLatencyPolicies?: PlayerLatencyPolicyList;
2942 /**
2943 * List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.
2944 */
2945 Destinations?: GameSessionQueueDestinationList;
2946 }
2947 export interface UpdateGameSessionQueueOutput {
2948 /**
2949 * Object that describes the newly updated game session queue.
2950 */
2951 GameSessionQueue?: GameSessionQueue;
2952 }
2953 export interface UpdateMatchmakingConfigurationInput {
2954 /**
2955 * Unique identifier for a matchmaking configuration to update.
2956 */
2957 Name: MatchmakingIdStringModel;
2958 /**
2959 * Descriptive label that is associated with matchmaking configuration.
2960 */
2961 Description?: NonZeroAndMaxString;
2962 /**
2963 * Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:&lt;region&gt;::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.
2964 */
2965 GameSessionQueueArns?: QueueArnsList;
2966 /**
2967 * Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
2968 */
2969 RequestTimeoutSeconds?: MatchmakingRequestTimeoutInteger;
2970 /**
2971 * Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
2972 */
2973 AcceptanceTimeoutSeconds?: MatchmakingAcceptanceTimeoutInteger;
2974 /**
2975 * Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
2976 */
2977 AcceptanceRequired?: BooleanModel;
2978 /**
2979 * Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
2980 */
2981 RuleSetName?: MatchmakingIdStringModel;
2982 /**
2983 * SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.
2984 */
2985 NotificationTarget?: SnsArnStringModel;
2986 /**
2987 * 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.
2988 */
2989 AdditionalPlayerCount?: WholeNumber;
2990 /**
2991 * Information to attached to all events related to the matchmaking configuration.
2992 */
2993 CustomEventData?: CustomEventData;
2994 /**
2995 * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object 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.
2996 */
2997 GameProperties?: GamePropertyList;
2998 /**
2999 * 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). This information is added to the new GameSession object that is created for a successful match.
3000 */
3001 GameSessionData?: GameSessionData;
3002 }
3003 export interface UpdateMatchmakingConfigurationOutput {
3004 /**
3005 * Object that describes the updated matchmaking configuration.
3006 */
3007 Configuration?: MatchmakingConfiguration;
3008 }
3009 export interface UpdateRuntimeConfigurationInput {
3010 /**
3011 * Unique identifier for a fleet to update run-time configuration for.
3012 */
3013 FleetId: FleetId;
3014 /**
3015 * Instructions for launching server processes on each instance in the fleet. The run-time configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance.
3016 */
3017 RuntimeConfiguration: RuntimeConfiguration;
3018 }
3019 export interface UpdateRuntimeConfigurationOutput {
3020 /**
3021 * The run-time configuration currently in force. If the update was successful, this object matches the one in the request.
3022 */
3023 RuntimeConfiguration?: RuntimeConfiguration;
3024 }
3025 export interface ValidateMatchmakingRuleSetInput {
3026 /**
3027 * Collection of matchmaking rules to validate, formatted as a JSON string.
3028 */
3029 RuleSetBody: RuleSetBody;
3030 }
3031 export interface ValidateMatchmakingRuleSetOutput {
3032 /**
3033 * Response indicating whether or not the rule set is valid.
3034 */
3035 Valid?: BooleanModel;
3036 }
3037 export interface VpcPeeringAuthorization {
3038 /**
3039 * Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
3040 */
3041 GameLiftAwsAccountId?: NonZeroAndMaxString;
3042 /**
3043 *
3044 */
3045 PeerVpcAwsAccountId?: NonZeroAndMaxString;
3046 /**
3047 * Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
3048 */
3049 PeerVpcId?: NonZeroAndMaxString;
3050 /**
3051 * Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
3052 */
3053 CreationTime?: Timestamp;
3054 /**
3055 * Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
3056 */
3057 ExpirationTime?: Timestamp;
3058 }
3059 export type VpcPeeringAuthorizationList = VpcPeeringAuthorization[];
3060 export interface VpcPeeringConnection {
3061 /**
3062 * Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.
3063 */
3064 FleetId?: FleetId;
3065 /**
3066 * CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.
3067 */
3068 IpV4CidrBlock?: NonZeroAndMaxString;
3069 /**
3070 * Unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection.
3071 */
3072 VpcPeeringConnectionId?: NonZeroAndMaxString;
3073 /**
3074 * Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.
3075 */
3076 Status?: VpcPeeringConnectionStatus;
3077 /**
3078 * Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
3079 */
3080 PeerVpcId?: NonZeroAndMaxString;
3081 /**
3082 * Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.
3083 */
3084 GameLiftVpcId?: NonZeroAndMaxString;
3085 }
3086 export type VpcPeeringConnectionList = VpcPeeringConnection[];
3087 export interface VpcPeeringConnectionStatus {
3088 /**
3089 * Code indicating the status of a VPC peering connection.
3090 */
3091 Code?: NonZeroAndMaxString;
3092 /**
3093 * Additional messaging associated with the connection status.
3094 */
3095 Message?: NonZeroAndMaxString;
3096 }
3097 export type WholeNumber = number;
3098 /**
3099 * A string in YYYY-MM-DD format that represents the latest possible API version that can be used in this service. Specify 'latest' to use the latest possible version.
3100 */
3101 export type apiVersion = "2015-10-01"|"latest"|string;
3102 export interface ClientApiVersions {
3103 /**
3104 * A string in YYYY-MM-DD format that represents the latest possible API version that can be used in this service. Specify 'latest' to use the latest possible version.
3105 */
3106 apiVersion?: apiVersion;
3107 }
3108 export type ClientConfiguration = ServiceConfigurationOptions & ClientApiVersions;
3109 /**
3110 * Contains interfaces for use with the GameLift client.
3111 */
3112 export import Types = GameLift;
3113}
3114export = GameLift;