From 18f92831c64e7035fecc8e7336136530cec5112b Mon Sep 17 00:00:00 2001 From: aws-sdk-go-automation <43143561+aws-sdk-go-automation@users.noreply.github.com> Date: Thu, 17 Aug 2023 14:26:08 -0400 Subject: [PATCH] Release v1.44.326 (2023-08-17) (#4956) Release v1.44.326 (2023-08-17) === ### Service Client Updates * `service/ec2`: Updates service API and documentation * Adds support for SubnetConfigurations to allow users to select their own IPv4 and IPv6 addresses for Interface VPC endpoints * `service/gamelift`: Updates service API and documentation * Amazon GameLift updates its instance types support. ### SDK Bugs * `aws/signer/v4`: Sign `X-Amz-Server-Side-Encryption-Context` header. * Fixes signing for PutObject requests that set `SSEKMSEncryptionContext`. --- CHANGELOG.md | 13 + CHANGELOG_PENDING.md | 2 - aws/endpoints/defaults.go | 13 + aws/version.go | 2 +- models/apis/ec2/2016-11-15/api-2.json | 25 +- models/apis/ec2/2016-11-15/docs-2.json | 24 +- models/apis/gamelift/2015-10-01/api-2.json | 63 +- models/apis/gamelift/2015-10-01/docs-2.json | 170 ++-- .../2015-10-01/endpoint-rule-set-1.json | 344 ++++---- models/endpoints/endpoints.json | 9 +- service/ec2/api.go | 88 +- service/gamelift/api.go | 779 +++++++++++++----- 12 files changed, 1025 insertions(+), 507 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 9d828994abb..b0b5b3ec154 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,16 @@ +Release v1.44.326 (2023-08-17) +=== + +### Service Client Updates +* `service/ec2`: Updates service API and documentation + * Adds support for SubnetConfigurations to allow users to select their own IPv4 and IPv6 addresses for Interface VPC endpoints +* `service/gamelift`: Updates service API and documentation + * Amazon GameLift updates its instance types support. + +### SDK Bugs +* `aws/signer/v4`: Sign `X-Amz-Server-Side-Encryption-Context` header. + * Fixes signing for PutObject requests that set `SSEKMSEncryptionContext`. + Release v1.44.325 (2023-08-16) === diff --git a/CHANGELOG_PENDING.md b/CHANGELOG_PENDING.md index 9aadd49af85..8a1927a39ca 100644 --- a/CHANGELOG_PENDING.md +++ b/CHANGELOG_PENDING.md @@ -3,5 +3,3 @@ ### SDK Enhancements ### SDK Bugs -* `aws/signer/v4`: Sign `X-Amz-Server-Side-Encryption-Context` header. - * Fixes signing for PutObject requests that set `SSEKMSEncryptionContext`. diff --git a/aws/endpoints/defaults.go b/aws/endpoints/defaults.go index 03f3f27089f..56e68a0c78f 100644 --- a/aws/endpoints/defaults.go +++ b/aws/endpoints/defaults.go @@ -40069,6 +40069,9 @@ var awsisoPartition = partition{ endpointKey{ Region: "us-iso-east-1", }: endpoint{}, + endpointKey{ + Region: "us-iso-west-1", + }: endpoint{}, }, }, "elasticache": service{ @@ -40412,6 +40415,16 @@ var awsisoPartition = partition{ }: endpoint{}, }, }, + "resource-groups": service{ + Endpoints: serviceEndpoints{ + endpointKey{ + Region: "us-iso-east-1", + }: endpoint{}, + endpointKey{ + Region: "us-iso-west-1", + }: endpoint{}, + }, + }, "route53": service{ PartitionEndpoint: "aws-iso-global", IsRegionalized: boxedFalse, diff --git a/aws/version.go b/aws/version.go index 88f7289c7dd..00e03e7eb11 100644 --- a/aws/version.go +++ b/aws/version.go @@ -5,4 +5,4 @@ package aws const SDKName = "aws-sdk-go" // SDKVersion is the version of this SDK -const SDKVersion = "1.44.325" +const SDKVersion = "1.44.326" diff --git a/models/apis/ec2/2016-11-15/api-2.json b/models/apis/ec2/2016-11-15/api-2.json index 820671638a8..dd4b592d6b3 100755 --- a/models/apis/ec2/2016-11-15/api-2.json +++ b/models/apis/ec2/2016-11-15/api-2.json @@ -12205,6 +12205,10 @@ "TagSpecifications":{ "shape":"TagSpecificationList", "locationName":"TagSpecification" + }, + "SubnetConfigurations":{ + "shape":"SubnetConfigurationsList", + "locationName":"SubnetConfiguration" } } }, @@ -32130,7 +32134,11 @@ }, "IpAddressType":{"shape":"IpAddressType"}, "DnsOptions":{"shape":"DnsOptionsSpecification"}, - "PrivateDnsEnabled":{"shape":"Boolean"} + "PrivateDnsEnabled":{"shape":"Boolean"}, + "SubnetConfigurations":{ + "shape":"SubnetConfigurationsList", + "locationName":"SubnetConfiguration" + } } }, "ModifyVpcEndpointResult":{ @@ -40373,6 +40381,21 @@ "explicit" ] }, + "SubnetConfiguration":{ + "type":"structure", + "members":{ + "SubnetId":{"shape":"SubnetId"}, + "Ipv4":{"shape":"String"}, + "Ipv6":{"shape":"String"} + } + }, + "SubnetConfigurationsList":{ + "type":"list", + "member":{ + "shape":"SubnetConfiguration", + "locationName":"item" + } + }, "SubnetId":{"type":"string"}, "SubnetIdStringList":{ "type":"list", diff --git a/models/apis/ec2/2016-11-15/docs-2.json b/models/apis/ec2/2016-11-15/docs-2.json index a2740897db5..f85d793c475 100755 --- a/models/apis/ec2/2016-11-15/docs-2.json +++ b/models/apis/ec2/2016-11-15/docs-2.json @@ -20060,6 +20060,8 @@ "SubnetCidrReservation$Cidr": "
The CIDR that has been reserved.
", "SubnetCidrReservation$OwnerId": "The ID of the account that owns the subnet CIDR reservation.
", "SubnetCidrReservation$Description": "The description assigned to the subnet CIDR reservation.
", + "SubnetConfiguration$Ipv4": "The IPv4 address to assign to the endpoint network interface in the subnet. You must provide an IPv4 address if the VPC endpoint supports IPv4.
If you specify an IPv4 address when modifying a VPC endpoint, we replace the existing endpoint network interface with a new endpoint network interface with this IP address. This process temporarily disconnects the subnet and the VPC endpoint.
", + "SubnetConfiguration$Ipv6": "The IPv6 address to assign to the endpoint network interface in the subnet. You must provide an IPv6 address if the VPC endpoint supports IPv6.
If you specify an IPv6 address when modifying a VPC endpoint, we replace the existing endpoint network interface with a new endpoint network interface with this IP address. This process temporarily disconnects the subnet and the VPC endpoint.
", "SubnetIpv6CidrBlockAssociation$Ipv6CidrBlock": "The IPv6 CIDR block.
", "Subscription$Source": "The Region or Availability Zone that's the source for the subscription. For example, us-east-1
.
The Region or Availability Zone that's the target for the subscription. For example, eu-west-1
.
The type of reservation.
" } }, + "SubnetConfiguration": { + "base": "Describes the configuration of a subnet for a VPC endpoint.
", + "refs": { + "SubnetConfigurationsList$member": null + } + }, + "SubnetConfigurationsList": { + "base": null, + "refs": { + "CreateVpcEndpointRequest$SubnetConfigurations": "The subnet configurations for the endpoint.
", + "ModifyVpcEndpointRequest$SubnetConfigurations": "The subnet configurations for the endpoint.
" + } + }, "SubnetId": { "base": null, "refs": { @@ -20459,6 +20474,7 @@ "ScheduledInstancesNetworkInterface$SubnetId": "The ID of the subnet.
", "SpotFleetLaunchSpecification$SubnetId": "The IDs of the subnets in which to launch the instances. To specify multiple subnets, separate them using commas; for example, \"subnet-1234abcdeexample1, subnet-0987cdef6example2\".
", "SubnetCidrReservation$SubnetId": "The ID of the subnet.
", + "SubnetConfiguration$SubnetId": "The ID of the subnet.
", "SubnetIdStringList$member": null, "TransitGatewaySubnetIdList$member": null, "VerifiedAccessEndpointSubnetIdList$member": null, @@ -22989,9 +23005,9 @@ "VpcEndpointSecurityGroupIdList": { "base": null, "refs": { - "CreateVpcEndpointRequest$SecurityGroupIds": "(Interface endpoint) The IDs of the security groups to associate with the endpoint network interface. If this parameter is not specified, we use the default security group for the VPC.
", - "ModifyVpcEndpointRequest$AddSecurityGroupIds": "(Interface endpoint) The IDs of the security groups to associate with the network interface.
", - "ModifyVpcEndpointRequest$RemoveSecurityGroupIds": "(Interface endpoint) The IDs of the security groups to disassociate from the network interface.
" + "CreateVpcEndpointRequest$SecurityGroupIds": "(Interface endpoint) The IDs of the security groups to associate with the endpoint network interfaces. If this parameter is not specified, we use the default security group for the VPC.
", + "ModifyVpcEndpointRequest$AddSecurityGroupIds": "(Interface endpoint) The IDs of the security groups to associate with the endpoint network interfaces.
", + "ModifyVpcEndpointRequest$RemoveSecurityGroupIds": "(Interface endpoint) The IDs of the security groups to disassociate from the endpoint network interfaces.
" } }, "VpcEndpointServiceId": { @@ -23024,7 +23040,7 @@ "VpcEndpointSubnetIdList": { "base": null, "refs": { - "CreateVpcEndpointRequest$SubnetIds": "(Interface and Gateway Load Balancer endpoints) The IDs of the subnets in which to create an endpoint network interface. For a Gateway Load Balancer endpoint, you can specify only one subnet.
", + "CreateVpcEndpointRequest$SubnetIds": "(Interface and Gateway Load Balancer endpoints) The IDs of the subnets in which to create endpoint network interfaces. For a Gateway Load Balancer endpoint, you can specify only one subnet.
", "ModifyVpcEndpointRequest$AddSubnetIds": "(Interface and Gateway Load Balancer endpoints) The IDs of the subnets in which to serve the endpoint. For a Gateway Load Balancer endpoint, you can specify only one subnet.
", "ModifyVpcEndpointRequest$RemoveSubnetIds": "(Interface endpoint) The IDs of the subnets from which to remove the endpoint.
" } diff --git a/models/apis/gamelift/2015-10-01/api-2.json b/models/apis/gamelift/2015-10-01/api-2.json index 99da38cabdc..362b311a59c 100644 --- a/models/apis/gamelift/2015-10-01/api-2.json +++ b/models/apis/gamelift/2015-10-01/api-2.json @@ -3014,7 +3014,68 @@ "r5d.8xlarge", "r5d.12xlarge", "r5d.16xlarge", - "r5d.24xlarge" + "r5d.24xlarge", + "m6g.medium", + "m6g.large", + "m6g.xlarge", + "m6g.2xlarge", + "m6g.4xlarge", + "m6g.8xlarge", + "m6g.12xlarge", + "m6g.16xlarge", + "c6g.medium", + "c6g.large", + "c6g.xlarge", + "c6g.2xlarge", + "c6g.4xlarge", + "c6g.8xlarge", + "c6g.12xlarge", + "c6g.16xlarge", + "r6g.medium", + "r6g.large", + "r6g.xlarge", + "r6g.2xlarge", + "r6g.4xlarge", + "r6g.8xlarge", + "r6g.12xlarge", + "r6g.16xlarge", + "c6gn.medium", + "c6gn.large", + "c6gn.xlarge", + "c6gn.2xlarge", + "c6gn.4xlarge", + "c6gn.8xlarge", + "c6gn.12xlarge", + "c6gn.16xlarge", + "c7g.medium", + "c7g.large", + "c7g.xlarge", + "c7g.2xlarge", + "c7g.4xlarge", + "c7g.8xlarge", + "c7g.12xlarge", + "c7g.16xlarge", + "r7g.medium", + "r7g.large", + "r7g.xlarge", + "r7g.2xlarge", + "r7g.4xlarge", + "r7g.8xlarge", + "r7g.12xlarge", + "r7g.16xlarge", + "m7g.medium", + "m7g.large", + "m7g.xlarge", + "m7g.2xlarge", + "m7g.4xlarge", + "m7g.8xlarge", + "m7g.12xlarge", + "m7g.16xlarge", + "g5g.xlarge", + "g5g.2xlarge", + "g5g.4xlarge", + "g5g.8xlarge", + "g5g.16xlarge" ] }, "Event":{ diff --git a/models/apis/gamelift/2015-10-01/docs-2.json b/models/apis/gamelift/2015-10-01/docs-2.json index a00b62733b9..b3ecae70e78 100644 --- a/models/apis/gamelift/2015-10-01/docs-2.json +++ b/models/apis/gamelift/2015-10-01/docs-2.json @@ -2,14 +2,14 @@ "version": "2.0", "service": "Amazon GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.
About Amazon GameLift solutions
Get more information on these Amazon GameLift solutions in the Amazon GameLift Developer Guide.
Amazon GameLift managed hosting -- Amazon GameLift offers a fully managed service to set up and maintain computing machines for hosting, manage game session and player session life cycle, and handle security, storage, and performance tracking. You can use automatic scaling tools to balance player demand and hosting costs, configure your game session management to minimize player latency, and add FlexMatch for matchmaking.
Managed hosting with Realtime Servers -- With Amazon GameLift Realtime Servers, you can quickly configure and set up ready-to-go game servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift infrastructure already built in. Then use the full range of Amazon GameLift managed hosting features, including FlexMatch, for your game.
Amazon GameLift FleetIQ -- Use Amazon GameLift FleetIQ as a standalone service while hosting your games using EC2 instances and Auto Scaling groups. Amazon GameLift FleetIQ provides optimizations for game hosting, including boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the Amazon GameLift FleetIQ and FlexMatch standalone services.
Amazon GameLift FlexMatch -- Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking service for multiplayer games. Use FlexMatch as integrated with Amazon GameLift managed hosting or incorporate FlexMatch as a standalone service into your own hosting solution.
About this API Reference
This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links:
", "operations": { - "AcceptMatch": "Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.
When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE
. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.
To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING
, where a new game session is created for the match.
If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match or failed to respond, the ticket status is set to CANCELLED
, and processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is returned to SEARCHING
to find a new match. A new matchmaking request for these players can be submitted as needed.
Learn more
Add FlexMatch to a game client
FlexMatch events (reference)
", + "AcceptMatch": "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 each ticket. Calls to this action are only valid for tickets that are in this status; calls for tickets not in this status result in an error.
To register acceptance, specify the ticket ID, one or more players, and an acceptance response. When all players have accepted, Amazon GameLift advances the matchmaking tickets to status PLACING
, and attempts to create a new game session for the match.
If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. Each matchmaking ticket in the failed match is handled as follows:
If the ticket has one or more players who rejected the match or failed to respond, the ticket status is set CANCELLED
and processing is terminated.
If all players in the ticket accepted the match, the ticket status is returned to SEARCHING
to find a new match.
Learn more
Add FlexMatch to a game client
FlexMatch events (reference)
", "ClaimGameServer": "This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED
status for 60 seconds, and returns connection information that players can use to connect to the game server.
To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Add filter options to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE
instances to be claimed.
When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE
while the claim status is set to CLAIMED
for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED
after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable.
If you try to claim a specific game server, this request will fail in the following cases:
If the game server utilization status is UTILIZED
.
If the game server claim status is CLAIMED
.
If the game server is running on an instance in DRAINING
status and the provided filter option does not allow placing on DRAINING
instances.
Learn more
", "CreateAlias": "Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.
To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias
.
Related actions
", "CreateBuild": "Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.
When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource.
You can use the CreateBuild
operation in the following scenarios:
Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build.
Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them.
If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED
status. A build must be in READY
status before you can create fleets with it.
Learn more
Create a Build with Files in Amazon S3
", "CreateFleet": "Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.
Most Amazon GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other Amazon GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.
To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct Amazon GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.
If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.
If successful, this operation creates a new Fleet resource and places it in NEW
status, which prompts Amazon GameLift to initiate the fleet creation workflow.
Learn more
", "CreateFleetLocations": "Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.
This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature and were created after the feature was released in March 2021.
To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.
If successful, this operation returns the list of added locations with their status set to NEW
. Amazon GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents.
Learn more
", "CreateGameServerGroup": "This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Creates a Amazon GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.
Before creating a new game server group, you must have the following:
An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide.
An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the Amazon GameLift FleetIQ Developer Guide.
To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a Amazon GameLift FleetIQ metric.
Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by Amazon GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.
Learn more
", - "CreateGameSession": "Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses FleetIQ algorithms and queues to optimize the placement process.
When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE
status before a game session can be created in it.
This operation can be used in the following ways:
To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration.
To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration.
If successful, a workflow is initiated to start a new game session. A GameSession
object is returned containing the game session configuration and status. When the status is ACTIVE
, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.
Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
Learn more
", + "CreateGameSession": "Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses the FleetIQ algorithm and queues to optimize the placement process.
When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in ACTIVE
status.
You can use this operation in the following ways:
To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration.
To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration.
To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location.
If successful, Amazon GameLift initiates a workflow to start a new game session and returns a GameSession
object containing the game session configuration and status. When the game session status is ACTIVE
, it is updated with connection information and you can create player sessions for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.
Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
Learn more
", "CreateGameSessionQueue": "Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.
A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.
The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.
To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new GameSessionQueue
object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
", "CreateLocation": "Creates a custom location for use in an Anywhere fleet.
", "CreateMatchmakingConfiguration": "Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration.
To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.
In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.
Learn more
Set up FlexMatch event notification
", @@ -32,11 +32,11 @@ "DeleteScript": "Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).
To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.
Learn more
Amazon GameLift Realtime Servers
Related actions
", "DeleteVpcPeeringAuthorization": "Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection.
Related actions
", "DeleteVpcPeeringConnection": "Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete..
Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
Related actions
", - "DeregisterCompute": "Removes a compute resource from the specified fleet. Deregister your compute resources before you delete the compute.
", + "DeregisterCompute": "Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift.
", "DeregisterGameServer": "This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.
To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.
Learn more
", "DescribeAlias": "Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias
.
To get alias properties, specify the alias ID. If successful, the requested alias record is returned.
Related actions
", "DescribeBuild": "Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.
Learn more
", - "DescribeCompute": "Retrieves properties for a compute resource. To request a compute resource specify the fleet ID and compute name. If successful, Amazon GameLift returns an object containing the build properties.
", + "DescribeCompute": "Retrieves properties for a compute resource in an Amazon GameLift fleet. Call ListCompute to get a list of compute resources in a fleet. You can request information for computes in either managed EC2 fleets or Anywhere fleets.
To request compute properties, specify the compute name and fleet ID.
If successful, this operation returns details for the requested compute resource. For managed EC2 fleets, this operation returns the fleet's EC2 instances. For Anywhere fleets, this operation returns the fleet's registered computes.
", "DescribeEC2InstanceLimits": "Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your Amazon GameLift fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console.
Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:
Request specifies the Region ap-northeast-1
with no location. The result is limits and usage data on all instance types that are deployed in us-east-2
, by all of the fleets that reside in ap-northeast-1
.
Request specifies the Region us-east-1
with location ca-central-1
. The result is limits and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that reside in us-east-2
. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1
.
Request specifies the Region eu-west-1
with location ca-central-1
. The result is limits and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that reside in eu-west-1
.
This operation can be used in the following ways:
To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for.
To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for.
If successful, an EC2InstanceLimits
object is returned with limits and usage data for each requested instance type.
Learn more
Setting up Amazon GameLift fleets
", "DescribeFleetAttributes": "Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.
This operation can be used in the following ways:
To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get attributes for all fleets, do not provide a fleet identifier.
When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetAttributes
object is returned for each fleet requested, unless the fleet identifier is not found.
Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.
Learn more
Setting up Amazon GameLift fleets
", "DescribeFleetCapacity": "Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only.
This operation can be used in the following ways:
To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get capacity data for all fleets, do not provide a fleet identifier.
When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetCapacity
object is returned for each requested fleet ID. Each FleetCapacity object includes a Location
property, which is set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.
Some API operations may limit the number of fleet IDs that are allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Learn more
Setting up Amazon GameLift fleets
", @@ -53,23 +53,23 @@ "DescribeGameSessionPlacement": "Retrieves information, including current status, about a game session placement request.
To get game session placement details, specify the placement ID.
This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement
should only be used for games in development with low game session usage.
Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.
Learn more
", "DescribeGameSessions": "Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
This operation can be used in the following ways:
To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations.
To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.
To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game session that matches the request.
This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions
should only be used for games in development with low game session usage.
Available in Amazon GameLift Local.
Learn more
", - "DescribeInstances": "Retrieves information about a fleet's instances, including instance IDs, connection data, and status.
This operation can be used in the following ways:
To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID.
To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name.
To get information on a specific instance in a fleet, provide the fleet ID and instance ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, an Instance
object is returned for each requested instance. Instances are not returned in any particular order.
Learn more
Remotely Access Fleet Instances
Related actions
", + "DescribeInstances": "Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations ListCompute and DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets.
You can call this operation in the following ways:
To get information on all instances in a fleet's home Region, specify the fleet ID.
To get information on all instances in a fleet's remote location, specify the fleet ID and location name.
To get information on a specific instance in a fleet, specify the fleet ID and instance ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, this operation returns Instance
objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException.
Learn more
Remotely connect to fleet instances
Related actions
", "DescribeMatchmaking": "Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.
To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.
This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration.
Learn more
Add FlexMatch to a game client
Set Up FlexMatch event notification
", "DescribeMatchmakingConfigurations": "Retrieves the details of FlexMatch matchmaking configurations.
This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.
Learn more
Setting up FlexMatch matchmakers
", "DescribeMatchmakingRuleSets": "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
", - "DescribePlayerSessions": "Retrieves properties for one or more player sessions.
This action can be used in the following ways:
To retrieve a specific player session, provide the player session ID only.
To retrieve all player sessions in a game session, provide the game session ID only.
To retrieve all player sessions for a specific player, provide a player ID only.
To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a PlayerSession
object is returned for each session that matches the request.
Related actions
", + "DescribePlayerSessions": "Retrieves properties for one or more player sessions.
This action can be used in the following ways:
To retrieve a specific player session, provide the player session ID only.
To retrieve all player sessions in a game session, provide the game session ID only.
To retrieve all player sessions for a specific player, provide a player ID only.
To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. If you provide a specific PlayerSessionId
or PlayerId
, Amazon GameLift ignores the filter criteria. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a PlayerSession
object is returned for each session that matches the request.
Related actions
", "DescribeRuntimeConfiguration": "Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet.
To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.
If successful, a RuntimeConfiguration
object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.
Learn more
Setting up Amazon GameLift fleets
Running multiple processes on a fleet
", "DescribeScalingPolicies": "Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy
objects is returned for the fleet.
A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE.
", "DescribeScript": "Retrieves properties for a Realtime script.
To request a script record, specify the script ID. If successful, an object containing the script properties is returned.
Learn more
Amazon GameLift Realtime Servers
Related actions
", "DescribeVpcPeeringAuthorizations": "Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
Related actions
", "DescribeVpcPeeringConnections": "Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
Related actions
", - "GetComputeAccess": "Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.
To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, 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 CLI, saving the secret can be handled as part of the GetInstanceAccess
request, as shown in one of the examples for this operation.
To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to.
Learn more
Remotely Access Fleet Instances
", - "GetComputeAuthToken": "Requests an authentication token from Amazon GameLift. The authentication token is used by your game server to authenticate with Amazon GameLift. Each authentication token has an expiration time. To continue using the compute resource to host your game server, regularly retrieve a new authorization token.
", + "GetComputeAccess": "Requests authorization to remotely connect to a compute resource in an Amazon GameLift fleet. Call this action to connect to an instance in a managed EC2 fleet if the fleet's game build uses Amazon GameLift server SDK 5.x or later. To connect to instances with game builds that use server SDK 4.x or earlier, call GetInstanceAccess.
To request access to a compute, identify the specific EC2 instance and the fleet it belongs to. You can retrieve instances for a managed EC2 fleet by calling ListCompute.
If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token. Use these credentials with Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide.
Learn more
Remotely connect to fleet instances
", + "GetComputeAuthToken": "Requests an authentication token from Amazon GameLift for a registered compute in an Anywhere fleet. The game servers that are running on the compute use this token to authenticate with the Amazon GameLift service. Each server process must provide a valid authentication token in its call to the Amazon GameLift server SDK action InitSDK()
.
Authentication tokens are valid for a limited time span. Use a mechanism to regularly request a fresh authentication token before the current token expires.
Learn more
Server SDK reference guides (for version 5.x)
Retrieves the location of stored game session logs for a specified game session on Amazon GameLift managed fleets. 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 Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.
To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, 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 CLI, saving the secret can be handled as part of the GetInstanceAccess
request, as shown in one of the examples for this operation.
To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances.
Learn more
Remotely Access Fleet Instances
Related actions
", + "GetInstanceAccess": "Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call GetComputeAccess.
To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID.
If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows:
For a Windows instance: returns a user name and secret (password) for use with a Windows Remote Desktop client.
For a Linux instance: returns a user name and secret (RSA private key) for use with an SSH client. You must save the secret to a .pem
file. If you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically saving the secret to a .pem
file.
Learn more
Remotely connect to fleet instances
Related actions
", "ListAliases": "Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Returned aliases are not listed in any particular order.
Related actions
", "ListBuilds": "Retrieves build resources for all builds associated with the Amazon Web Services account in use. You can limit results to builds that are in a specific status by using the Status
parameter. Use the pagination parameters to retrieve results in a set of sequential pages.
Build resources are not listed in any particular order.
Learn more
", - "ListCompute": "Retrieves all compute resources registered to a fleet in your Amazon Web Services account. You can filter the result set by location.
", + "ListCompute": "Retrieves the compute resources in an Amazon GameLift fleet. You can request information for either managed EC2 fleets or Anywhere fleets.
To request a list of computes, specify the fleet ID. You can filter the result set by location. Use the pagination parameters to retrieve results in a set of sequential pages.
If successful, this operation returns the compute resource for the requested fleet. For managed EC2 fleets, it returns a list of EC2 instances. For Anywhere fleets, it returns a list of registered compute names.
", "ListFleets": "Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.
This operation can be used in the following ways:
To get a list of all fleets in a Region, don't provide a build or script identifier.
To get a list of all fleets where a specific custom game build is deployed, provide the build ID.
To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve.
Fleet resources are not listed in a particular order.
Learn more
Setting up Amazon GameLift fleets
", "ListGameServerGroups": "Lists a game server groups.
", "ListGameServers": "This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.
Learn more
", @@ -77,7 +77,7 @@ "ListScripts": "Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.
Learn more
Amazon GameLift Realtime Servers
Related actions
", "ListTagsForResource": "Retrieves all tags assigned to a Amazon GameLift resource. Use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.
To list tags for a resource, specify the unique ARN value for the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
", "PutScalingPolicy": "Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.
Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.
Target-based policy
A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.
For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and name, and set the policy type to \"TargetBased\". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration
object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
Rule-based policy
A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.
For example, a policy may make the following statement: \"If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%.\"
A policy's rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for [EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by [ScalingAdjustment]
.
To implement the example, the rule statement would look like this:
If [PercentIdleInstances]
is [GreaterThanThreshold]
[20]
for [15]
minutes, then [PercentChangeInCapacity]
to/by [10]
.
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to \"RuleBased\". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
", - "RegisterCompute": "Registers your compute resources in a fleet you previously created. After you register a compute to your fleet, you can monitor and manage your compute using Amazon GameLift. The operation returns the compute resource containing SDK endpoint you can use to connect your game server to Amazon GameLift.
Learn more
", + "RegisterCompute": "Registers a compute resource to an Amazon GameLift Anywhere fleet. With Anywhere fleets you can incorporate your own computing hardware into an Amazon GameLift game hosting solution.
To register a compute to a fleet, give the compute a name (must be unique within the fleet) and specify the compute resource's DNS name or IP address. Provide the Anywhere fleet ID and a fleet location to associate with the compute being registered. You can optionally include the path to a TLS certificate on the compute resource.
If successful, this operation returns the compute details, including an Amazon GameLift SDK endpoint. Game server processes that run on the compute use this endpoint to communicate with the Amazon GameLift service. Each server process includes the SDK endpoint in its call to the Amazon GameLift server SDK action InitSDK()
.
Learn more
Server SDK reference guides (for version 5.x)
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Creates a new game server resource and notifies Amazon GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables Amazon GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.
To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data.
Once a game server is successfully registered, it is put in status AVAILABLE
. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.
Learn more
", "RequestUploadCredentials": "Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see GameSession.
To request new credentials, specify the build ID as returned with an initial CreateBuild
request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.
Learn more
Create a Build with Files in S3
", "ResolveAlias": "Retrieves the fleet ID that an alias is currently pointing to.
Related actions
", @@ -98,7 +98,7 @@ "UpdateFleetAttributes": "Updates a fleet's mutable attributes, including game session protection and resource creation limits.
To update fleet attributes, specify the fleet ID and the property values that you want to change.
If successful, an updated FleetAttributes
object is returned.
Learn more
Setting up Amazon GameLift fleets
", "UpdateFleetCapacity": "Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties:
Minimum/maximum size: Set hard limits on fleet capacity. Amazon GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling.
Desired capacity: Manually set the number of Amazon EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand.
This operation can be used in the following ways:
To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location
parameter. The fleet must be in ACTIVE
status.
To update capacity for a fleet's remote location, include the Location
parameter set to the location to be updated. The location must be in ACTIVE
status.
If successful, capacity settings are updated immediately. In response a change in desired capacity, Amazon GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded
exception occurs.
Learn more
", "UpdateFleetPortSettings": "Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet.
To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations
, and permissions you want to remove in InboundPermissionRevocations
. Permissions to be removed must match existing fleet permissions.
If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings
with a location name.
Learn more
Setting up Amazon GameLift fleets
", - "UpdateGameServer": "This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates information about a registered game server to help Amazon GameLift FleetIQ to track game server availability. This operation is called by a game server process that is running on an instance in a game server group.
Use this operation to update the following types of game server information. You can make all three types of updates in the same request:
To update the game server's utilization status, identify the game server and game server group and specify the current utilization status. Use this status to identify when game servers are currently hosting games and when they are available to be claimed.
To report health status, identify the game server and game server group and set health check to HEALTHY
. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.
To change game server metadata, provide updated game server data.
Once a game server is successfully updated, the relevant statuses and timestamps are updated.
Learn more
", + "UpdateGameServer": "This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates information about a registered game server to help Amazon GameLift FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group.
Use this operation to update the following types of game server information. You can make all three types of updates in the same request:
To update the game server's utilization status from AVAILABLE
(when the game server is available to be claimed) to UTILIZED
(when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can't change the status from to UTILIZED
to AVAILABLE
.
To report health status, identify the game server and game server group and set health check to HEALTHY
. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.
To change game server metadata, provide updated game server data.
Once a game server is successfully updated, the relevant statuses and timestamps are updated.
Learn more
", "UpdateGameServerGroup": "This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates Amazon GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.
To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that Amazon GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup
object is returned.
Learn more
", "UpdateGameSession": "Updates the mutable properties of a game session.
To update a game session, specify the game session ID and the values you want to change.
If successful, the updated GameSession
object is returned.
Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
Learn more
", @@ -209,10 +209,10 @@ } }, "AwsCredentials": { - "base": "Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.
", + "base": "Amazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time.
Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests.
You need Amazon Web Services credentials for the following tasks:
To upload a game server build directly to Amazon GameLift S3 storage using CreateBuild
. To get access for this task, call RequestUploadCredentials.
To remotely connect to an active Amazon GameLift fleet instances. To get remote access, call GetComputeAccess.
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.
", - "GetComputeAccessOutput$Credentials": "The access credentials for the compute resource.
", + "GetComputeAccessOutput$Credentials": "A set of temporary Amazon Web Services credentials for use when connecting to the compute resource with Amazon EC2 Systems Manager (SSM).
", "RequestUploadCredentialsOutput$UploadCredentials": "Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
" } }, @@ -325,49 +325,49 @@ } }, "Compute": { - "base": "Resources used to host your game servers. A compute resource can be managed Amazon GameLift Amazon EC2 instances or your own resources.
", + "base": "An Amazon GameLift compute resource for hosting your game servers. A compute can be an EC2instance in a managed EC2 fleet or a registered compute in an Anywhere fleet.
", "refs": { "ComputeList$member": null, - "DescribeComputeOutput$Compute": "The details of the compute resource you registered to the specified fleet.
", - "RegisterComputeOutput$Compute": "The details of the compute resource you registered to the specified fleet.
" + "DescribeComputeOutput$Compute": "The set of properties for the requested compute resource.
", + "RegisterComputeOutput$Compute": "The details of the compute resource you registered.
" } }, "ComputeArn": { "base": null, "refs": { - "Compute$ComputeArn": "The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.
", - "GetComputeAccessOutput$ComputeArn": "The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
The ARN that is assigned to a compute resource and uniquely identifies it. ARNs are unique across locations. Instances in managed EC2 fleets are not assigned a ComputeARN.
", + "GetComputeAccessOutput$ComputeArn": "The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The authentication token that your game server uses to authenticate with Amazon GameLift.
" + "GetComputeAuthTokenOutput$AuthToken": "A valid temporary authentication token.
" } }, "ComputeList": { "base": null, "refs": { - "ListComputeOutput$ComputeList": "A list of compute resources registered to the fleet you specified.
" + "ListComputeOutput$ComputeList": "A list of compute resources in the specified fleet.
" } }, "ComputeName": { "base": null, "refs": { - "Compute$ComputeName": "A descriptive label that is associated with the compute resource registered to your fleet.
", - "RegisterComputeInput$ComputeName": "A descriptive label that is associated with the compute resource registered to your fleet.
" + "Compute$ComputeName": "A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is an instance ID.
", + "RegisterComputeInput$ComputeName": "A descriptive label for the compute resource.
" } }, "ComputeNameOrArn": { "base": null, "refs": { - "DeregisterComputeInput$ComputeName": "The name of the compute resource you want to delete.
", - "DescribeComputeInput$ComputeName": "A descriptive label that is associated with the compute resource registered to your fleet.
", - "GetComputeAccessInput$ComputeName": "The name of the compute resource you are requesting credentials for.
", - "GetComputeAccessOutput$ComputeName": "The name of the compute resource you requested credentials for.
", + "DeregisterComputeInput$ComputeName": "The name of the compute resource to remove from the specified Anywhere fleet.
", + "DescribeComputeInput$ComputeName": "The unique identifier of the compute resource to retrieve properties for. For an Anywhere fleet compute, use the registered compute name. For a managed EC2 fleet instance, use the instance ID.
", + "GetComputeAccessInput$ComputeName": "A unique identifier for the compute resource that you want to connect to. You can use either a registered compute name or an instance ID.
", + "GetComputeAccessOutput$ComputeName": "The identifier of the compute resource to be accessed. This value might be either a compute name or an instance ID.
", "GetComputeAuthTokenInput$ComputeName": "The name of the compute resource you are requesting the authentication token for.
", - "GetComputeAuthTokenOutput$ComputeName": "The name of the compute resource you are requesting the authentication token for.
" + "GetComputeAuthTokenOutput$ComputeName": "The name of the compute resource that the authentication token is issued to.
" } }, "ComputeStatus": { @@ -983,18 +983,18 @@ "DnsName": { "base": null, "refs": { - "Compute$DnsName": "The DNS name of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.
", + "Compute$DnsName": "The DNS name of a compute resource. Amazon GameLift requires a DNS name or IP address for a compute.
", "GameSession$DnsName": "The DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com
.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
", "GameSessionConnectionInfo$DnsName": "The DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com
.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
", "GameSessionPlacement$DnsName": "The DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com
.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
", - "Instance$DnsName": "The DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com
.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
", + "Instance$DnsName": "The DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com
.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon Elastic Compute Cloud Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
", "PlayerSession$DnsName": "The DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com
.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
" } }, "DnsNameInput": { "base": null, "refs": { - "RegisterComputeInput$DnsName": "The DNS name of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.
" + "RegisterComputeInput$DnsName": "The DNS name of the compute resource. Amazon GameLift requires either a DNS name or IP address.
" } }, "Double": { @@ -1033,13 +1033,13 @@ "EC2InstanceType": { "base": null, "refs": { - "Compute$Type": "The compute type that the fleet uses. A fleet can use Anywhere compute resources that you own, or use managed Amazon EC2 instances.
", + "Compute$Type": "The Amazon EC2 instance type that the fleet uses. For registered computes in an Amazon GameLift Anywhere fleet, this property is empty.
", "CreateFleetInput$EC2InstanceType": "The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.
", "DescribeEC2InstanceLimitsInput$EC2InstanceType": "Name of an Amazon EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
", "EC2InstanceLimit$EC2InstanceType": "The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
", "FleetAttributes$InstanceType": "The Amazon EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
", "FleetCapacity$InstanceType": "The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
", - "Instance$Type": "Amazon EC2 instance type that defines the computing resources of this instance.
" + "Instance$Type": "EC2 instance type that defines the computing resources of this instance.
" } }, "Event": { @@ -1051,7 +1051,7 @@ "EventCode": { "base": null, "refs": { - "Event$EventCode": "The type of event being logged.
Fleet state transition events:
FLEET_CREATED -- A fleet resource was successfully created with a status of NEW
. Event messaging includes the fleet ID.
FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW
to DOWNLOADING
. The compressed build has started downloading to a fleet instance for installation.
FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING
to VALIDATING
. Amazon GameLift has successfully downloaded the build and is now validating the build files.
FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING
to BUILDING
. Amazon GameLift has successfully verified the build files and is now running the installation scripts.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING
to ACTIVATING
. Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift Service via the Server SDK.
FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING
to ACTIVE
. The fleet is now ready to host game sessions.
FLEET_STATE_ERROR -- The Fleet's status changed to ERROR
. Describe the fleet event message for more details.
Fleet creation events (ordered by fleet creation activity):
FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.
FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance.
FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance.
FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues.
FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc.
FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details.
VPC peering events:
FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account.
FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
Spot instance events:
INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
Server process events:
SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.
SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time.
SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called.
SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.
SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected.
SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected.
Game session events:
GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected.
Other fleet events:
FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
FLEET_DELETED -- A request to delete a fleet was initiated.
GENERIC_EVENT -- An unspecified event has occurred.
The type of event being logged.
Fleet state transition events:
FLEET_CREATED -- A fleet resource was successfully created with a status of NEW
. Event messaging includes the fleet ID.
FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW
to DOWNLOADING
. The compressed build has started downloading to a fleet instance for installation.
FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING
to VALIDATING
. Amazon GameLift has successfully downloaded the build and is now validating the build files.
FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING
to BUILDING
. Amazon GameLift has successfully verified the build files and is now running the installation scripts.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING
to ACTIVATING
. Amazon GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift Service via the Server SDK.
FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING
to ACTIVE
. The fleet is now ready to host game sessions.
FLEET_STATE_ERROR -- The Fleet's status changed to ERROR
. Describe the fleet event message for more details.
Fleet creation events (ordered by fleet creation activity):
FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.
FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance.
FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance.
FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues.
FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc.
FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details.
VPC peering events:
FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account.
FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
Spot instance events:
INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
Server process events:
SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.
SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time.
SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called.
SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.
SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected.
SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected.
Game session events:
GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected.
Other fleet events:
FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
FLEET_DELETED -- A request to delete a fleet was initiated.
GENERIC_EVENT -- An unspecified event has occurred.
The Amazon Resource Name (ARN) of the fleet that the compute is registered to.
", + "Compute$FleetArn": "The Amazon Resource Name (ARN) of the fleet that the compute belongs to.
", "CreateFleetLocationsOutput$FleetArn": "The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift fleet ARN, the resource ID matches the FleetId
value.
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
", + "GameSession$FleetArn": "The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
", "GetComputeAccessOutput$FleetArn": "The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.
Related actions
DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity
", "refs": { - "DescribeFleetLocationCapacityOutput$FleetCapacity": "Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist.
", + "DescribeFleetLocationCapacityOutput$FleetCapacity": "Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
", "FleetCapacityList$member": null } }, @@ -1149,13 +1149,13 @@ "FleetCapacityList": { "base": null, "refs": { - "DescribeFleetCapacityOutput$FleetCapacity": "A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist.
" + "DescribeFleetCapacityOutput$FleetCapacity": "A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
" } }, "FleetId": { "base": null, "refs": { - "Compute$FleetId": "A unique identifier for the fleet that the compute is registered to.
", + "Compute$FleetId": "A unique identifier for the fleet that the compute belongs to.
", "CreateVpcPeeringConnectionInput$FleetId": "A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.
", "DeleteVpcPeeringConnectionInput$FleetId": "A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.
", "DescribeFleetPortSettingsOutput$FleetId": "A unique identifier for the fleet that was requested.
", @@ -1165,8 +1165,8 @@ "FleetIdList$member": null, "FleetUtilization$FleetId": "A unique identifier for the fleet associated with the location.
", "GameSession$FleetId": "A unique identifier for the fleet that the game session is running on.
", - "Instance$FleetId": "A unique identifier for the fleet that the instance is in.
", - "InstanceAccess$FleetId": "A unique identifier for the fleet containing the instance being accessed.
", + "Instance$FleetId": "A unique identifier for the fleet that the instance belongs to.
", + "InstanceAccess$FleetId": "A unique identifier for the fleet containing the instance to be accessed.
", "PlayerSession$FleetId": "A unique identifier for the fleet that the player's game session is running on.
", "ResolveAliasOutput$FleetId": "The fleet identifier that the alias is pointing to.
", "RoutingStrategy$FleetId": "A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
", @@ -1195,8 +1195,8 @@ "DeleteFleetLocationsInput$FleetId": "A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.
", "DeleteFleetLocationsOutput$FleetId": "A unique identifier for the fleet that location attributes are being deleted for.
", "DeleteScalingPolicyInput$FleetId": "A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
", - "DeregisterComputeInput$FleetId": ">A unique identifier for the fleet the compute resource is registered to.
", - "DescribeComputeInput$FleetId": "A unique identifier for the fleet the compute is registered to.
", + "DeregisterComputeInput$FleetId": "A unique identifier for the fleet the compute resource is currently registered to.
", + "DescribeComputeInput$FleetId": "A unique identifier for the fleet that the compute is registered to. You can use either the fleet ID or ARN value.
", "DescribeFleetEventsInput$FleetId": "A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.
", "DescribeFleetLocationAttributesInput$FleetId": "A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.
", "DescribeFleetLocationAttributesOutput$FleetId": "A unique identifier for the fleet that location attributes were requested for.
", @@ -1209,12 +1209,12 @@ "DescribeRuntimeConfigurationInput$FleetId": "A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
", "DescribeScalingPoliciesInput$FleetId": "A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.
", "FleetIdOrArnList$member": null, - "GetComputeAccessInput$FleetId": "A unique identifier for the fleet that the compute resource is registered to.
", - "GetComputeAccessOutput$FleetId": "The fleet ID of compute resource.
", + "GetComputeAccessInput$FleetId": "A unique identifier for the fleet that contains the compute resource you want to connect to. You can use either the fleet ID or ARN value.
", + "GetComputeAccessOutput$FleetId": "The ID of the fleet that contains the compute resource to be accessed.
", "GetComputeAuthTokenInput$FleetId": "A unique identifier for the fleet that the compute is registered to.
", "GetComputeAuthTokenOutput$FleetId": "A unique identifier for the fleet that the compute is registered to.
", - "GetInstanceAccessInput$FleetId": "A unique identifier for the fleet that contains the instance you want access to. You can use either the fleet ID or ARN value. 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.
A unique identifier for the fleet the compute resources are registered to.
", + "GetInstanceAccessInput$FleetId": "A unique identifier for the fleet that contains the instance you want to access. You can request access to instances in EC2 fleets with the following statuses: ACTIVATING
, ACTIVE
, or ERROR
. Use either a fleet ID or an ARN value.
You can access fleets in ERROR
status for a short period of time before Amazon GameLift deletes them.
A unique identifier for the fleet to retrieve compute resources for.
", "PutScalingPolicyInput$FleetId": "A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.
", "RegisterComputeInput$FleetId": "A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.
", "SearchGameSessionsInput$FleetId": "A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
", @@ -1287,7 +1287,7 @@ "GameLiftServiceSdkEndpointOutput": { "base": null, "refs": { - "Compute$GameLiftServiceSdkEndpoint": "The endpoint connection details of the Amazon GameLift SDK endpoint that your game server connects to.
" + "Compute$GameLiftServiceSdkEndpoint": "The Amazon GameLift SDK endpoint connection for a registered compute resource in an Anywhere fleet. The game servers on the compute use this endpoint to connect to the Amazon GameLift service.
" } }, "GameProperty": { @@ -1504,7 +1504,7 @@ "base": null, "refs": { "GameServer$UtilizationStatus": "Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session with players.
Indicates whether the game server is available or is currently hosting gameplay.
" + "UpdateGameServerInput$UtilizationStatus": "Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from AVAILABLE
to UTILIZED
, but you can't change a the status from UTILIZED
to AVAILABLE
.
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED
.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
", + "base": "Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED
.
Amazon GameLift retains a game session resource for 30 days after the game session ends. You can reuse idempotency token values after this time. Game session logs are retained for 14 days.
", "refs": { "CreateGameSessionOutput$GameSession": "Object that describes the newly created game session record.
", "GameSessionDetail$GameSession": "Object that describes a game session.
", @@ -1567,7 +1567,7 @@ } }, "GameSessionPlacement": { - "base": "This object includes the full details of the original request plus the current status and start/end time stamps.
", + "base": "Represents a potential game session placement, including the full details of the original placement request and the current status.
If the game session placement status is PENDING
, the properties for game session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not active and ready to accept players until placement status reaches FULFILLED
. When the placement is in PENDING
status, Amazon GameLift may attempt to place a game session multiple times before succeeding. With each attempt it creates a GameSession object and updates this placement object with the new game session properties..
Object that describes the requested game session placement.
", "StartGameSessionPlacementOutput$GameSessionPlacement": "Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.
", @@ -1577,7 +1577,7 @@ "GameSessionPlacementState": { "base": null, "refs": { - "GameSessionPlacement$Status": "Current status of the game session placement request.
PENDING -- The placement request is currently in the queue waiting to be processed.
FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.
CANCELLED -- The placement request was canceled.
TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
Current status of the game session placement request.
PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final.
FULFILLED -- A new game session has been successfully placed. Game session properties are now final.
CANCELLED -- The placement request was canceled.
TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
Represents an EC2 instance of virtual computing resources that hosts one or more game servers. In Amazon GameLift, a fleet can contain zero or more instances.
Related actions
", + "base": "Represents a virtual computing instance that runs game server processes and hosts game sessions. In Amazon GameLift, one or more instances make up a managed EC2 fleet.
", "refs": { "InstanceList$member": null } }, "InstanceAccess": { - "base": "Information required to remotely connect to a fleet instance.
", + "base": "Information and credentials that you can use to remotely connect to an instance in an EC2 managed fleet. This data type is returned in response to a call to GetInstanceAccess.
", "refs": { "GetInstanceAccessOutput$InstanceAccess": "The connection information for a fleet instance, including IP address and access credentials.
" } }, "InstanceCredentials": { - "base": "Set of credentials required to remotely access a fleet instance.
", + "base": "A set of credentials that allow remote access to an instance in an EC2 managed fleet. These credentials are returned in response to a call to GetInstanceAccess, which requests access for instances that are running game servers with the Amazon GameLift server SDK version 4.x or earlier.
", "refs": { - "InstanceAccess$Credentials": "Credentials required to access the instance.
" + "InstanceAccess$Credentials": "Security credentials that are required to access the instance.
" } }, "InstanceDefinition": { @@ -1749,9 +1749,9 @@ "base": null, "refs": { "DescribeInstancesInput$InstanceId": "A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.
", - "GetInstanceAccessInput$InstanceId": "A unique identifier for the instance you want to get access to. You can access an instance in any status.
", + "GetInstanceAccessInput$InstanceId": "A unique identifier for the instance you want to access. You can access an instance in any status.
", "Instance$InstanceId": "A unique identifier for the instance.
", - "InstanceAccess$InstanceId": "A unique identifier for the instance being accessed.
" + "InstanceAccess$InstanceId": "A unique identifier for the instance to be accessed.
" } }, "InstanceList": { @@ -1796,14 +1796,14 @@ "IpAddress": { "base": null, "refs": { - "Compute$IpAddress": "The IP address of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.
", + "Compute$IpAddress": "The IP address of a compute resource. Amazon GameLift requires a DNS name or IP address for a compute.
", "GameSession$IpAddress": "The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
", "GameSessionConnectionInfo$IpAddress": "The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
", - "GameSessionPlacement$IpAddress": "The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED
).
The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED
.
IP address that is assigned to the instance.
", - "InstanceAccess$IpAddress": "IP address that is assigned to the instance.
", + "InstanceAccess$IpAddress": "IP address assigned to the instance.
", "PlayerSession$IpAddress": "The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
", - "RegisterComputeInput$IpAddress": "The IP address of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.
" + "RegisterComputeInput$IpAddress": "The IP address of the compute resource. Amazon GameLift requires either a DNS name or IP address.
" } }, "IpPermission": { @@ -1855,7 +1855,7 @@ "refs": { "CreateFleetInput$ServerLaunchPath": " This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.
This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration . Requests that use this parameter instead continue to be valid.
", - "ServerProcess$LaunchPath": "The location of a game build executable or the Realtime script file that contains the Init()
function. Game builds and Realtime scripts are installed on instances at the root:
Windows (custom game builds only): C:\\game
. Example: \"C:\\game\\MyGame\\server.exe
\"
Linux: /local/game
. Examples: \"/local/game/MyGame/server.exe
\" or \"/local/game/MyRealtimeScript.js
\"
The location of a game build executable or Realtime script. Game builds and Realtime scripts are installed on instances at the root:
Windows (custom game builds only): C:\\game
. Example: \"C:\\game\\MyGame\\server.exe
\"
Linux: /local/game
. Examples: \"/local/game/MyGame/server.exe
\" or \"/local/game/MyRealtimeScript.js
\"
Amazon GameLift doesn't support the use of setup scripts that launch the game executable. For custom game builds, this parameter must indicate the executable that calls the server SDK operations initSDK()
and ProcessReady()
.
The name of the custom location you added to the fleet that this compute resource resides in.
", - "CreateGameSessionInput$Location": "A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2
.
A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2
. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.
The name of a remote location to request instance limits for, in the form of an Amazon Web Services Region code such as us-west-2
.
The fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2
.
The fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2
.
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2
.
The name of the custom location that the compute resources are assigned to.
", + "ListComputeInput$Location": "The name of a location to retrieve compute resources for.
", "LocationConfiguration$Location": "An Amazon Web Services Region code, such as us-west-2
.
The location's name.
", "LocationState$Location": "The fleet location, expressed as an Amazon Web Services Region code such as us-west-2
.
The name of the custom location you added to the fleet you are registering this compute resource to.
", + "RegisterComputeInput$Location": "The name of a custom location to associate with the compute resource being registered.
", "ScalingPolicy$Location": "The fleet location.
", "SearchGameSessionsInput$Location": "A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2
.
The fleet location to restart fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2
.
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
", + "GameSession$MatchmakerData": "Information about the matchmaking process that resulted in the game session, if matchmaking was used. Data is in JSON syntax, formatted as a string. Information includes the matchmaker ID as well as player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
", "GameSessionPlacement$MatchmakerData": "Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.
" } }, @@ -2299,9 +2299,9 @@ "NonEmptyString": { "base": null, "refs": { - "AwsCredentials$AccessKeyId": "Temporary key allowing access to the Amazon GameLift S3 account.
", - "AwsCredentials$SecretAccessKey": "Temporary secret key allowing access to the Amazon GameLift S3 account.
", - "AwsCredentials$SessionToken": "Token used to associate a specific build ID with the files uploaded using these credentials.
", + "AwsCredentials$AccessKeyId": "The access key ID that identifies the temporary security credentials.
", + "AwsCredentials$SecretAccessKey": "The secret access key that can be used to sign requests.
", + "AwsCredentials$SessionToken": "The token that users must pass to the service API to use the temporary credentials.
", "ConflictException$Message": null, "CreateFleetInput$InstanceRoleArn": "A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.
", "Event$Message": "Additional information related to the event.
", @@ -2309,8 +2309,8 @@ "FleetCapacityExceededException$Message": null, "GameSessionFullException$Message": null, "IdempotentParameterMismatchException$Message": null, - "InstanceCredentials$UserName": "User login string.
", - "InstanceCredentials$Secret": "Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it is a private key (which must be saved as a .pem
file) for use with SSH.
A user name for logging in.
", + "InstanceCredentials$Secret": "Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it's a private key for use with SSH.
", "InternalServiceException$Message": null, "InvalidFleetStatusException$Message": null, "InvalidGameSessionStatusException$Message": null, @@ -2415,9 +2415,9 @@ "GameSession$Name": "A descriptive label that is associated with a game session. Session names do not need to be unique.
", "GameSession$CreatorId": "A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
", "GameSessionPlacement$GameSessionName": "A descriptive label that is associated with a game session. Session names do not need to be unique.
", - "GameSessionPlacement$GameSessionId": "A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED
).
Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED
). This identifier is unique across all Regions. You can use this value as a GameSessionId
value as needed.
Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED
).
A unique identifier for the game session. This value isn't final until placement status is FULFILLED
.
Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn't final until placement status is FULFILLED
.
Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED
.
Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.
", "ListComputeInput$NextToken": "A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
", "ListComputeOutput$NextToken": "A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
", @@ -2443,7 +2443,7 @@ "PlayerSession$GameSessionId": "A unique identifier for the game session that the player session is connected to.
", "PutScalingPolicyInput$Name": "A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
", "PutScalingPolicyOutput$Name": "A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
", - "RegisterComputeInput$CertificatePath": "The path to the TLS certificate on your compute resource. The path and certificate are not validated by Amazon GameLift.
", + "RegisterComputeInput$CertificatePath": "The path to a TLS certificate on your compute resource. Amazon GameLift doesn't validate the path and certificate.
", "ScalingPolicy$Name": "A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
", "Script$Name": "A descriptive label that is associated with a script. Script names don't need to be unique.
", "Script$Version": "Version information associated with a build or script. Version strings don't need to be unique.
", @@ -2482,10 +2482,10 @@ "base": null, "refs": { "Build$OperatingSystem": "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.
", - "Compute$OperatingSystem": "The type of operating system on your compute resource.
", + "Compute$OperatingSystem": "The type of operating system on the compute resource.
", "CreateBuildInput$OperatingSystem": "The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later.
If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016 when creating new Windows-based builds.
The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.
", - "Instance$OperatingSystem": "Operating system that is running on this instance.
", + "Instance$OperatingSystem": "Operating system that is running on this EC2 instance.
", "InstanceAccess$OperatingSystem": "Operating system that is running on the instance.
" } }, @@ -2503,7 +2503,7 @@ "PlacedPlayerSessionList": { "base": null, "refs": { - "GameSessionPlacement$PlacedPlayerSessions": "A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED
). This information includes the player ID (as provided in the placement request) and the corresponding player session ID.
A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED
). This information includes the player ID, provided in the placement request, and a corresponding player session ID.
The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
", - "GameSessionPlacement$Port": "The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED
).
The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED
.
A starting value for a range of allowed port numbers.
For fleets using Linux builds, only ports 22
and 1026-60000
are valid.
For fleets using Windows builds, only ports 1026-60000
are valid.
An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be equal to or greater than FromPort
.
For fleets using Linux builds, only ports 22
and 1026-60000
are valid.
For fleets using Windows builds, only ports 1026-60000
are valid.
Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
" @@ -2713,7 +2713,7 @@ "CreateFleetInput$NewGameSessionProtectionPolicy": "The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.
NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
FullProtection - Game sessions in ACTIVE
status cannot be terminated during a scale-down event.
The type of game session protection to set on all new instances that are started in the fleet.
NoProtection -- The game session can be terminated during a scale-down event.
FullProtection -- If the game session is in an ACTIVE
status, it cannot be terminated during a scale-down event.
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.
The game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession .
NoProtection -- The game session can be terminated during a scale-down event.
FullProtection -- If the game session is in an ACTIVE
status, it cannot be terminated during a scale-down event.
The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession .
NoProtection -- The game session can be terminated during a scale-down event.
FullProtection -- If the game session is in an ACTIVE
status, it cannot be terminated during a scale-down event.
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.
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\"
).
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\"
).
Time stamp indicating when this request was completed, canceled, or timed out.
", - "GetComputeAuthTokenOutput$ExpirationTimestamp": "The amount of time until the authentication token is no longer valid. To continue using the compute resource for game server hosting, renew the authentication token by using this operation again.
", + "GetComputeAuthTokenOutput$ExpirationTimestamp": "The amount of time until the authentication token is no longer valid.
", "Instance$CreationTime": "A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\"
).
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\"
).
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\"
).
The maximum number of players that can be connected simultaneously to the game session.
", "CreateGameSessionQueueInput$TimeoutInSeconds": "The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status. By default, this property is set to 600
.
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
Ideal number of active instances. GameLift will always try to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances.
", + "EC2InstanceCounts$DESIRED": "Requested number of active instances. Amazon GameLift takes action as needed to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances. A change in the desired instances value can take up to 1 minute to be reflected when viewing a fleet's capacity settings.
", "EC2InstanceCounts$MINIMUM": "The minimum instance count value allowed.
", "EC2InstanceCounts$MAXIMUM": "The maximum instance count value allowed.
", "EC2InstanceCounts$PENDING": "Number of instances that are starting but not yet active.
", @@ -3399,7 +3399,7 @@ "ResourceCreationLimitPolicy$NewGameSessionsPerCreator": "A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession
request, Amazon GameLift checks that the player (identified by CreatorId
) has created fewer than game session limit in the specified time period.
The time span used in evaluating the resource creation limit policy.
", "StartGameSessionPlacementInput$MaximumPlayerSessionCount": "The maximum number of players that can be connected simultaneously to the game session.
", - "UpdateFleetCapacityInput$DesiredInstances": "The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
", + "UpdateFleetCapacityInput$DesiredInstances": "The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits. Changes in desired instance value can take up to 1 minute to be reflected when viewing the fleet's capacity settings.
", "UpdateFleetCapacityInput$MinSize": "The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.
", "UpdateFleetCapacityInput$MaxSize": "The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.
", "UpdateGameSessionInput$MaximumPlayerSessionCount": "The maximum number of players that can be connected simultaneously to the game session.
", diff --git a/models/apis/gamelift/2015-10-01/endpoint-rule-set-1.json b/models/apis/gamelift/2015-10-01/endpoint-rule-set-1.json index d845bf7ea21..4b5e0d83c89 100644 --- a/models/apis/gamelift/2015-10-01/endpoint-rule-set-1.json +++ b/models/apis/gamelift/2015-10-01/endpoint-rule-set-1.json @@ -58,52 +58,56 @@ "type": "error" }, { - "conditions": [], - "type": "tree", - "rules": [ + "conditions": [ { - "conditions": [ + "fn": "booleanEquals", + "argv": [ { - "fn": "booleanEquals", - "argv": [ - { - "ref": "UseDualStack" - }, - true - ] - } - ], - "error": "Invalid Configuration: Dualstack and custom endpoint are not supported", - "type": "error" - }, - { - "conditions": [], - "endpoint": { - "url": { - "ref": "Endpoint" + "ref": "UseDualStack" }, - "properties": {}, - "headers": {} - }, - "type": "endpoint" + true + ] } - ] + ], + "error": "Invalid Configuration: Dualstack and custom endpoint are not supported", + "type": "error" + }, + { + "conditions": [], + "endpoint": { + "url": { + "ref": "Endpoint" + }, + "properties": {}, + "headers": {} + }, + "type": "endpoint" } ] }, { - "conditions": [], + "conditions": [ + { + "fn": "isSet", + "argv": [ + { + "ref": "Region" + } + ] + } + ], "type": "tree", "rules": [ { "conditions": [ { - "fn": "isSet", + "fn": "aws.partition", "argv": [ { "ref": "Region" } - ] + ], + "assign": "PartitionResult" } ], "type": "tree", @@ -111,13 +115,22 @@ { "conditions": [ { - "fn": "aws.partition", + "fn": "booleanEquals", "argv": [ { - "ref": "Region" - } - ], - "assign": "PartitionResult" + "ref": "UseFIPS" + }, + true + ] + }, + { + "fn": "booleanEquals", + "argv": [ + { + "ref": "UseDualStack" + }, + true + ] } ], "type": "tree", @@ -127,224 +140,175 @@ { "fn": "booleanEquals", "argv": [ + true, { - "ref": "UseFIPS" - }, - true + "fn": "getAttr", + "argv": [ + { + "ref": "PartitionResult" + }, + "supportsFIPS" + ] + } ] }, { "fn": "booleanEquals", "argv": [ + true, { - "ref": "UseDualStack" - }, - true - ] - } - ], - "type": "tree", - "rules": [ - { - "conditions": [ - { - "fn": "booleanEquals", - "argv": [ - true, - { - "fn": "getAttr", - "argv": [ - { - "ref": "PartitionResult" - }, - "supportsFIPS" - ] - } - ] - }, - { - "fn": "booleanEquals", + "fn": "getAttr", "argv": [ - true, { - "fn": "getAttr", - "argv": [ - { - "ref": "PartitionResult" - }, - "supportsDualStack" - ] - } - ] - } - ], - "type": "tree", - "rules": [ - { - "conditions": [], - "type": "tree", - "rules": [ - { - "conditions": [], - "endpoint": { - "url": "https://gamelift-fips.{Region}.{PartitionResult#dualStackDnsSuffix}", - "properties": {}, - "headers": {} - }, - "type": "endpoint" - } + "ref": "PartitionResult" + }, + "supportsDualStack" ] } ] - }, + } + ], + "type": "tree", + "rules": [ { "conditions": [], - "error": "FIPS and DualStack are enabled, but this partition does not support one or both", - "type": "error" + "endpoint": { + "url": "https://gamelift-fips.{Region}.{PartitionResult#dualStackDnsSuffix}", + "properties": {}, + "headers": {} + }, + "type": "endpoint" } ] }, + { + "conditions": [], + "error": "FIPS and DualStack are enabled, but this partition does not support one or both", + "type": "error" + } + ] + }, + { + "conditions": [ + { + "fn": "booleanEquals", + "argv": [ + { + "ref": "UseFIPS" + }, + true + ] + } + ], + "type": "tree", + "rules": [ { "conditions": [ { "fn": "booleanEquals", "argv": [ + true, { - "ref": "UseFIPS" - }, - true - ] - } - ], - "type": "tree", - "rules": [ - { - "conditions": [ - { - "fn": "booleanEquals", + "fn": "getAttr", "argv": [ - true, - { - "fn": "getAttr", - "argv": [ - { - "ref": "PartitionResult" - }, - "supportsFIPS" - ] - } - ] - } - ], - "type": "tree", - "rules": [ - { - "conditions": [], - "type": "tree", - "rules": [ { - "conditions": [], - "endpoint": { - "url": "https://gamelift-fips.{Region}.{PartitionResult#dnsSuffix}", - "properties": {}, - "headers": {} - }, - "type": "endpoint" - } + "ref": "PartitionResult" + }, + "supportsFIPS" ] } ] - }, + } + ], + "type": "tree", + "rules": [ { "conditions": [], - "error": "FIPS is enabled but this partition does not support FIPS", - "type": "error" + "endpoint": { + "url": "https://gamelift-fips.{Region}.{PartitionResult#dnsSuffix}", + "properties": {}, + "headers": {} + }, + "type": "endpoint" } ] }, + { + "conditions": [], + "error": "FIPS is enabled but this partition does not support FIPS", + "type": "error" + } + ] + }, + { + "conditions": [ + { + "fn": "booleanEquals", + "argv": [ + { + "ref": "UseDualStack" + }, + true + ] + } + ], + "type": "tree", + "rules": [ { "conditions": [ { "fn": "booleanEquals", "argv": [ + true, { - "ref": "UseDualStack" - }, - true - ] - } - ], - "type": "tree", - "rules": [ - { - "conditions": [ - { - "fn": "booleanEquals", + "fn": "getAttr", "argv": [ - true, { - "fn": "getAttr", - "argv": [ - { - "ref": "PartitionResult" - }, - "supportsDualStack" - ] - } - ] - } - ], - "type": "tree", - "rules": [ - { - "conditions": [], - "type": "tree", - "rules": [ - { - "conditions": [], - "endpoint": { - "url": "https://gamelift.{Region}.{PartitionResult#dualStackDnsSuffix}", - "properties": {}, - "headers": {} - }, - "type": "endpoint" - } + "ref": "PartitionResult" + }, + "supportsDualStack" ] } ] - }, - { - "conditions": [], - "error": "DualStack is enabled but this partition does not support DualStack", - "type": "error" } - ] - }, - { - "conditions": [], + ], "type": "tree", "rules": [ { "conditions": [], "endpoint": { - "url": "https://gamelift.{Region}.{PartitionResult#dnsSuffix}", + "url": "https://gamelift.{Region}.{PartitionResult#dualStackDnsSuffix}", "properties": {}, "headers": {} }, "type": "endpoint" } ] + }, + { + "conditions": [], + "error": "DualStack is enabled but this partition does not support DualStack", + "type": "error" } ] + }, + { + "conditions": [], + "endpoint": { + "url": "https://gamelift.{Region}.{PartitionResult#dnsSuffix}", + "properties": {}, + "headers": {} + }, + "type": "endpoint" } ] - }, - { - "conditions": [], - "error": "Invalid Configuration: Missing Region", - "type": "error" } ] + }, + { + "conditions": [], + "error": "Invalid Configuration: Missing Region", + "type": "error" } ] } \ No newline at end of file diff --git a/models/endpoints/endpoints.json b/models/endpoints/endpoints.json index f249c7a2b0b..ec1c58acd7c 100644 --- a/models/endpoints/endpoints.json +++ b/models/endpoints/endpoints.json @@ -24168,7 +24168,8 @@ "protocols" : [ "http", "https" ] }, "endpoints" : { - "us-iso-east-1" : { } + "us-iso-east-1" : { }, + "us-iso-west-1" : { } } }, "elasticache" : { @@ -24406,6 +24407,12 @@ "us-iso-west-1" : { } } }, + "resource-groups" : { + "endpoints" : { + "us-iso-east-1" : { }, + "us-iso-west-1" : { } + } + }, "route53" : { "endpoints" : { "aws-iso-global" : { diff --git a/service/ec2/api.go b/service/ec2/api.go index e13d0eaf252..0f9ca0e2a13 100644 --- a/service/ec2/api.go +++ b/service/ec2/api.go @@ -78827,7 +78827,7 @@ type CreateVpcEndpointInput struct { RouteTableIds []*string `locationName:"RouteTableId" locationNameList:"item" type:"list"` // (Interface endpoint) The IDs of the security groups to associate with the - // endpoint network interface. If this parameter is not specified, we use the + // endpoint network interfaces. If this parameter is not specified, we use the // default security group for the VPC. SecurityGroupIds []*string `locationName:"SecurityGroupId" locationNameList:"item" type:"list"` @@ -78836,8 +78836,11 @@ type CreateVpcEndpointInput struct { // ServiceName is a required field ServiceName *string `type:"string" required:"true"` + // The subnet configurations for the endpoint. + SubnetConfigurations []*SubnetConfiguration `locationName:"SubnetConfiguration" locationNameList:"item" type:"list"` + // (Interface and Gateway Load Balancer endpoints) The IDs of the subnets in - // which to create an endpoint network interface. For a Gateway Load Balancer + // which to create endpoint network interfaces. For a Gateway Load Balancer // endpoint, you can specify only one subnet. SubnetIds []*string `locationName:"SubnetId" locationNameList:"item" type:"list"` @@ -78943,6 +78946,12 @@ func (s *CreateVpcEndpointInput) SetServiceName(v string) *CreateVpcEndpointInpu return s } +// SetSubnetConfigurations sets the SubnetConfigurations field's value. +func (s *CreateVpcEndpointInput) SetSubnetConfigurations(v []*SubnetConfiguration) *CreateVpcEndpointInput { + s.SubnetConfigurations = v + return s +} + // SetSubnetIds sets the SubnetIds field's value. func (s *CreateVpcEndpointInput) SetSubnetIds(v []*string) *CreateVpcEndpointInput { s.SubnetIds = v @@ -148163,7 +148172,7 @@ type ModifyVpcEndpointInput struct { AddRouteTableIds []*string `locationName:"AddRouteTableId" locationNameList:"item" type:"list"` // (Interface endpoint) The IDs of the security groups to associate with the - // network interface. + // endpoint network interfaces. AddSecurityGroupIds []*string `locationName:"AddSecurityGroupId" locationNameList:"item" type:"list"` // (Interface and Gateway Load Balancer endpoints) The IDs of the subnets in @@ -148195,7 +148204,7 @@ type ModifyVpcEndpointInput struct { RemoveRouteTableIds []*string `locationName:"RemoveRouteTableId" locationNameList:"item" type:"list"` // (Interface endpoint) The IDs of the security groups to disassociate from - // the network interface. + // the endpoint network interfaces. RemoveSecurityGroupIds []*string `locationName:"RemoveSecurityGroupId" locationNameList:"item" type:"list"` // (Interface endpoint) The IDs of the subnets from which to remove the endpoint. @@ -148205,6 +148214,9 @@ type ModifyVpcEndpointInput struct { // policy. The default policy allows full access to the service. ResetPolicy *bool `type:"boolean"` + // The subnet configurations for the endpoint. + SubnetConfigurations []*SubnetConfiguration `locationName:"SubnetConfiguration" locationNameList:"item" type:"list"` + // The ID of the endpoint. // // VpcEndpointId is a required field @@ -148314,6 +148326,12 @@ func (s *ModifyVpcEndpointInput) SetResetPolicy(v bool) *ModifyVpcEndpointInput return s } +// SetSubnetConfigurations sets the SubnetConfigurations field's value. +func (s *ModifyVpcEndpointInput) SetSubnetConfigurations(v []*SubnetConfiguration) *ModifyVpcEndpointInput { + s.SubnetConfigurations = v + return s +} + // SetVpcEndpointId sets the VpcEndpointId field's value. func (s *ModifyVpcEndpointInput) SetVpcEndpointId(v string) *ModifyVpcEndpointInput { s.VpcEndpointId = &v @@ -171813,6 +171831,68 @@ func (s *SubnetCidrReservation) SetTags(v []*Tag) *SubnetCidrReservation { return s } +// Describes the configuration of a subnet for a VPC endpoint. +type SubnetConfiguration struct { + _ struct{} `type:"structure"` + + // The IPv4 address to assign to the endpoint network interface in the subnet. + // You must provide an IPv4 address if the VPC endpoint supports IPv4. + // + // If you specify an IPv4 address when modifying a VPC endpoint, we replace + // the existing endpoint network interface with a new endpoint network interface + // with this IP address. This process temporarily disconnects the subnet and + // the VPC endpoint. + Ipv4 *string `type:"string"` + + // The IPv6 address to assign to the endpoint network interface in the subnet. + // You must provide an IPv6 address if the VPC endpoint supports IPv6. + // + // If you specify an IPv6 address when modifying a VPC endpoint, we replace + // the existing endpoint network interface with a new endpoint network interface + // with this IP address. This process temporarily disconnects the subnet and + // the VPC endpoint. + Ipv6 *string `type:"string"` + + // The ID of the subnet. + SubnetId *string `type:"string"` +} + +// String returns the string representation. +// +// API parameter values that are decorated as "sensitive" in the API will not +// be included in the string output. The member name will be present, but the +// value will be replaced with "sensitive". +func (s SubnetConfiguration) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation. +// +// API parameter values that are decorated as "sensitive" in the API will not +// be included in the string output. The member name will be present, but the +// value will be replaced with "sensitive". +func (s SubnetConfiguration) GoString() string { + return s.String() +} + +// SetIpv4 sets the Ipv4 field's value. +func (s *SubnetConfiguration) SetIpv4(v string) *SubnetConfiguration { + s.Ipv4 = &v + return s +} + +// SetIpv6 sets the Ipv6 field's value. +func (s *SubnetConfiguration) SetIpv6(v string) *SubnetConfiguration { + s.Ipv6 = &v + return s +} + +// SetSubnetId sets the SubnetId field's value. +func (s *SubnetConfiguration) SetSubnetId(v string) *SubnetConfiguration { + s.SubnetId = &v + return s +} + // Describes an association between a subnet and an IPv6 CIDR block. type SubnetIpv6CidrBlockAssociation struct { _ struct{} `type:"structure"` diff --git a/service/gamelift/api.go b/service/gamelift/api.go index 1cff0759bf2..778b3218f15 100644 --- a/service/gamelift/api.go +++ b/service/gamelift/api.go @@ -64,21 +64,24 @@ func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Req // // 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. +// for your game to get acceptance from all players in each ticket. Calls to +// this action are only valid for tickets that are in this status; calls for +// tickets not in this status 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. +// To register acceptance, specify the ticket ID, one or more players, and an +// acceptance response. When all players have accepted, Amazon GameLift advances +// the matchmaking tickets to status PLACING, and attempts to create a new game +// session for the match. // // If any player rejects the match, or if acceptances are not received before -// a specified timeout, the proposed match is dropped. The matchmaking tickets -// are then handled in one of two ways: For tickets where one or more players -// rejected the match or failed to respond, the ticket status is set to CANCELLED, -// and processing is terminated. For tickets where players have accepted or -// not yet responded, the ticket status is returned to SEARCHING to find a new -// match. A new matchmaking request for these players can be submitted as needed. +// a specified timeout, the proposed match is dropped. Each matchmaking ticket +// in the failed match is handled as follows: +// +// - If the ticket has one or more players who rejected the match or failed +// to respond, the ticket status is set CANCELLED and processing is terminated. +// +// - If all players in the ticket accepted the match, the ticket status is +// returned to SEARCHING to find a new match. // // Learn more // @@ -991,13 +994,13 @@ func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req // and retrieves connection information for the new game session. As an alternative, // consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement // (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html) -// , which uses FleetIQ algorithms and queues to optimize the placement process. +// , which uses the FleetIQ algorithm and queues to optimize the placement process. // // When creating a game session, you specify exactly where you want to place -// it and provide a set of game session configuration settings. The fleet must -// be in ACTIVE status before a game session can be created in it. +// it and provide a set of game session configuration settings. The target fleet +// must be in ACTIVE status. // -// This operation can be used in the following ways: +// You can use this operation in the following ways: // // - To create a game session on an instance in a fleet's home Region, provide // a fleet or alias ID along with your game session configuration. @@ -1006,16 +1009,19 @@ func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req // provide a fleet or alias ID and a location name, along with your game // session configuration. // -// If successful, a workflow is initiated to start a new game session. A GameSession -// object is returned containing the game session configuration and status. -// When the status is ACTIVE, game session connection information is provided -// and player sessions can be created for the game session. By default, newly -// created game sessions are open to new players. You can restrict new player -// access by using UpdateGameSession (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSession.html) +// - To create a game session on an instance in an Anywhere fleet, specify +// the fleet's custom location. +// +// If successful, Amazon GameLift initiates a workflow to start a new game session +// and returns a GameSession object containing the game session configuration +// and status. When the game session status is ACTIVE, it is updated with connection +// information and you can create player sessions for the game session. By default, +// newly created game sessions are open to new players. You can restrict new +// player access by using UpdateGameSession (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSession.html) // to change the game session's player session creation policy. // -// Game session logs are retained for all active game sessions for 14 days. -// To access the logs, call GetGameSessionLogUrl (https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetGameSessionLogUrl.html) +// Amazon GameLift retains logs for active for 14 days. To access the logs, +// call GetGameSessionLogUrl (https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetGameSessionLogUrl.html) // to download the log files. // // Available in Amazon GameLift Local. @@ -3641,8 +3647,8 @@ func (c *GameLift) DeregisterComputeRequest(input *DeregisterComputeInput) (req // DeregisterCompute API operation for Amazon GameLift. // -// Removes a compute resource from the specified fleet. Deregister your compute -// resources before you delete the compute. +// Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered +// computes can no longer host game sessions through Amazon GameLift. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -4040,9 +4046,15 @@ func (c *GameLift) DescribeComputeRequest(input *DescribeComputeInput) (req *req // DescribeCompute API operation for Amazon GameLift. // -// Retrieves properties for a compute resource. To request a compute resource -// specify the fleet ID and compute name. If successful, Amazon GameLift returns -// an object containing the build properties. +// Retrieves properties for a compute resource in an Amazon GameLift fleet. +// Call ListCompute to get a list of compute resources in a fleet. You can request +// information for computes in either managed EC2 fleets or Anywhere fleets. +// +// To request compute properties, specify the compute name and fleet ID. +// +// If successful, this operation returns details for the requested compute resource. +// For managed EC2 fleets, this operation returns the fleet's EC2 instances. +// For Anywhere fleets, this operation returns the fleet's registered computes. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -6499,31 +6511,35 @@ func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req // DescribeInstances API operation for Amazon GameLift. // -// Retrieves information about a fleet's instances, including instance IDs, -// connection data, and status. +// Retrieves information about the EC2 instances in an Amazon GameLift managed +// fleet, including instance ID, connection data, and status. You can use this +// operation with a multi-location fleet to get location-specific instance information. +// As an alternative, use the operations ListCompute and DescribeCompute to +// retrieve information for compute resources, including EC2 and Anywhere fleets. // -// This operation can be used in the following ways: +// You can call this operation in the following ways: // -// - To get information on all instances that are deployed to a fleet's home -// Region, provide the fleet ID. +// - To get information on all instances in a fleet's home Region, specify +// the fleet ID. // -// - To get information on all instances that are deployed to a fleet's remote -// location, provide the fleet ID and location name. +// - To get information on all instances in a fleet's remote location, specify +// the fleet ID and location name. // -// - To get information on a specific instance in a fleet, provide the fleet +// - To get information on a specific instance in a fleet, specify the fleet // ID and instance ID. // // Use the pagination parameters to retrieve results as a set of sequential // pages. // -// If successful, an Instance object is returned for each requested instance. -// Instances are not returned in any particular order. +// If successful, this operation returns Instance objects for each requested +// instance, listed in no particular order. If you call this operation for an +// Anywhere fleet, you receive an InvalidRequestException. // // # Learn more // -// Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) +// Remotely connect to fleet instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) // -// Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) +// Debug fleet issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) // // # Related actions // @@ -7115,8 +7131,10 @@ func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsIn // ID only. // // To request player sessions, specify either a player session ID, game session -// ID, or player ID. You can filter this request by player session status. Use -// the pagination parameters to retrieve results as a set of sequential pages. +// ID, or player ID. You can filter this request by player session status. If +// you provide a specific PlayerSessionId or PlayerId, Amazon GameLift ignores +// the filter criteria. Use the pagination parameters to retrieve results as +// a set of sequential pages. // // If successful, a PlayerSession object is returned for each session that matches // the request. @@ -7834,26 +7852,27 @@ func (c *GameLift) GetComputeAccessRequest(input *GetComputeAccessInput) (req *r // GetComputeAccess API operation for Amazon GameLift. // -// Requests remote access to a fleet instance. Remote access is useful for debugging, -// gathering benchmarking data, or observing activity in real time. +// Requests authorization to remotely connect to a compute resource in an Amazon +// GameLift fleet. Call this action to connect to an instance in a managed EC2 +// fleet if the fleet's game build uses Amazon GameLift server SDK 5.x or later. +// To connect to instances with game builds that use server SDK 4.x or earlier, +// call GetInstanceAccess. // -// To remotely access an instance, you need 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 CLI, saving the secret can be handled as part of the -// GetInstanceAccess request, as shown in one of the examples for this operation. +// To request access to a compute, identify the specific EC2 instance and the +// fleet it belongs to. You can retrieve instances for a managed EC2 fleet by +// calling ListCompute. // -// To request access to a specific instance, specify the IDs of both the instance -// and the fleet it belongs to. +// If successful, this operation returns a set of temporary Amazon Web Services +// credentials, including a two-part access key and a session token. Use these +// credentials with Amazon EC2 Systems Manager (SSM) to start a session with +// the compute. For more details, see Starting a session (CLI) (https://docs.aws.amazon.com/systems-manager/latest/userguide/session-manager-working-with-sessions-start.html#sessions-start-cli) +// in the Amazon EC2 Systems Manager User Guide. // // # Learn more // -// Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) +// Remotely connect to fleet instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) // -// Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) +// Debug fleet issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -7945,11 +7964,24 @@ func (c *GameLift) GetComputeAuthTokenRequest(input *GetComputeAuthTokenInput) ( // GetComputeAuthToken API operation for Amazon GameLift. // -// Requests an authentication token from Amazon GameLift. The authentication -// token is used by your game server to authenticate with Amazon GameLift. Each -// authentication token has an expiration time. To continue using the compute -// resource to host your game server, regularly retrieve a new authorization -// token. +// Requests an authentication token from Amazon GameLift for a registered compute +// in an Anywhere fleet. The game servers that are running on the compute use +// this token to authenticate with the Amazon GameLift service. Each server +// process must provide a valid authentication token in its call to the Amazon +// GameLift server SDK action InitSDK(). +// +// Authentication tokens are valid for a limited time span. Use a mechanism +// to regularly request a fresh authentication token before the current token +// expires. +// +// Learn more +// +// - Create an Anywhere fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-anywhere.html) +// +// - Test your integration (https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing.html) +// +// - Server SDK reference guides (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) +// (for version 5.x) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -8142,27 +8174,33 @@ func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req // GetInstanceAccess API operation for Amazon GameLift. // -// Requests remote access to a fleet instance. Remote access is useful for debugging, -// gathering benchmarking data, or observing activity in real time. +// Requests authorization to remotely connect to an instance in an Amazon GameLift +// managed fleet. Use this operation to connect to instances with game servers +// that use Amazon GameLift server SDK 4.x or earlier. To connect to instances +// with game servers that use server SDK 5.x or later, call GetComputeAccess. +// +// To request access to an instance, specify IDs for the instance and the fleet +// it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances +// (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeInstances.html) +// with the fleet ID. // -// To remotely access an instance, you need 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 CLI, saving the secret can be handled as part of the -// GetInstanceAccess request, as shown in one of the examples for this operation. +// If successful, this operation returns an IP address and credentials. The +// returned credentials match the operating system of the instance, as follows: // -// 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 (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeInstances.html). +// - For a Windows instance: returns a user name and secret (password) for +// use with a Windows Remote Desktop client. +// +// - For a Linux instance: returns a user name and secret (RSA private key) +// for use with an SSH client. You must save the secret to a .pem file. If +// you're using the CLI, see the example Get credentials for a Linux instance +// (https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess.html#API_GetInstanceAccess_Examples) +// for tips on automatically saving the secret to a .pem file. // // # Learn more // -// Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) +// Remotely connect to fleet instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) // -// Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) +// Debug fleet issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) // // # Related actions // @@ -8573,8 +8611,16 @@ func (c *GameLift) ListComputeRequest(input *ListComputeInput) (req *request.Req // ListCompute API operation for Amazon GameLift. // -// Retrieves all compute resources registered to a fleet in your Amazon Web -// Services account. You can filter the result set by location. +// Retrieves the compute resources in an Amazon GameLift fleet. You can request +// information for either managed EC2 fleets or Anywhere fleets. +// +// To request a list of computes, specify the fleet ID. You can filter the result +// set by location. Use the pagination parameters to retrieve results in a set +// of sequential pages. +// +// If successful, this operation returns the compute resource for the requested +// fleet. For managed EC2 fleets, it returns a list of EC2 instances. For Anywhere +// fleets, it returns a list of registered compute names. // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -9761,10 +9807,21 @@ func (c *GameLift) RegisterComputeRequest(input *RegisterComputeInput) (req *req // RegisterCompute API operation for Amazon GameLift. // -// Registers your compute resources in a fleet you previously created. After -// you register a compute to your fleet, you can monitor and manage your compute -// using Amazon GameLift. The operation returns the compute resource containing -// SDK endpoint you can use to connect your game server to Amazon GameLift. +// Registers a compute resource to an Amazon GameLift Anywhere fleet. With Anywhere +// fleets you can incorporate your own computing hardware into an Amazon GameLift +// game hosting solution. +// +// To register a compute to a fleet, give the compute a name (must be unique +// within the fleet) and specify the compute resource's DNS name or IP address. +// Provide the Anywhere fleet ID and a fleet location to associate with the +// compute being registered. You can optionally include the path to a TLS certificate +// on the compute resource. +// +// If successful, this operation returns the compute details, including an Amazon +// GameLift SDK endpoint. Game server processes that run on the compute use +// this endpoint to communicate with the Amazon GameLift service. Each server +// process includes the SDK endpoint in its call to the Amazon GameLift server +// SDK action InitSDK(). // // Learn more // @@ -9772,6 +9829,9 @@ func (c *GameLift) RegisterComputeRequest(input *RegisterComputeInput) (req *req // // - Test your integration (https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing.html) // +// - Server SDK reference guides (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) +// (for version 5.x) +// // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. @@ -12268,16 +12328,17 @@ func (c *GameLift) UpdateGameServerRequest(input *UpdateGameServerInput) (req *r // server groups. // // Updates information about a registered game server to help Amazon GameLift -// FleetIQ to track game server availability. This operation is called by a -// game server process that is running on an instance in a game server group. +// FleetIQ track game server availability. This operation is called by a game +// server process that is running on an instance in a game server group. // // Use this operation to update the following types of game server information. // You can make all three types of updates in the same request: // -// - To update the game server's utilization status, identify the game server -// and game server group and specify the current utilization status. Use -// this status to identify when game servers are currently hosting games -// and when they are available to be claimed. +// - To update the game server's utilization status from AVAILABLE (when +// the game server is available to be claimed) to UTILIZED (when the game +// server is currently hosting games). Identify the game server and game +// server group and specify the new utilization status. You can't change +// the status from to UTILIZED to AVAILABLE . // // - To report health status, identify the game server and game server group // and set health check to HEALTHY. If a game server does not report health @@ -13404,20 +13465,31 @@ func (s *AttributeValue) SetSL(v []*string) *AttributeValue { return s } -// Temporary access credentials used for uploading game build files to Amazon -// GameLift. They are valid for a limited time. If they expire before you upload -// your game build, get a new set by calling RequestUploadCredentials (https://docs.aws.amazon.com/gamelift/latest/apireference/API_RequestUploadCredentials.html). +// Amazon Web Services account security credentials that allow interactions +// with Amazon GameLift resources. The credentials are temporary and valid for +// a limited time span. You can request fresh credentials at any time. +// +// Amazon Web Services security credentials consist of three parts: an access +// key ID, a secret access key, and a session token. You must use all three +// parts together to authenticate your access requests. +// +// You need Amazon Web Services credentials for the following tasks: +// +// - To upload a game server build directly to Amazon GameLift S3 storage +// using CreateBuild. To get access for this task, call RequestUploadCredentials. +// +// - To remotely connect to an active Amazon GameLift fleet instances. To +// get remote access, call GetComputeAccess. type AwsCredentials struct { _ struct{} `type:"structure" sensitive:"true"` - // Temporary key allowing access to the Amazon GameLift S3 account. + // The access key ID that identifies the temporary security credentials. AccessKeyId *string `min:"1" type:"string"` - // Temporary secret key allowing access to the Amazon GameLift S3 account. + // The secret access key that can be used to sign requests. SecretAccessKey *string `min:"1" type:"string"` - // Token used to associate a specific build ID with the files uploaded using - // these credentials. + // The token that users must pass to the service API to use the temporary credentials. SessionToken *string `min:"1" type:"string"` } @@ -13799,17 +13871,19 @@ func (s *ClaimGameServerOutput) SetGameServer(v *GameServer) *ClaimGameServerOut return s } -// Resources used to host your game servers. A compute resource can be managed -// Amazon GameLift Amazon EC2 instances or your own resources. +// An Amazon GameLift compute resource for hosting your game servers. A compute +// can be an EC2instance in a managed EC2 fleet or a registered compute in an +// Anywhere fleet. type Compute struct { _ struct{} `type:"structure"` - // The ARN that is assigned to the compute resource and uniquely identifies - // it. ARNs are unique across locations. + // The ARN that is assigned to a compute resource and uniquely identifies it. + // ARNs are unique across locations. Instances in managed EC2 fleets are not + // assigned a ComputeARN. ComputeArn *string `type:"string"` - // A descriptive label that is associated with the compute resource registered - // to your fleet. + // A descriptive label for the compute resource. For instances in a managed + // EC2 fleet, the compute name is an instance ID. ComputeName *string `min:"1" type:"string"` // Current status of the compute. A compute must have an ACTIVE status to host @@ -13820,34 +13894,34 @@ type Compute struct { // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // The DNS name of the compute resource. Amazon GameLift requires the DNS name - // or IP address to manage your compute resource. + // The DNS name of a compute resource. Amazon GameLift requires a DNS name or + // IP address for a compute. DnsName *string `type:"string"` - // The Amazon Resource Name (ARN) of the fleet that the compute is registered - // to. + // The Amazon Resource Name (ARN) of the fleet that the compute belongs to. FleetArn *string `type:"string"` - // A unique identifier for the fleet that the compute is registered to. + // A unique identifier for the fleet that the compute belongs to. FleetId *string `type:"string"` - // The endpoint connection details of the Amazon GameLift SDK endpoint that - // your game server connects to. + // The Amazon GameLift SDK endpoint connection for a registered compute resource + // in an Anywhere fleet. The game servers on the compute use this endpoint to + // connect to the Amazon GameLift service. GameLiftServiceSdkEndpoint *string `min:"1" type:"string"` - // The IP address of the compute resource. Amazon GameLift requires the DNS - // name or IP address to manage your compute resource. + // The IP address of a compute resource. Amazon GameLift requires a DNS name + // or IP address for a compute. IpAddress *string `min:"1" type:"string"` // The name of the custom location you added to the fleet that this compute // resource resides in. Location *string `min:"1" type:"string"` - // The type of operating system on your compute resource. + // The type of operating system on the compute resource. OperatingSystem *string `type:"string" enum:"OperatingSystem"` - // The compute type that the fleet uses. A fleet can use Anywhere compute resources - // that you own, or use managed Amazon EC2 instances. + // The Amazon EC2 instance type that the fleet uses. For registered computes + // in an Amazon GameLift Anywhere fleet, this property is empty. Type *string `type:"string" enum:"EC2InstanceType"` } @@ -15280,6 +15354,8 @@ type CreateGameSessionInput struct { // A fleet's remote location to place the new game session in. If this parameter // is not set, the new game session is placed in the fleet's home Region. Specify // a remote location with an Amazon Web Services Region code such as us-west-2. + // When using an Anywhere fleet, this parameter is required and must be set + // to the Anywhere fleet's custom location. Location *string `min:"1" type:"string"` // The maximum number of players that can be connected simultaneously to the @@ -17823,12 +17899,13 @@ func (s DeleteVpcPeeringConnectionOutput) GoString() string { type DeregisterComputeInput struct { _ struct{} `type:"structure"` - // The name of the compute resource you want to delete. + // The name of the compute resource to remove from the specified Anywhere fleet. // // ComputeName is a required field ComputeName *string `type:"string" required:"true"` - // >A unique identifier for the fleet the compute resource is registered to. + // A unique identifier for the fleet the compute resource is currently registered + // to. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -18149,13 +18226,15 @@ func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput { type DescribeComputeInput struct { _ struct{} `type:"structure"` - // A descriptive label that is associated with the compute resource registered - // to your fleet. + // The unique identifier of the compute resource to retrieve properties for. + // For an Anywhere fleet compute, use the registered compute name. For a managed + // EC2 fleet instance, use the instance ID. // // ComputeName is a required field ComputeName *string `type:"string" required:"true"` - // A unique identifier for the fleet the compute is registered to. + // A unique identifier for the fleet that the compute is registered to. You + // can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -18210,7 +18289,7 @@ func (s *DescribeComputeInput) SetFleetId(v string) *DescribeComputeInput { type DescribeComputeOutput struct { _ struct{} `type:"structure"` - // The details of the compute resource you registered to the specified fleet. + // The set of properties for the requested compute resource. Compute *Compute `type:"structure"` } @@ -18525,6 +18604,7 @@ type DescribeFleetCapacityOutput struct { // A collection of objects that contains capacity information for each requested // fleet ID. Capacity objects are returned only for fleets that currently exist. + // Changes in desired instance value can take up to 1 minute to be reflected. FleetCapacity []*FleetCapacity `type:"list"` // A token that indicates where to resume retrieving results on the next call @@ -18923,6 +19003,7 @@ type DescribeFleetLocationCapacityOutput struct { // Resource capacity information for the requested fleet location. Capacity // objects are returned only for fleets and locations that currently exist. + // Changes in desired instance value can take up to 1 minute to be reflected. FleetCapacity *FleetCapacity `type:"structure"` } @@ -21247,9 +21328,10 @@ type EC2InstanceCounts struct { // Actual number of instances that are ready to host game sessions. ACTIVE *int64 `type:"integer"` - // Ideal number of active instances. GameLift will always try to maintain the - // desired number of instances. Capacity is scaled up or down by changing the - // desired instances. + // Requested number of active instances. Amazon GameLift takes action as needed + // to maintain the desired number of instances. Capacity is scaled up or down + // by changing the desired instances. A change in the desired instances value + // can take up to 1 minute to be reflected when viewing a fleet's capacity settings. DESIRED *int64 `type:"integer"` // Number of active instances that are not currently hosting a game session. @@ -21504,6 +21586,10 @@ type Event struct { // * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with // a two-minute notification. // + // * INSTANCE_RECYCLED -- A spot instance was determined to have a high risk + // of interruption and is scheduled to be recycled once it has no active + // game sessions. + // // Server process events: // // * SERVER_PROCESS_INVALID_PATH -- The game server executable or script @@ -22817,9 +22903,9 @@ func (s *GameServerInstance) SetInstanceStatus(v string) *GameServerInstance { // A game session in ACTIVE status can host players. When a game session ends, // its status is set to TERMINATED. // -// Once the session ends, the game session object is retained for 30 days. This -// means you can reuse idempotency token values after this time. Game session -// logs are retained for 14 days. +// Amazon GameLift retains a game session resource for 30 days after the game +// session ends. You can reuse idempotency token values after this time. Game +// session logs are retained for 14 days. // // All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type GameSession struct { @@ -22880,14 +22966,12 @@ type GameSession struct { // Amazon Web Services Region code such as us-west-2. Location *string `min:"1" type:"string"` - // 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 (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). - // Matchmaker data is useful when requesting match backfills, and is updated - // whenever new players are added during a successful backfill (see StartMatchBackfill - // (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html)). + // Information about the matchmaking process that resulted in the game session, + // if matchmaking was used. Data is in JSON syntax, formatted as a string. Information + // includes the matchmaker ID as well as player attributes and team assignments. + // For more details on matchmaker data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). + // Matchmaker data is updated whenever new players are added during a successful + // backfill (see StartMatchBackfill (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html)). MatchmakerData *string `min:"1" type:"string"` // The maximum number of players that can be connected simultaneously to the @@ -23247,8 +23331,16 @@ func (s *GameSessionFullException) RequestID() string { return s.RespMetadata.RequestID } -// This object includes the full details of the original request plus the current -// status and start/end time stamps. +// Represents a potential game session placement, including the full details +// of the original placement request and the current status. +// +// If the game session placement status is PENDING, the properties for game +// session ID/ARN, region, IP address/DNS, and port aren't final. A game session +// is not active and ready to accept players until placement status reaches +// FULFILLED. When the placement is in PENDING status, Amazon GameLift may attempt +// to place a game session multiple times before succeeding. With each attempt +// it creates a GameSession object and updates this placement object with the +// new game session properties.. type GameSessionPlacement struct { _ struct{} `type:"structure"` @@ -23273,10 +23365,9 @@ type GameSessionPlacement struct { // a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` - // 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. + // Identifier for the game session created by this placement request. This identifier + // is unique across all Regions. This value isn't final until placement status + // is FULFILLED. GameSessionArn *string `min:"1" type:"string"` // A set of custom game session properties, formatted as a single string value. @@ -23284,8 +23375,8 @@ type GameSessionPlacement struct { // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` - // A unique identifier for the game session. This value is set once the new - // game session is placed (placement status is FULFILLED). + // A unique identifier for the game session. This value isn't final until placement + // status is FULFILLED. GameSessionId *string `min:"1" type:"string"` // A descriptive label that is associated with a game session. Session names @@ -23297,13 +23388,12 @@ type GameSessionPlacement struct { GameSessionQueueName *string `min:"1" type:"string"` // 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). + // is running. This value isn't final until placement status is FULFILLED. GameSessionRegion *string `min:"1" type:"string"` // The IP address of the game session. To connect to a Amazon GameLift game - // server, an app needs both the IP address and port number. This value is set - // once the new game session is placed (placement status is FULFILLED). + // server, an app needs both the IP address and port number. This value isn't + // final until placement status is FULFILLED. IpAddress *string `min:"1" type:"string"` // Information on the matchmaking process for this game. Data is in JSON syntax, @@ -23318,10 +23408,10 @@ type GameSessionPlacement struct { MaximumPlayerSessionCount *int64 `type:"integer"` // A collection of information on player sessions created in response to the - // game session placement request. These player sessions are created only once + // game session placement request. These player sessions are created only after // a new game session is successfully placed (placement status is FULFILLED). - // This information includes the player ID (as provided in the placement request) - // and the corresponding player session ID. + // This information includes the player ID, provided in the placement request, + // and a corresponding player session ID. PlacedPlayerSessions []*PlacedPlayerSession `type:"list"` // A unique identifier for a game session placement. @@ -23332,8 +23422,8 @@ type GameSessionPlacement struct { PlayerLatencies []*PlayerLatency `type:"list"` // The port number for the game session. To connect to a Amazon GameLift game - // server, an app needs both the IP address and port number. This value is set - // once the new game session is placed (placement status is FULFILLED). + // server, an app needs both the IP address and port number. This value isn't + // final until placement status is FULFILLED. Port *int64 `min:"1" type:"integer"` // Time stamp indicating when this request was placed in the queue. Format is @@ -23342,12 +23432,11 @@ type GameSessionPlacement struct { // Current status of the game session placement request. // - // * PENDING -- The placement request is currently in the queue waiting to - // be processed. + // * PENDING -- The placement request is in the queue waiting to be processed. + // Game session properties are not yet final. // - // * FULFILLED -- A new game session and player sessions (if requested) have - // been successfully created. Values for GameSessionArn and GameSessionRegion - // are available. + // * FULFILLED -- A new game session has been successfully placed. Game session + // properties are now final. // // * CANCELLED -- The placement request was canceled. // @@ -23666,13 +23755,14 @@ func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQu type GetComputeAccessInput struct { _ struct{} `type:"structure"` - // The name of the compute resource you are requesting credentials for. + // A unique identifier for the compute resource that you want to connect to. + // You can use either a registered compute name or an instance ID. // // ComputeName is a required field ComputeName *string `type:"string" required:"true"` - // A unique identifier for the fleet that the compute resource is registered - // to. + // A unique identifier for the fleet that contains the compute resource you + // want to connect to. You can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -23728,14 +23818,16 @@ type GetComputeAccessOutput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) - // that is assigned to a Amazon GameLift compute resource and uniquely identifies + // that is assigned to an Amazon GameLift compute resource and uniquely identifies // it. ARNs are unique across all Regions. Format is arn:aws:gamelift: