From 1f768889877d4ded796b018e2a711544728d867b Mon Sep 17 00:00:00 2001 From: awssdkgo Date: Thu, 19 Dec 2019 19:30:11 +0000 Subject: [PATCH] Release v1.26.6 (2019-12-19) === ### Service Client Updates * `service/codestar-connections`: Adds new service * `service/dlm`: Updates service API and documentation * `service/ec2`: Updates service API and documentation * We are updating the supportedRootDevices field to supportedRootDeviceTypes for DescribeInstanceTypes API to ensure that the actual value is returned, correcting a previous error in the model. * `service/gamelift`: Updates service API and documentation * Amazon GameLift now supports ARNs for all key GameLift resources, tagging for GameLift resource authorization management, and updated documentation that articulates GameLift's resource authorization strategy. * `service/lex-models`: Updates service API and documentation * `service/personalize-runtime`: Updates service API and documentation * `service/ssm`: Updates service API and documentation * This release allows customers to add tags to Automation execution, enabling them to sort and filter executions in different ways, such as by resource, purpose, owner, or environment. * `service/transcribe`: Updates service API and documentation --- CHANGELOG.md | 16 + aws/version.go | 2 +- .../2019-12-01/api-2.json | 194 ++ .../2019-12-01/docs-2.json | 131 + .../2019-12-01/examples-1.json | 5 + .../2019-12-01/paginators-1.json | 9 + models/apis/dlm/2018-01-12/api-2.json | 49 +- models/apis/dlm/2018-01-12/docs-2.json | 48 +- models/apis/ec2/2016-11-15/api-2.json | 4 +- models/apis/ec2/2016-11-15/docs-2.json | 2 +- models/apis/gamelift/2015-10-01/api-2.json | 266 +- models/apis/gamelift/2015-10-01/docs-2.json | 984 +++--- models/apis/lex-models/2017-04-19/api-2.json | 108 +- models/apis/lex-models/2017-04-19/docs-2.json | 85 + .../personalize-runtime/2018-05-22/api-2.json | 22 +- .../2018-05-22/docs-2.json | 27 +- models/apis/ssm/2014-11-06/api-2.json | 6 +- models/apis/ssm/2014-11-06/docs-2.json | 3 +- models/apis/transcribe/2017-10-26/api-2.json | 20 +- models/apis/transcribe/2017-10-26/docs-2.json | 16 + service/codestarconnections/api.go | 765 +++++ .../codestarconnectionsiface/interface.go | 83 + service/codestarconnections/doc.go | 59 + service/codestarconnections/errors.go | 18 + service/codestarconnections/service.go | 103 + service/dlm/api.go | 160 +- service/ec2/api.go | 10 +- service/gamelift/api.go | 3036 ++++++++++++----- service/gamelift/errors.go | 10 +- service/gamelift/gameliftiface/interface.go | 12 + service/lexmodelbuildingservice/api.go | 335 ++ service/personalizeruntime/api.go | 35 +- service/ssm/api.go | 32 + service/transcribeservice/api.go | 89 + 34 files changed, 5332 insertions(+), 1412 deletions(-) create mode 100644 models/apis/codestar-connections/2019-12-01/api-2.json create mode 100644 models/apis/codestar-connections/2019-12-01/docs-2.json create mode 100644 models/apis/codestar-connections/2019-12-01/examples-1.json create mode 100644 models/apis/codestar-connections/2019-12-01/paginators-1.json create mode 100644 service/codestarconnections/api.go create mode 100644 service/codestarconnections/codestarconnectionsiface/interface.go create mode 100644 service/codestarconnections/doc.go create mode 100644 service/codestarconnections/errors.go create mode 100644 service/codestarconnections/service.go diff --git a/CHANGELOG.md b/CHANGELOG.md index 836d43a41f6..da4532593c9 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,19 @@ +Release v1.26.6 (2019-12-19) +=== + +### Service Client Updates +* `service/codestar-connections`: Adds new service +* `service/dlm`: Updates service API and documentation +* `service/ec2`: Updates service API and documentation + * We are updating the supportedRootDevices field to supportedRootDeviceTypes for DescribeInstanceTypes API to ensure that the actual value is returned, correcting a previous error in the model. +* `service/gamelift`: Updates service API and documentation + * Amazon GameLift now supports ARNs for all key GameLift resources, tagging for GameLift resource authorization management, and updated documentation that articulates GameLift's resource authorization strategy. +* `service/lex-models`: Updates service API and documentation +* `service/personalize-runtime`: Updates service API and documentation +* `service/ssm`: Updates service API and documentation + * This release allows customers to add tags to Automation execution, enabling them to sort and filter executions in different ways, such as by resource, purpose, owner, or environment. +* `service/transcribe`: Updates service API and documentation + Release v1.26.5 (2019-12-18) === diff --git a/aws/version.go b/aws/version.go index 96044a1e21f..c0a2271468c 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 = "1.26.5" +const SDKVersion = "1.26.6" diff --git a/models/apis/codestar-connections/2019-12-01/api-2.json b/models/apis/codestar-connections/2019-12-01/api-2.json new file mode 100644 index 00000000000..1b85e371cd2 --- /dev/null +++ b/models/apis/codestar-connections/2019-12-01/api-2.json @@ -0,0 +1,194 @@ +{ + "version":"2.0", + "metadata":{ + "apiVersion":"2019-12-01", + "endpointPrefix":"codestar-connections", + "jsonVersion":"1.0", + "protocol":"json", + "serviceFullName":"AWS CodeStar connections", + "serviceId":"CodeStar connections", + "signatureVersion":"v4", + "signingName":"codestar-connections", + "targetPrefix":"com.amazonaws.codestar.connections.CodeStar_connections_20191201", + "uid":"codestar-connections-2019-12-01" + }, + "operations":{ + "CreateConnection":{ + "name":"CreateConnection", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"CreateConnectionInput"}, + "output":{"shape":"CreateConnectionOutput"}, + "errors":[ + {"shape":"LimitExceededException"} + ] + }, + "DeleteConnection":{ + "name":"DeleteConnection", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DeleteConnectionInput"}, + "output":{"shape":"DeleteConnectionOutput"}, + "errors":[ + {"shape":"ResourceNotFoundException"} + ] + }, + "GetConnection":{ + "name":"GetConnection", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"GetConnectionInput"}, + "output":{"shape":"GetConnectionOutput"}, + "errors":[ + {"shape":"ResourceNotFoundException"} + ] + }, + "ListConnections":{ + "name":"ListConnections", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"ListConnectionsInput"}, + "output":{"shape":"ListConnectionsOutput"} + } + }, + "shapes":{ + "AccountId":{ + "type":"string", + "max":12, + "min":12, + "pattern":"[0-9]{12}" + }, + "Connection":{ + "type":"structure", + "members":{ + "ConnectionName":{"shape":"ConnectionName"}, + "ConnectionArn":{"shape":"ConnectionArn"}, + "ProviderType":{"shape":"ProviderType"}, + "OwnerAccountId":{"shape":"AccountId"}, + "ConnectionStatus":{"shape":"ConnectionStatus"} + } + }, + "ConnectionArn":{ + "type":"string", + "max":256, + "min":0, + "pattern":"arn:aws(-[\\w]+)*:.+:.+:[0-9]{12}:.+" + }, + "ConnectionList":{ + "type":"list", + "member":{"shape":"Connection"} + }, + "ConnectionName":{ + "type":"string", + "max":32, + "min":1 + }, + "ConnectionStatus":{ + "type":"string", + "enum":[ + "PENDING", + "AVAILABLE", + "ERROR" + ] + }, + "CreateConnectionInput":{ + "type":"structure", + "required":[ + "ProviderType", + "ConnectionName" + ], + "members":{ + "ProviderType":{"shape":"ProviderType"}, + "ConnectionName":{"shape":"ConnectionName"} + } + }, + "CreateConnectionOutput":{ + "type":"structure", + "required":["ConnectionArn"], + "members":{ + "ConnectionArn":{"shape":"ConnectionArn"} + } + }, + "DeleteConnectionInput":{ + "type":"structure", + "required":["ConnectionArn"], + "members":{ + "ConnectionArn":{"shape":"ConnectionArn"} + } + }, + "DeleteConnectionOutput":{ + "type":"structure", + "members":{ + } + }, + "ErrorMessage":{ + "type":"string", + "max":600 + }, + "GetConnectionInput":{ + "type":"structure", + "required":["ConnectionArn"], + "members":{ + "ConnectionArn":{"shape":"ConnectionArn"} + } + }, + "GetConnectionOutput":{ + "type":"structure", + "members":{ + "Connection":{"shape":"Connection"} + } + }, + "LimitExceededException":{ + "type":"structure", + "members":{ + "Message":{"shape":"ErrorMessage"} + }, + "exception":true + }, + "ListConnectionsInput":{ + "type":"structure", + "members":{ + "ProviderTypeFilter":{"shape":"ProviderType"}, + "MaxResults":{"shape":"MaxResults"}, + "NextToken":{"shape":"NextToken"} + } + }, + "ListConnectionsOutput":{ + "type":"structure", + "members":{ + "Connections":{"shape":"ConnectionList"}, + "NextToken":{"shape":"NextToken"} + } + }, + "MaxResults":{ + "type":"integer", + "max":50, + "min":1 + }, + "NextToken":{ + "type":"string", + "max":1024, + "min":1, + "pattern":"[a-zA-Z0-9=\\-\\\\/]+" + }, + "ProviderType":{ + "type":"string", + "enum":["Bitbucket"] + }, + "ResourceNotFoundException":{ + "type":"structure", + "members":{ + "Message":{"shape":"ErrorMessage"} + }, + "exception":true + } + } +} diff --git a/models/apis/codestar-connections/2019-12-01/docs-2.json b/models/apis/codestar-connections/2019-12-01/docs-2.json new file mode 100644 index 00000000000..a11c33508e2 --- /dev/null +++ b/models/apis/codestar-connections/2019-12-01/docs-2.json @@ -0,0 +1,131 @@ +{ + "version": "2.0", + "service": "

This AWS CodeStar Connections API Reference provides descriptions and usage examples of the operations and data types for the AWS CodeStar Connections API. You can use the Connections API to work with connections and installations.

Connections are configurations that you use to connect AWS resources to external code repositories. Each connection is a resource that can be given to services such as CodePipeline to connect to a third-party repository such as Bitbucket. For example, you can add the connection in CodePipeline so that it triggers your pipeline when a code change is made to your third-party code repository. Each connection is named and associated with a unique ARN that is used to reference the connection.

When you create a connection, the console initiates a third-party connection handshake. Installations are the apps that are used to conduct this handshake. For example, the installation for the Bitbucket provider type is the Bitbucket Cloud app. When you create a connection, you can choose an existing installation or create one.

You can work with connections by calling:

For information about how to use AWS CodeStar Connections, see the AWS CodePipeline User Guide.

", + "operations": { + "CreateConnection": "

Creates a connection that can then be given to other AWS services like CodePipeline so that it can access third-party code repositories. The connection is in pending status until the third-party connection handshake is completed from the console.

", + "DeleteConnection": "

The connection to be deleted.

", + "GetConnection": "

Returns the connection ARN and details such as status, owner, and provider type.

", + "ListConnections": "

Lists the connections associated with your account.

" + }, + "shapes": { + "AccountId": { + "base": null, + "refs": { + "Connection$OwnerAccountId": "

The name of the external provider where your third-party code repository is configured. For Bitbucket, this is the account ID of the owner of the Bitbucket repository.

" + } + }, + "Connection": { + "base": "

The configuration that allows a service such as CodePipeline to connect to a third-party code repository.

", + "refs": { + "ConnectionList$member": null, + "GetConnectionOutput$Connection": "

The connection details, such as status, owner, and provider type.

" + } + }, + "ConnectionArn": { + "base": null, + "refs": { + "Connection$ConnectionArn": "

The Amazon Resource Name (ARN) of the connection. The ARN is used as the connection reference when the connection is shared between AWS services.

The ARN is never reused if the connection is deleted.

", + "CreateConnectionOutput$ConnectionArn": "

The Amazon Resource Name (ARN) of the connection to be created. The ARN is used as the connection reference when the connection is shared between AWS services.

The ARN is never reused if the connection is deleted.

", + "DeleteConnectionInput$ConnectionArn": "

The Amazon Resource Name (ARN) of the connection to be deleted.

The ARN is never reused if the connection is deleted.

", + "GetConnectionInput$ConnectionArn": "

The Amazon Resource Name (ARN) of a connection.

" + } + }, + "ConnectionList": { + "base": null, + "refs": { + "ListConnectionsOutput$Connections": "

A list of connections and the details for each connection, such as status, owner, and provider type.

" + } + }, + "ConnectionName": { + "base": null, + "refs": { + "Connection$ConnectionName": "

The name of the connection. Connection names must be unique in an AWS user account.

", + "CreateConnectionInput$ConnectionName": "

The name of the connection to be created. The name must be unique in the calling AWS account.

" + } + }, + "ConnectionStatus": { + "base": null, + "refs": { + "Connection$ConnectionStatus": "

The current status of the connection.

" + } + }, + "CreateConnectionInput": { + "base": null, + "refs": { + } + }, + "CreateConnectionOutput": { + "base": null, + "refs": { + } + }, + "DeleteConnectionInput": { + "base": null, + "refs": { + } + }, + "DeleteConnectionOutput": { + "base": null, + "refs": { + } + }, + "ErrorMessage": { + "base": null, + "refs": { + "LimitExceededException$Message": null, + "ResourceNotFoundException$Message": null + } + }, + "GetConnectionInput": { + "base": null, + "refs": { + } + }, + "GetConnectionOutput": { + "base": null, + "refs": { + } + }, + "LimitExceededException": { + "base": "

Exceeded the maximum limit for connections.

", + "refs": { + } + }, + "ListConnectionsInput": { + "base": null, + "refs": { + } + }, + "ListConnectionsOutput": { + "base": null, + "refs": { + } + }, + "MaxResults": { + "base": null, + "refs": { + "ListConnectionsInput$MaxResults": "

The maximum number of results to return in a single call. To retrieve the remaining results, make another call with the returned nextToken value.

" + } + }, + "NextToken": { + "base": null, + "refs": { + "ListConnectionsInput$NextToken": "

The token that was returned from the previous ListConnections call, which can be used to return the next set of connections in the list.

", + "ListConnectionsOutput$NextToken": "

A token that can be used in the next ListConnections call. To view all items in the list, continue to call this operation with each subsequent token until no more nextToken values are returned.

" + } + }, + "ProviderType": { + "base": null, + "refs": { + "Connection$ProviderType": "

The name of the external provider where your third-party code repository is configured. Currently, the valid provider type is Bitbucket.

", + "CreateConnectionInput$ProviderType": "

The name of the external provider where your third-party code repository is configured. Currently, the valid provider type is Bitbucket.

", + "ListConnectionsInput$ProviderTypeFilter": "

Filters the list of connections to those associated with a specified provider, such as Bitbucket.

" + } + }, + "ResourceNotFoundException": { + "base": "

Resource not found. Verify the connection resource ARN and try again.

", + "refs": { + } + } + } +} diff --git a/models/apis/codestar-connections/2019-12-01/examples-1.json b/models/apis/codestar-connections/2019-12-01/examples-1.json new file mode 100644 index 00000000000..0ea7e3b0bbe --- /dev/null +++ b/models/apis/codestar-connections/2019-12-01/examples-1.json @@ -0,0 +1,5 @@ +{ + "version": "1.0", + "examples": { + } +} diff --git a/models/apis/codestar-connections/2019-12-01/paginators-1.json b/models/apis/codestar-connections/2019-12-01/paginators-1.json new file mode 100644 index 00000000000..deffa71f04d --- /dev/null +++ b/models/apis/codestar-connections/2019-12-01/paginators-1.json @@ -0,0 +1,9 @@ +{ + "pagination": { + "ListConnections": { + "input_token": "NextToken", + "output_token": "NextToken", + "limit_key": "MaxResults" + } + } +} diff --git a/models/apis/dlm/2018-01-12/api-2.json b/models/apis/dlm/2018-01-12/api-2.json index c02a383ef53..5cd16f677d5 100644 --- a/models/apis/dlm/2018-01-12/api-2.json +++ b/models/apis/dlm/2018-01-12/api-2.json @@ -141,7 +141,14 @@ "max":10, "min":1 }, + "CmkArn":{ + "type":"string", + "max":2048, + "min":0, + "pattern":"arn:aws(-[a-z]{1,3}){0,2}:kms:([a-z]+-){2,3}\\d:\\d+:key/.*" + }, "CopyTags":{"type":"boolean"}, + "CopyTagsNullable":{"type":"boolean"}, "Count":{ "type":"integer", "max":1000, @@ -181,6 +188,33 @@ "Times":{"shape":"TimesList"} } }, + "CrossRegionCopyRetainRule":{ + "type":"structure", + "members":{ + "Interval":{"shape":"Interval"}, + "IntervalUnit":{"shape":"RetentionIntervalUnitValues"} + } + }, + "CrossRegionCopyRule":{ + "type":"structure", + "required":[ + "TargetRegion", + "Encrypted" + ], + "members":{ + "TargetRegion":{"shape":"TargetRegion"}, + "Encrypted":{"shape":"Encrypted"}, + "CmkArn":{"shape":"CmkArn"}, + "CopyTags":{"shape":"CopyTagsNullable"}, + "RetainRule":{"shape":"CrossRegionCopyRetainRule"} + } + }, + "CrossRegionCopyRules":{ + "type":"list", + "member":{"shape":"CrossRegionCopyRule"}, + "max":3, + "min":0 + }, "DeleteLifecyclePolicyRequest":{ "type":"structure", "required":["PolicyId"], @@ -197,6 +231,7 @@ "members":{ } }, + "Encrypted":{"type":"boolean"}, "ErrorCode":{"type":"string"}, "ErrorMessage":{"type":"string"}, "ExcludeBootVolume":{"type":"boolean"}, @@ -373,6 +408,8 @@ }, "PolicyArn":{ "type":"string", + "max":2048, + "min":0, "pattern":"^arn:aws:dlm:[A-Za-z0-9_/.-]{0,63}:\\d+:policy/[0-9A-Za-z_-]{1,128}$" }, "PolicyDescription":{ @@ -455,7 +492,8 @@ "VariableTags":{"shape":"VariableTagsList"}, "CreateRule":{"shape":"CreateRule"}, "RetainRule":{"shape":"RetainRule"}, - "FastRestoreRule":{"shape":"FastRestoreRule"} + "FastRestoreRule":{"shape":"FastRestoreRule"}, + "CrossRegionCopyRules":{"shape":"CrossRegionCopyRules"} } }, "ScheduleList":{ @@ -547,7 +585,8 @@ }, "TagValue":{ "type":"string", - "max":256 + "max":256, + "pattern":"[\\p{all}]*" }, "TagsToAddFilterList":{ "type":"list", @@ -561,6 +600,12 @@ "max":50, "min":0 }, + "TargetRegion":{ + "type":"string", + "max":16, + "min":0, + "pattern":"([a-z]+-){2,3}\\d" + }, "TargetTagList":{ "type":"list", "member":{"shape":"Tag"}, diff --git a/models/apis/dlm/2018-01-12/docs-2.json b/models/apis/dlm/2018-01-12/docs-2.json index ed472a975cc..5c349600135 100644 --- a/models/apis/dlm/2018-01-12/docs-2.json +++ b/models/apis/dlm/2018-01-12/docs-2.json @@ -24,12 +24,24 @@ "FastRestoreRule$AvailabilityZones": "

The Availability Zones in which to enable fast snapshot restore.

" } }, + "CmkArn": { + "base": null, + "refs": { + "CrossRegionCopyRule$CmkArn": "

The Amazon Resource Name (ARN) of the AWS KMS customer master key (CMK) to use for EBS encryption. If this parameter is not specified, your AWS managed CMK for EBS is used.

" + } + }, "CopyTags": { "base": null, "refs": { "Schedule$CopyTags": "

Copy all user-defined tags on a source volume to snapshots of the volume created by this policy.

" } }, + "CopyTagsNullable": { + "base": null, + "refs": { + "CrossRegionCopyRule$CopyTags": "

Copy all user-defined tags from the source snapshot to the copied snapshot.

" + } + }, "Count": { "base": null, "refs": { @@ -50,7 +62,25 @@ "CreateRule": { "base": "

Specifies when to create snapshots of EBS volumes.

", "refs": { - "Schedule$CreateRule": "

The create rule.

" + "Schedule$CreateRule": "

The creation rule.

" + } + }, + "CrossRegionCopyRetainRule": { + "base": "

Specifies the retention rule for cross-Region snapshot copies.

", + "refs": { + "CrossRegionCopyRule$RetainRule": "

The retention rule.

" + } + }, + "CrossRegionCopyRule": { + "base": "

Specifies a rule for cross-Region snapshot copies.

", + "refs": { + "CrossRegionCopyRules$member": null + } + }, + "CrossRegionCopyRules": { + "base": null, + "refs": { + "Schedule$CrossRegionCopyRules": "

The rule for cross-Region snapshot copies.

" } }, "DeleteLifecyclePolicyRequest": { @@ -63,6 +93,12 @@ "refs": { } }, + "Encrypted": { + "base": null, + "refs": { + "CrossRegionCopyRule$Encrypted": "

To encrypt a copy of an unencrypted snapshot if encryption by default is not enabled, enable encryption using this parameter. Copies of encrypted snapshots are encrypted, even if this parameter is false or if encryption by default is not enabled.

" + } + }, "ErrorCode": { "base": null, "refs": { @@ -98,7 +134,7 @@ "FastRestoreRule": { "base": "

Specifies a rule for enabling fast snapshot restore. You can enable fast snapshot restore based on either a count or a time interval.

", "refs": { - "Schedule$FastRestoreRule": "

Enable fast snapshot restore.

" + "Schedule$FastRestoreRule": "

The rule for enabling fast snapshot restore.

" } }, "GetLifecyclePoliciesRequest": { @@ -138,6 +174,7 @@ "base": null, "refs": { "CreateRule$Interval": "

The interval between snapshots. The supported values are 2, 3, 4, 6, 8, 12, and 24.

", + "CrossRegionCopyRetainRule$Interval": "

The amount of time to retain each snapshot. The maximum is 100 years. This is equivalent to 1200 months, 5200 weeks, or 36500 days.

", "FastRestoreRule$Interval": "

The amount of time to enable fast snapshot restore. The maximum is 100 years. This is equivalent to 1200 months, 5200 weeks, or 36500 days.

", "RetainRule$Interval": "

The amount of time to retain each snapshot. The maximum is 100 years. This is equivalent to 1200 months, 5200 weeks, or 36500 days.

" } @@ -283,6 +320,7 @@ "RetentionIntervalUnitValues": { "base": null, "refs": { + "CrossRegionCopyRetainRule$IntervalUnit": "

The unit of time for time-based retention.

", "FastRestoreRule$IntervalUnit": "

The unit of time for enabling fast snapshot restore.

", "RetainRule$IntervalUnit": "

The unit of time for time-based retention.

" } @@ -393,6 +431,12 @@ "Schedule$TagsToAdd": "

The tags to apply to policy-created resources. These user-defined tags are in addition to the AWS-added lifecycle tags.

" } }, + "TargetRegion": { + "base": null, + "refs": { + "CrossRegionCopyRule$TargetRegion": "

The target Region.

" + } + }, "TargetTagList": { "base": null, "refs": { diff --git a/models/apis/ec2/2016-11-15/api-2.json b/models/apis/ec2/2016-11-15/api-2.json index 1ea80b9035b..d0a9fb11900 100755 --- a/models/apis/ec2/2016-11-15/api-2.json +++ b/models/apis/ec2/2016-11-15/api-2.json @@ -17702,9 +17702,9 @@ "shape":"UsageClassTypeList", "locationName":"supportedUsageClasses" }, - "SupportedRootDevices":{ + "SupportedRootDeviceTypes":{ "shape":"RootDeviceTypeList", - "locationName":"supportedRootDevices" + "locationName":"supportedRootDeviceTypes" }, "BareMetal":{ "shape":"BareMetalFlag", diff --git a/models/apis/ec2/2016-11-15/docs-2.json b/models/apis/ec2/2016-11-15/docs-2.json index ceeca534e59..595466d5568 100755 --- a/models/apis/ec2/2016-11-15/docs-2.json +++ b/models/apis/ec2/2016-11-15/docs-2.json @@ -10441,7 +10441,7 @@ "RootDeviceTypeList": { "base": null, "refs": { - "InstanceTypeInfo$SupportedRootDevices": "

Indicates the supported root devices.

" + "InstanceTypeInfo$SupportedRootDeviceTypes": "

Indicates the supported root device types.

" } }, "Route": { diff --git a/models/apis/gamelift/2015-10-01/api-2.json b/models/apis/gamelift/2015-10-01/api-2.json index eb6edf7bba0..f4f73db5fa6 100644 --- a/models/apis/gamelift/2015-10-01/api-2.json +++ b/models/apis/gamelift/2015-10-01/api-2.json @@ -40,7 +40,8 @@ {"shape":"InvalidRequestException"}, {"shape":"ConflictException"}, {"shape":"InternalServiceException"}, - {"shape":"LimitExceededException"} + {"shape":"LimitExceededException"}, + {"shape":"TaggingFailedException"} ] }, "CreateBuild":{ @@ -55,6 +56,7 @@ {"shape":"UnauthorizedException"}, {"shape":"InvalidRequestException"}, {"shape":"ConflictException"}, + {"shape":"TaggingFailedException"}, {"shape":"InternalServiceException"} ] }, @@ -72,7 +74,8 @@ {"shape":"ConflictException"}, {"shape":"LimitExceededException"}, {"shape":"InvalidRequestException"}, - {"shape":"UnauthorizedException"} + {"shape":"UnauthorizedException"}, + {"shape":"TaggingFailedException"} ] }, "CreateGameSession":{ @@ -108,7 +111,8 @@ {"shape":"InternalServiceException"}, {"shape":"InvalidRequestException"}, {"shape":"UnauthorizedException"}, - {"shape":"LimitExceededException"} + {"shape":"LimitExceededException"}, + {"shape":"TaggingFailedException"} ] }, "CreateMatchmakingConfiguration":{ @@ -124,7 +128,8 @@ {"shape":"LimitExceededException"}, {"shape":"NotFoundException"}, {"shape":"InternalServiceException"}, - {"shape":"UnsupportedRegionException"} + {"shape":"UnsupportedRegionException"}, + {"shape":"TaggingFailedException"} ] }, "CreateMatchmakingRuleSet":{ @@ -138,7 +143,8 @@ "errors":[ {"shape":"InvalidRequestException"}, {"shape":"InternalServiceException"}, - {"shape":"UnsupportedRegionException"} + {"shape":"UnsupportedRegionException"}, + {"shape":"TaggingFailedException"} ] }, "CreatePlayerSession":{ @@ -189,6 +195,7 @@ {"shape":"UnauthorizedException"}, {"shape":"InvalidRequestException"}, {"shape":"ConflictException"}, + {"shape":"TaggingFailedException"}, {"shape":"InternalServiceException"} ] }, @@ -233,6 +240,7 @@ {"shape":"UnauthorizedException"}, {"shape":"NotFoundException"}, {"shape":"InvalidRequestException"}, + {"shape":"TaggingFailedException"}, {"shape":"InternalServiceException"} ] }, @@ -247,6 +255,7 @@ {"shape":"UnauthorizedException"}, {"shape":"NotFoundException"}, {"shape":"InternalServiceException"}, + {"shape":"TaggingFailedException"}, {"shape":"InvalidRequestException"} ] }, @@ -262,7 +271,8 @@ {"shape":"InternalServiceException"}, {"shape":"InvalidFleetStatusException"}, {"shape":"UnauthorizedException"}, - {"shape":"InvalidRequestException"} + {"shape":"InvalidRequestException"}, + {"shape":"TaggingFailedException"} ] }, "DeleteGameSessionQueue":{ @@ -277,7 +287,8 @@ {"shape":"InternalServiceException"}, {"shape":"InvalidRequestException"}, {"shape":"NotFoundException"}, - {"shape":"UnauthorizedException"} + {"shape":"UnauthorizedException"}, + {"shape":"TaggingFailedException"} ] }, "DeleteMatchmakingConfiguration":{ @@ -292,7 +303,8 @@ {"shape":"InvalidRequestException"}, {"shape":"NotFoundException"}, {"shape":"InternalServiceException"}, - {"shape":"UnsupportedRegionException"} + {"shape":"UnsupportedRegionException"}, + {"shape":"TaggingFailedException"} ] }, "DeleteMatchmakingRuleSet":{ @@ -307,7 +319,8 @@ {"shape":"InvalidRequestException"}, {"shape":"InternalServiceException"}, {"shape":"UnsupportedRegionException"}, - {"shape":"NotFoundException"} + {"shape":"NotFoundException"}, + {"shape":"TaggingFailedException"} ] }, "DeleteScalingPolicy":{ @@ -335,6 +348,7 @@ {"shape":"InvalidRequestException"}, {"shape":"UnauthorizedException"}, {"shape":"NotFoundException"}, + {"shape":"TaggingFailedException"}, {"shape":"InternalServiceException"} ] }, @@ -783,6 +797,21 @@ {"shape":"InternalServiceException"} ] }, + "ListTagsForResource":{ + "name":"ListTagsForResource", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"ListTagsForResourceRequest"}, + "output":{"shape":"ListTagsForResourceResponse"}, + "errors":[ + {"shape":"NotFoundException"}, + {"shape":"InvalidRequestException"}, + {"shape":"TaggingFailedException"}, + {"shape":"InternalServiceException"} + ] + }, "PutScalingPolicy":{ "name":"PutScalingPolicy", "http":{ @@ -950,6 +979,36 @@ {"shape":"UnsupportedRegionException"} ] }, + "TagResource":{ + "name":"TagResource", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"TagResourceRequest"}, + "output":{"shape":"TagResourceResponse"}, + "errors":[ + {"shape":"NotFoundException"}, + {"shape":"InvalidRequestException"}, + {"shape":"TaggingFailedException"}, + {"shape":"InternalServiceException"} + ] + }, + "UntagResource":{ + "name":"UntagResource", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"UntagResourceRequest"}, + "output":{"shape":"UntagResourceResponse"}, + "errors":[ + {"shape":"NotFoundException"}, + {"shape":"InvalidRequestException"}, + {"shape":"TaggingFailedException"}, + {"shape":"InternalServiceException"} + ] + }, "UpdateAlias":{ "name":"UpdateAlias", "http":{ @@ -1167,12 +1226,17 @@ }, "AliasId":{ "type":"string", - "pattern":"^alias-\\S+" + "pattern":"^alias-\\S+|^arn:.*:alias\\/alias-\\S+" }, "AliasList":{ "type":"list", "member":{"shape":"Alias"} }, + "AmazonResourceName":{ + "type":"string", + "max":1011, + "min":1 + }, "ArnStringModel":{ "type":"string", "max":256, @@ -1209,6 +1273,7 @@ "type":"structure", "members":{ "BuildId":{"shape":"BuildId"}, + "BuildArn":{"shape":"BuildArn"}, "Name":{"shape":"FreeText"}, "Version":{"shape":"FreeText"}, "Status":{"shape":"BuildStatus"}, @@ -1217,9 +1282,13 @@ "CreationTime":{"shape":"Timestamp"} } }, + "BuildArn":{ + "type":"string", + "pattern":"^arn:.*:build\\/build-\\S+" + }, "BuildId":{ "type":"string", - "pattern":"^build-\\S+" + "pattern":"^build-\\S+|^arn:.*:build\\/build-\\S+" }, "BuildList":{ "type":"list", @@ -1272,7 +1341,8 @@ "members":{ "Name":{"shape":"NonBlankAndLengthConstraintString"}, "Description":{"shape":"NonZeroAndMaxString"}, - "RoutingStrategy":{"shape":"RoutingStrategy"} + "RoutingStrategy":{"shape":"RoutingStrategy"}, + "Tags":{"shape":"TagList"} } }, "CreateAliasOutput":{ @@ -1287,7 +1357,8 @@ "Name":{"shape":"NonZeroAndMaxString"}, "Version":{"shape":"NonZeroAndMaxString"}, "StorageLocation":{"shape":"S3Location"}, - "OperatingSystem":{"shape":"OperatingSystem"} + "OperatingSystem":{"shape":"OperatingSystem"}, + "Tags":{"shape":"TagList"} } }, "CreateBuildOutput":{ @@ -1322,7 +1393,8 @@ "PeerVpcId":{"shape":"NonZeroAndMaxString"}, "FleetType":{"shape":"FleetType"}, "InstanceRoleArn":{"shape":"NonEmptyString"}, - "CertificateConfiguration":{"shape":"CertificateConfiguration"} + "CertificateConfiguration":{"shape":"CertificateConfiguration"}, + "Tags":{"shape":"TagList"} } }, "CreateFleetOutput":{ @@ -1359,7 +1431,8 @@ "Name":{"shape":"GameSessionQueueName"}, "TimeoutInSeconds":{"shape":"WholeNumber"}, "PlayerLatencyPolicies":{"shape":"PlayerLatencyPolicyList"}, - "Destinations":{"shape":"GameSessionQueueDestinationList"} + "Destinations":{"shape":"GameSessionQueueDestinationList"}, + "Tags":{"shape":"TagList"} } }, "CreateGameSessionQueueOutput":{ @@ -1384,13 +1457,14 @@ "RequestTimeoutSeconds":{"shape":"MatchmakingRequestTimeoutInteger"}, "AcceptanceTimeoutSeconds":{"shape":"MatchmakingAcceptanceTimeoutInteger"}, "AcceptanceRequired":{"shape":"BooleanModel"}, - "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "RuleSetName":{"shape":"MatchmakingRuleSetName"}, "NotificationTarget":{"shape":"SnsArnStringModel"}, "AdditionalPlayerCount":{"shape":"WholeNumber"}, "CustomEventData":{"shape":"CustomEventData"}, "GameProperties":{"shape":"GamePropertyList"}, "GameSessionData":{"shape":"GameSessionData"}, - "BackfillMode":{"shape":"BackfillMode"} + "BackfillMode":{"shape":"BackfillMode"}, + "Tags":{"shape":"TagList"} } }, "CreateMatchmakingConfigurationOutput":{ @@ -1407,7 +1481,8 @@ ], "members":{ "Name":{"shape":"MatchmakingIdStringModel"}, - "RuleSetBody":{"shape":"RuleSetBody"} + "RuleSetBody":{"shape":"RuleSetBody"}, + "Tags":{"shape":"TagList"} } }, "CreateMatchmakingRuleSetOutput":{ @@ -1459,7 +1534,8 @@ "Name":{"shape":"NonZeroAndMaxString"}, "Version":{"shape":"NonZeroAndMaxString"}, "StorageLocation":{"shape":"S3Location"}, - "ZipFile":{"shape":"ZipBlob"} + "ZipFile":{"shape":"ZipBlob"}, + "Tags":{"shape":"TagList"} } }, "CreateScriptOutput":{ @@ -1545,7 +1621,7 @@ "type":"structure", "required":["Name"], "members":{ - "Name":{"shape":"MatchmakingIdStringModel"} + "Name":{"shape":"MatchmakingConfigurationName"} } }, "DeleteMatchmakingConfigurationOutput":{ @@ -1557,7 +1633,7 @@ "type":"structure", "required":["Name"], "members":{ - "Name":{"shape":"MatchmakingIdStringModel"} + "Name":{"shape":"MatchmakingRuleSetName"} } }, "DeleteMatchmakingRuleSetOutput":{ @@ -1813,8 +1889,8 @@ "DescribeMatchmakingConfigurationsInput":{ "type":"structure", "members":{ - "Names":{"shape":"MatchmakingIdList"}, - "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "Names":{"shape":"MatchmakingConfigurationNameList"}, + "RuleSetName":{"shape":"MatchmakingRuleSetName"}, "Limit":{"shape":"PositiveInteger"}, "NextToken":{"shape":"NonZeroAndMaxString"} } @@ -2116,7 +2192,9 @@ "TerminationTime":{"shape":"Timestamp"}, "Status":{"shape":"FleetStatus"}, "BuildId":{"shape":"BuildId"}, + "BuildArn":{"shape":"BuildArn"}, "ScriptId":{"shape":"ScriptId"}, + "ScriptArn":{"shape":"ScriptArn"}, "ServerLaunchPath":{"shape":"NonZeroAndMaxString"}, "ServerLaunchParameters":{"shape":"NonZeroAndMaxString"}, "LogPaths":{"shape":"StringList"}, @@ -2154,7 +2232,7 @@ }, "FleetId":{ "type":"string", - "pattern":"^fleet-\\S+" + "pattern":"^fleet-\\S+|^arn:.*:fleet\\/fleet-\\S+" }, "FleetIdList":{ "type":"list", @@ -2228,6 +2306,7 @@ "GameSessionId":{"shape":"NonZeroAndMaxString"}, "Name":{"shape":"NonZeroAndMaxString"}, "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"ArnStringModel"}, "CreationTime":{"shape":"Timestamp"}, "TerminationTime":{"shape":"Timestamp"}, "CurrentPlayerSessionCount":{"shape":"WholeNumber"}, @@ -2345,9 +2424,9 @@ }, "GameSessionQueueName":{ "type":"string", - "max":128, + "max":256, "min":1, - "pattern":"[a-zA-Z0-9-]+" + "pattern":"[a-zA-Z0-9-]+|^arn:.*:gamesessionqueue\\/[a-zA-Z0-9-]+" }, "GameSessionQueueNameList":{ "type":"list", @@ -2588,6 +2667,19 @@ "NextToken":{"shape":"NonEmptyString"} } }, + "ListTagsForResourceRequest":{ + "type":"structure", + "required":["ResourceARN"], + "members":{ + "ResourceARN":{"shape":"AmazonResourceName"} + } + }, + "ListTagsForResourceResponse":{ + "type":"structure", + "members":{ + "Tags":{"shape":"TagList"} + } + }, "MatchedPlayerSession":{ "type":"structure", "members":{ @@ -2613,12 +2705,14 @@ "type":"structure", "members":{ "Name":{"shape":"MatchmakingIdStringModel"}, + "ConfigurationArn":{"shape":"MatchmakingConfigurationArn"}, "Description":{"shape":"NonZeroAndMaxString"}, "GameSessionQueueArns":{"shape":"QueueArnsList"}, "RequestTimeoutSeconds":{"shape":"MatchmakingRequestTimeoutInteger"}, "AcceptanceTimeoutSeconds":{"shape":"MatchmakingAcceptanceTimeoutInteger"}, "AcceptanceRequired":{"shape":"BooleanModel"}, "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "RuleSetArn":{"shape":"MatchmakingRuleSetArn"}, "NotificationTarget":{"shape":"SnsArnStringModel"}, "AdditionalPlayerCount":{"shape":"WholeNumber"}, "CustomEventData":{"shape":"CustomEventData"}, @@ -2628,10 +2722,24 @@ "BackfillMode":{"shape":"BackfillMode"} } }, + "MatchmakingConfigurationArn":{ + "type":"string", + "pattern":"^arn:.*:matchmakingconfiguration\\/[a-zA-Z0-9-\\.]*" + }, "MatchmakingConfigurationList":{ "type":"list", "member":{"shape":"MatchmakingConfiguration"} }, + "MatchmakingConfigurationName":{ + "type":"string", + "max":256, + "min":1, + "pattern":"[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingconfiguration\\/[a-zA-Z0-9-\\.]*" + }, + "MatchmakingConfigurationNameList":{ + "type":"list", + "member":{"shape":"MatchmakingConfigurationName"} + }, "MatchmakingConfigurationStatus":{ "type":"string", "enum":[ @@ -2664,17 +2772,28 @@ "required":["RuleSetBody"], "members":{ "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "RuleSetArn":{"shape":"MatchmakingRuleSetArn"}, "RuleSetBody":{"shape":"RuleSetBody"}, "CreationTime":{"shape":"Timestamp"} } }, + "MatchmakingRuleSetArn":{ + "type":"string", + "pattern":"^arn:.*:matchmakingruleset\\/[a-zA-Z0-9-\\.]*" + }, "MatchmakingRuleSetList":{ "type":"list", "member":{"shape":"MatchmakingRuleSet"} }, + "MatchmakingRuleSetName":{ + "type":"string", + "max":256, + "min":1, + "pattern":"[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingruleset\\/[a-zA-Z0-9-\\.]*" + }, "MatchmakingRuleSetNameList":{ "type":"list", - "member":{"shape":"MatchmakingIdStringModel"}, + "member":{"shape":"MatchmakingRuleSetName"}, "max":10, "min":1 }, @@ -2683,6 +2802,7 @@ "members":{ "TicketId":{"shape":"MatchmakingIdStringModel"}, "ConfigurationName":{"shape":"MatchmakingIdStringModel"}, + "ConfigurationArn":{"shape":"MatchmakingConfigurationArn"}, "Status":{"shape":"MatchmakingConfigurationStatus"}, "StatusReason":{"shape":"StringModel"}, "StatusMessage":{"shape":"StringModel"}, @@ -2837,6 +2957,7 @@ "PlayerId":{"shape":"NonZeroAndMaxString"}, "GameSessionId":{"shape":"NonZeroAndMaxString"}, "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"ArnStringModel"}, "CreationTime":{"shape":"Timestamp"}, "TerminationTime":{"shape":"Timestamp"}, "Status":{"shape":"PlayerSessionStatus"}, @@ -2951,7 +3072,8 @@ "ResolveAliasOutput":{ "type":"structure", "members":{ - "FleetId":{"shape":"FleetId"} + "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"ArnStringModel"} } }, "ResourceCreationLimitPolicy":{ @@ -3047,6 +3169,7 @@ "type":"structure", "members":{ "ScriptId":{"shape":"ScriptId"}, + "ScriptArn":{"shape":"ScriptArn"}, "Name":{"shape":"NonZeroAndMaxString"}, "Version":{"shape":"NonZeroAndMaxString"}, "SizeOnDisk":{"shape":"PositiveLong"}, @@ -3054,9 +3177,13 @@ "StorageLocation":{"shape":"S3Location"} } }, + "ScriptArn":{ + "type":"string", + "pattern":"^arn:.*:script\\/script-\\S+" + }, "ScriptId":{ "type":"string", - "pattern":"^script-\\S+|^arn:.*script-\\S+" + "pattern":"^script-\\S+|^arn:.*:script\\/script-\\S+" }, "ScriptList":{ "type":"list", @@ -3153,7 +3280,7 @@ ], "members":{ "TicketId":{"shape":"MatchmakingIdStringModel"}, - "ConfigurationName":{"shape":"MatchmakingIdStringModel"}, + "ConfigurationName":{"shape":"MatchmakingConfigurationName"}, "GameSessionArn":{"shape":"ArnStringModel"}, "Players":{"shape":"PlayerList"} } @@ -3172,7 +3299,7 @@ ], "members":{ "TicketId":{"shape":"MatchmakingIdStringModel"}, - "ConfigurationName":{"shape":"MatchmakingIdStringModel"}, + "ConfigurationName":{"shape":"MatchmakingConfigurationName"}, "Players":{"shape":"PlayerList"} } }, @@ -3233,6 +3360,62 @@ "member":{"shape":"NonZeroAndMaxString"} }, "StringModel":{"type":"string"}, + "Tag":{ + "type":"structure", + "required":[ + "Key", + "Value" + ], + "members":{ + "Key":{"shape":"TagKey"}, + "Value":{"shape":"TagValue"} + } + }, + "TagKey":{ + "type":"string", + "max":128, + "min":1 + }, + "TagKeyList":{ + "type":"list", + "member":{"shape":"TagKey"}, + "max":200, + "min":0 + }, + "TagList":{ + "type":"list", + "member":{"shape":"Tag"}, + "max":200, + "min":0 + }, + "TagResourceRequest":{ + "type":"structure", + "required":[ + "ResourceARN", + "Tags" + ], + "members":{ + "ResourceARN":{"shape":"AmazonResourceName"}, + "Tags":{"shape":"TagList"} + } + }, + "TagResourceResponse":{ + "type":"structure", + "members":{ + } + }, + "TagValue":{ + "type":"string", + "max":256, + "min":0 + }, + "TaggingFailedException":{ + "type":"structure", + "members":{ + "Message":{"shape":"NonEmptyString"} + }, + "exception":true + }, "TargetConfiguration":{ "type":"structure", "required":["TargetValue"], @@ -3262,6 +3445,22 @@ }, "exception":true }, + "UntagResourceRequest":{ + "type":"structure", + "required":[ + "ResourceARN", + "TagKeys" + ], + "members":{ + "ResourceARN":{"shape":"AmazonResourceName"}, + "TagKeys":{"shape":"TagKeyList"} + } + }, + "UntagResourceResponse":{ + "type":"structure", + "members":{ + } + }, "UpdateAliasInput":{ "type":"structure", "required":["AliasId"], @@ -3379,13 +3578,13 @@ "type":"structure", "required":["Name"], "members":{ - "Name":{"shape":"MatchmakingIdStringModel"}, + "Name":{"shape":"MatchmakingConfigurationName"}, "Description":{"shape":"NonZeroAndMaxString"}, "GameSessionQueueArns":{"shape":"QueueArnsList"}, "RequestTimeoutSeconds":{"shape":"MatchmakingRequestTimeoutInteger"}, "AcceptanceTimeoutSeconds":{"shape":"MatchmakingAcceptanceTimeoutInteger"}, "AcceptanceRequired":{"shape":"BooleanModel"}, - "RuleSetName":{"shape":"MatchmakingIdStringModel"}, + "RuleSetName":{"shape":"MatchmakingRuleSetName"}, "NotificationTarget":{"shape":"SnsArnStringModel"}, "AdditionalPlayerCount":{"shape":"WholeNumber"}, "CustomEventData":{"shape":"CustomEventData"}, @@ -3465,6 +3664,7 @@ "type":"structure", "members":{ "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"ArnStringModel"}, "IpV4CidrBlock":{"shape":"NonZeroAndMaxString"}, "VpcPeeringConnectionId":{"shape":"NonZeroAndMaxString"}, "Status":{"shape":"VpcPeeringConnectionStatus"}, diff --git a/models/apis/gamelift/2015-10-01/docs-2.json b/models/apis/gamelift/2015-10-01/docs-2.json index 0667e2ad500..8ee9551ddd4 100644 --- a/models/apis/gamelift/2015-10-01/docs-2.json +++ b/models/apis/gamelift/2015-10-01/docs-2.json @@ -3,21 +3,21 @@ "service": "Amazon GameLift Service

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Use Amazon GameLift for these tasks: (1) set up computing resources and deploy your game servers, (2) run game sessions and get players into games, (3) automatically scale your resources to meet player demand and manage costs, and (4) track in-depth metrics on game server performance and player usage.

When setting up hosting resources, you can deploy your custom game server or use the Amazon GameLift Realtime Servers. Realtime Servers gives you the ability to quickly stand up lightweight, efficient game servers with the core Amazon GameLift infrastructure already built in.

Get Amazon GameLift Tools and Resources

This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific SDK reference topics. See also Amazon GameLift Tools and Resources.

API Summary

The Amazon GameLift service API includes two key sets of actions:

Task-based list of API actions

", "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, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Learn more

Add FlexMatch to a Game Client

FlexMatch Events Reference

Related operations

", - "CreateAlias": "

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. You can reassign an alias to another fleet by calling UpdateAlias.

", - "CreateBuild": "

Creates a new Amazon GameLift build record for your game server binary files and points to the location of your game server build files in an Amazon Simple Storage Service (Amazon S3) location.

Game server binaries must be combined into a .zip file for use with Amazon GameLift.

To create new builds quickly and easily, use the AWS CLI command upload-build . This helper command uploads your build and creates a new build record in one step, and automatically handles the necessary permissions.

The CreateBuild operation should be used only when you need to manually upload your build files, as in the following scenarios:

If successful, this operation creates a new build record with a unique build ID and places it in INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets.

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

Related operations

", - "CreateFleet": "

Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet.

To create a new fleet, you must provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a run-time configuration, which determines how game servers will run on each instance in the fleet.

When creating a Realtime Servers fleet, we recommend using a minimal version of the Realtime script (see this working code example ). This will make it much easier to troubleshoot any fleet creation issues. Once the fleet is active, you can update your Realtime script as needed.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:

Learn more

Working with Fleets

Debug Fleet Creation Issues

Related operations

", + "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.

", + "CreateBuild": "

Creates a new Amazon GameLift build record for your game server binary files and points to the location of your game server build files in an Amazon Simple Storage Service (Amazon S3) location.

Game server binaries must be combined into a zip file for use with Amazon GameLift.

To create new builds directly from a file directory, use the AWS CLI command upload-build . This helper command uploads build files and creates a new build record in one step, and automatically handles the necessary permissions.

The CreateBuild operation should be used only in the following scenarios:

If successful, this operation creates a new build record with a unique build ID and places it in INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets.

Learn more

Uploading Your Game https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html

Create a Build with Files in Amazon S3

Related operations

", + "CreateFleet": "

Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet.

To create a new fleet, you must provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a runtime configuration, which determines how game servers will run on each instance in the fleet.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:

Learn more

Setting Up Fleets

Debug Fleet Creation Issues

Related operations

", "CreateGameSession": "

Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.

To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

", - "CreateGameSessionQueue": "

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.

", + "CreateGameSessionQueue": "

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple Regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.

", "CreateMatchmakingConfiguration": "

Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used.

To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.

There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration. Since notifications promise only \"best effort\" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.

Learn more

Design a FlexMatch Matchmaker

Setting up Notifications for Matchmaking

Related operations

", - "CreateMatchmakingRuleSet": "

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same region as the matchmaking configuration they are used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

Related operations

", + "CreateMatchmakingRuleSet": "

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

Related operations

", "CreatePlayerSession": "

Reserves an open player slot in an active game session. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. When the player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

", "CreatePlayerSessions": "

Reserves open slots in a game session for a group of players. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. When a player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, a slot is reserved in the game session for each player and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

", "CreateScript": "

Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related operations

", - "CreateVpcPeeringAuthorization": "

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

", - "CreateVpcPeeringConnection": "

Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets.

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.

", + "CreateVpcPeeringAuthorization": "

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

", + "CreateVpcPeeringConnection": "

Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets.

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.

", "DeleteAlias": "

Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

", "DeleteBuild": "

Deletes a build. This action permanently deletes the build record and any uploaded build files.

To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

Learn more

Working with Builds

Related operations

", - "DeleteFleet": "

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

Learn more

Working with Fleets.

Related operations

", + "DeleteFleet": "

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

Learn more

Working with Fleets.

Related operations

", "DeleteGameSessionQueue": "

Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.

", "DeleteMatchmakingConfiguration": "

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

Related operations

", "DeleteMatchmakingRuleSet": "

Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.

Learn more

Related operations

", @@ -27,22 +27,22 @@ "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. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.

", "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.

", "DescribeBuild": "

Retrieves properties for a build. To request a build record, specify a build ID. If successful, an object containing the build properties is returned.

Learn more

Working with Builds

Related operations

", - "DescribeEC2InstanceLimits": "

Retrieves the following information for the specified EC2 instance type:

Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).

Learn more

Working with Fleets.

Related operations

", - "DescribeFleetAttributes": "

Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Working with Fleets.

Related operations

", - "DescribeFleetCapacity": "

Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Working with Fleets.

Related operations

", - "DescribeFleetEvents": "

Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.

Learn more

Working with Fleets.

Related operations

", - "DescribeFleetPortSettings": "

Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

Learn more

Working with Fleets.

Related operations

", - "DescribeFleetUtilization": "

Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Working with Fleets.

Related operations

", + "DescribeEC2InstanceLimits": "

Retrieves the following information for the specified EC2 instance type:

Service limits vary depending on Region. Available Regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).

Learn more

Working with Fleets.

Related operations

", + "DescribeFleetAttributes": "

Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Working with Fleets.

Related operations

", + "DescribeFleetCapacity": "

Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Working with Fleets.

Related operations

", + "DescribeFleetEvents": "

Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.

Learn more

Working with Fleets.

Related operations

", + "DescribeFleetPortSettings": "

Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

Learn more

Working with Fleets.

Related operations

", + "DescribeFleetUtilization": "

Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Working with Fleets.

Related operations

", "DescribeGameSessionDetails": "

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

", "DescribeGameSessionPlacement": "

Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.

", - "DescribeGameSessionQueues": "

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.

", + "DescribeGameSessionQueues": "

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.

", "DescribeGameSessions": "

Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.

To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.

Available in Amazon GameLift Local.

", "DescribeInstances": "

Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.

To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.

", - "DescribeMatchmaking": "

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.

You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.

To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.

Learn more

Add FlexMatch to a Game Client

Set Up FlexMatch Event Notification

Related operations

", + "DescribeMatchmaking": "

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.

You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.

To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.

Learn more

Add FlexMatch to a Game Client

Set Up FlexMatch Event Notification

Related operations

", "DescribeMatchmakingConfigurations": "

Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Learn more

Setting Up FlexMatch Matchmakers

Related operations

", - "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

Related operations

", + "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

Related operations

", "DescribePlayerSessions": "

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.

Available in Amazon GameLift Local.

", - "DescribeRuntimeConfiguration": "

Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet.

Learn more

Working with Fleets.

Related operations

", + "DescribeRuntimeConfiguration": "

Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on instances in the fleet.

Learn more

Working with Fleets.

Related operations

", "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 (StopFleetActions). This action does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

", "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 operations

", "DescribeVpcPeeringAuthorizations": "

Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.

", @@ -51,28 +51,31 @@ "GetInstanceAccess": "

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.

Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance.

To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.

", "ListAliases": "

Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Returned aliases are not listed in any particular order.

", "ListBuilds": "

Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Build records are not listed in any particular order.

Learn more

Working with Builds

Related operations

", - "ListFleets": "

Retrieves a collection of fleet records for this AWS account. You can filter the result set to find only those fleets that are deployed with a specific build or script. Use the pagination parameters to retrieve results in sequential pages.

Fleet records are not listed in a particular order.

Learn more

Set Up Fleets.

Related operations

", + "ListFleets": "

Retrieves a collection of fleet records for this AWS account. You can filter the result set to find only those fleets that are deployed with a specific build or script. Use the pagination parameters to retrieve results in sequential pages.

Fleet records are not listed in a particular order.

Learn more

Set Up Fleets.

Related operations

", "ListScripts": "

Retrieves script records for all Realtime scripts that are associated with the AWS account in use.

Learn more

Amazon GameLift Realtime Servers

Related operations

", + "ListTagsForResource": "

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This action handles the permissions necessary to manage tags for the following GameLift resource types:

To list tags for a resource, specify the unique ARN value for the resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related operations

", "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.

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.

Target-based policy

A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.

For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.

To create or update a target-based policy, specify a fleet ID and name, and set the policy type to \"TargetBased\". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Rule-based policy

A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.

For example, a policy may make the following statement: \"If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%.\"

A policy's rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

To implement the example, the rule statement would look like this:

If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to \"RuleBased\". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

", "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 CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Uploading Your Game

Related operations

", - "ResolveAlias": "

Retrieves the fleet ID that a specified alias is currently pointing to.

", - "SearchGameSessions": "

Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes:

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages.

You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.

", + "ResolveAlias": "

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

", + "SearchGameSessions": "

Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes:

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages.

You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.

", "StartFleetActions": "

Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity.

To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes.

Learn more

Working with Fleets.

Related operations

", - "StartGameSessionPlacement": "

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

", + "StartGameSessionPlacement": "

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

", "StartMatchBackfill": "

Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created.

To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed.

The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works.

Learn more

Backfill Existing Games with FlexMatch

How GameLift FlexMatch Works

Related operations

", "StartMatchmaking": "

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches.

Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:

Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:

  1. Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket.

  2. FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.

  3. If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details).

  4. Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data.

  5. When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game.

Learn more

Add FlexMatch to a Game Client

Set Up FlexMatch Event Notification

FlexMatch Integration Roadmap

How GameLift FlexMatch Works

Related operations

", "StopFleetActions": "

Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop scaling events triggered by the fleet's scaling policies. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions using DescribeFleetAttributes.

To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except to maintain the fleet's desired instances setting (FleetCapacity. Changes to the fleet's capacity must be done manually using UpdateFleetCapacity.

Learn more

Working with Fleets.

Related operations

", "StopGameSessionPlacement": "

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

", "StopMatchmaking": "

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the action is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a Game Client

Related operations

", + "TagResource": "

Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This action handles the permissions necessary to manage tags for the following GameLift resource types:

To add a tag to a resource, specify the unique ARN value for the resource and provide a trig list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related operations

", + "UntagResource": "

Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This action handles the permissions necessary to manage tags for the following GameLift resource types:

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This action succeeds even if the list includes tags that are not currently assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related operations

", "UpdateAlias": "

Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

", "UpdateBuild": "

Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Learn more

Working with Builds

Related operations

", - "UpdateFleetAttributes": "

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.

Learn more

Working with Fleets.

Related operations

", - "UpdateFleetCapacity": "

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the \"Limit Exceeded\" exception occurs.

Learn more

Working with Fleets.

Related operations

", - "UpdateFleetPortSettings": "

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

Learn more

Working with Fleets.

Related operations

", + "UpdateFleetAttributes": "

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.

Learn more

Working with Fleets.

Related operations

", + "UpdateFleetCapacity": "

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the \"Limit Exceeded\" exception occurs.

Learn more

Working with Fleets.

Related operations

", + "UpdateFleetPortSettings": "

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

Learn more

Working with Fleets.

Related operations

", "UpdateGameSession": "

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

", "UpdateGameSessionQueue": "

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

", "UpdateMatchmakingConfiguration": "

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.

Learn more

Design a FlexMatch Matchmaker

Related operations

", - "UpdateRuntimeConfiguration": "

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

To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object with an updated set of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; run-time configuration changes are applied gradually as existing processes shut down and new processes are launched during Amazon GameLift's normal process recycling activity.

Learn more

Working with Fleets.

Related operations

", + "UpdateRuntimeConfiguration": "

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

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with an updated set of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; runtime configuration changes are applied gradually as existing processes shut down and new processes are launched during Amazon GameLift's normal process recycling activity.

Learn more

Working with Fleets.

Related operations

", "UpdateScript": "

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

Learn more

Amazon GameLift Realtime Servers

Related operations

", "ValidateMatchmakingRuleSet": "

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.

Learn more

Related operations

" }, @@ -94,55 +97,67 @@ } }, "Alias": { - "base": "

Properties describing a fleet alias.

", + "base": "

Properties that describe an alias resource.

", "refs": { "AliasList$member": null, - "CreateAliasOutput$Alias": "

Object that describes the newly created alias record.

", - "DescribeAliasOutput$Alias": "

Object that contains the requested alias.

", - "UpdateAliasOutput$Alias": "

Object that contains the updated alias configuration.

" + "CreateAliasOutput$Alias": "

The newly created alias resource.

", + "DescribeAliasOutput$Alias": "

The requested alias resource.

", + "UpdateAliasOutput$Alias": "

The updated alias resource.

" } }, "AliasId": { "base": null, "refs": { - "Alias$AliasId": "

Unique identifier for an alias; alias IDs are unique within a region.

", - "CreateGameSessionInput$AliasId": "

Unique identifier for an alias associated with the fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.

", - "DeleteAliasInput$AliasId": "

Unique identifier for a fleet alias. Specify the alias you want to delete.

", - "DescribeAliasInput$AliasId": "

Unique identifier for a fleet alias. Specify the alias you want to retrieve.

", - "DescribeGameSessionDetailsInput$AliasId": "

Unique identifier for an alias associated with the fleet to retrieve all game sessions for.

", - "DescribeGameSessionsInput$AliasId": "

Unique identifier for an alias associated with the fleet to retrieve all game sessions for.

", - "ResolveAliasInput$AliasId": "

Unique identifier for the alias you want to resolve.

", - "SearchGameSessionsInput$AliasId": "

Unique identifier for an alias associated with the fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.

", - "UpdateAliasInput$AliasId": "

Unique identifier for a fleet alias. Specify the alias you want to update.

" + "Alias$AliasId": "

A unique identifier for an alias. Alias IDs are unique within a Region.

", + "CreateGameSessionInput$AliasId": "

A unique identifier for an alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", + "DeleteAliasInput$AliasId": "

A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.

", + "DescribeAliasInput$AliasId": "

The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.

", + "DescribeGameSessionDetailsInput$AliasId": "

A unique identifier for an alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.

", + "DescribeGameSessionsInput$AliasId": "

A unique identifier for an alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.

", + "ResolveAliasInput$AliasId": "

The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.

", + "SearchGameSessionsInput$AliasId": "

A unique identifier for an alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", + "UpdateAliasInput$AliasId": "

A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.

" } }, "AliasList": { "base": null, "refs": { - "ListAliasesOutput$Aliases": "

Collection of alias records that match the list request.

" + "ListAliasesOutput$Aliases": "

A collection of alias resources that match the request parameters.

" + } + }, + "AmazonResourceName": { + "base": null, + "refs": { + "ListTagsForResourceRequest$ResourceARN": "

The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to retrieve tags for. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe action for the resource type.

", + "TagResourceRequest$ResourceARN": "

The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to assign tags to. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe action for the resource type.

", + "UntagResourceRequest$ResourceARN": "

The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to remove tags from. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe action for the resource type.

" } }, "ArnStringModel": { "base": null, "refs": { - "Alias$AliasArn": "

Unique identifier for an alias; alias ARNs are unique across all regions.

", - "CreatePlayerSessionInput$GameSessionId": "

Unique identifier for the game session to add a player to.

", - "CreatePlayerSessionsInput$GameSessionId": "

Unique identifier for the game session to add players to.

", - "DescribeGameSessionDetailsInput$GameSessionId": "

Unique identifier for the game session to retrieve.

", - "DescribeGameSessionsInput$GameSessionId": "

Unique identifier for the game session to retrieve. You can use either a GameSessionId or GameSessionArn value.

", - "DescribePlayerSessionsInput$GameSessionId": "

Unique identifier for the game session to retrieve player sessions for.

", - "FleetAttributes$FleetArn": "

Identifier for a fleet that is unique across all regions.

", - "GameSessionConnectionInfo$GameSessionArn": "

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

", - "GameSessionQueue$GameSessionQueueArn": "

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>:<aws account>:gamesessionqueue/<queue name>.

", - "GameSessionQueueDestination$DestinationArn": "

Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.

", - "GetGameSessionLogUrlInput$GameSessionId": "

Unique identifier for the game session to get logs for.

", + "Alias$AliasArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions.. In a GameLift alias ARN, the resource ID matches the alias ID value.

", + "CreatePlayerSessionInput$GameSessionId": "

A unique identifier for the game session to add a player to.

", + "CreatePlayerSessionsInput$GameSessionId": "

A unique identifier for the game session to add players to.

", + "DescribeGameSessionDetailsInput$GameSessionId": "

A unique identifier for the game session to retrieve.

", + "DescribeGameSessionsInput$GameSessionId": "

A unique identifier for the game session to retrieve.

", + "DescribePlayerSessionsInput$GameSessionId": "

A unique identifier for the game session to retrieve player sessions for.

", + "FleetAttributes$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift fleet ARN, the resource ID matches the FleetId value.

", + "GameSession$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

", + "GameSessionConnectionInfo$GameSessionArn": "

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

", + "GameSessionQueue$GameSessionQueueArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.

", + "GameSessionQueueDestination$DestinationArn": "

The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.

", + "GetGameSessionLogUrlInput$GameSessionId": "

A unique identifier for the game session to get logs for.

", + "PlayerSession$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

", "QueueArnsList$member": null, - "StartMatchBackfillInput$GameSessionArn": "

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

", - "UpdateGameSessionInput$GameSessionId": "

Unique identifier for the game session to update.

" + "ResolveAliasOutput$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to.

", + "StartMatchBackfillInput$GameSessionArn": "

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

", + "UpdateGameSessionInput$GameSessionId": "

A unique identifier for the game session to update.

", + "VpcPeeringConnection$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

" } }, "AttributeValue": { - "base": "

Values for use in Player attribute key:value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.

", + "base": "

Values for use in Player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.

", "refs": { "PlayerAttributeMap$value": null } @@ -157,46 +172,53 @@ "BackfillMode": { "base": null, "refs": { - "CreateMatchmakingConfigurationInput$BackfillMode": "

Method used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.

", - "MatchmakingConfiguration$BackfillMode": "

Method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.

", - "UpdateMatchmakingConfigurationInput$BackfillMode": "

Method used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.

" + "CreateMatchmakingConfigurationInput$BackfillMode": "

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.

", + "MatchmakingConfiguration$BackfillMode": "

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.

", + "UpdateMatchmakingConfigurationInput$BackfillMode": "

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.

" } }, "BooleanModel": { "base": null, "refs": { - "CreateMatchmakingConfigurationInput$AcceptanceRequired": "

Flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

", - "MatchmakingConfiguration$AcceptanceRequired": "

Flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

", - "UpdateMatchmakingConfigurationInput$AcceptanceRequired": "

Flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

", - "ValidateMatchmakingRuleSetOutput$Valid": "

Response indicating whether the rule set is valid.

" + "CreateMatchmakingConfigurationInput$AcceptanceRequired": "

A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

", + "MatchmakingConfiguration$AcceptanceRequired": "

A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

", + "UpdateMatchmakingConfigurationInput$AcceptanceRequired": "

A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

", + "ValidateMatchmakingRuleSetOutput$Valid": "

A response indicating whether the rule set is valid.

" } }, "Build": { "base": "

Properties describing a custom game build.

Related operations

", "refs": { "BuildList$member": null, - "CreateBuildOutput$Build": "

The newly created build record, including a unique build ID and status.

", + "CreateBuildOutput$Build": "

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

", "DescribeBuildOutput$Build": "

Set of properties describing the requested build.

", - "UpdateBuildOutput$Build": "

Object that contains the updated build record.

" + "UpdateBuildOutput$Build": "

The updated build record.

" + } + }, + "BuildArn": { + "base": null, + "refs": { + "Build$BuildArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift build ARN, the resource ID matches the BuildId value.

", + "FleetAttributes$BuildArn": "

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

" } }, "BuildId": { "base": null, "refs": { - "Build$BuildId": "

Unique identifier for a build.

", - "CreateFleetInput$BuildId": "

Unique identifier for a build to be deployed on the new fleet. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

", - "DeleteBuildInput$BuildId": "

Unique identifier for a build to delete.

", - "DescribeBuildInput$BuildId": "

Unique identifier for a build to retrieve properties for.

", - "FleetAttributes$BuildId": "

Unique identifier for a build.

", - "ListFleetsInput$BuildId": "

Unique identifier for a build to return fleets for. Use this parameter to return only fleets using the specified build. To retrieve all fleets, leave this parameter empty.

", - "RequestUploadCredentialsInput$BuildId": "

Unique identifier for a build to get credentials for.

", - "UpdateBuildInput$BuildId": "

Unique identifier for a build to update.

" + "Build$BuildId": "

A unique identifier for a build.

", + "CreateFleetInput$BuildId": "

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

", + "DeleteBuildInput$BuildId": "

A unique identifier for a build to delete. You can use either the build ID or ARN value.

", + "DescribeBuildInput$BuildId": "

A unique identifier for a build to retrieve properties for. You can use either the build ID or ARN value.

", + "FleetAttributes$BuildId": "

A unique identifier for a build.

", + "ListFleetsInput$BuildId": "

A unique identifier for a build to return fleets for. Use this parameter to return only fleets using the specified build. Use either the build ID or ARN value.To retrieve all fleets, leave this parameter empty.

", + "RequestUploadCredentialsInput$BuildId": "

A unique identifier for a build to get credentials for. You can use either the build ID or ARN value.

", + "UpdateBuildInput$BuildId": "

A unique identifier for a build to update. You can use either the build ID or ARN value.

" } }, "BuildList": { "base": null, "refs": { - "ListBuildsOutput$Builds": "

Collection of build records that match the request.

" + "ListBuildsOutput$Builds": "

A collection of build records that match the request.

" } }, "BuildStatus": { @@ -207,16 +229,16 @@ } }, "CertificateConfiguration": { - "base": null, + "base": "

Information about the use of a TLS/SSL certificate for a fleet. TLS certificate generation is enabled at the fleet level, with one certificate generated for the fleet. When this feature is enabled, the certificate can be retrieved using the GameLift Server SDK call GetInstanceCertificate. All instances in a fleet share the same certificate.

", "refs": { - "CreateFleetInput$CertificateConfiguration": null, - "FleetAttributes$CertificateConfiguration": null + "CreateFleetInput$CertificateConfiguration": "

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not specified, the default value, DISABLED, is used. This fleet setting cannot be changed once the fleet is created. Learn more at Securing Client/Server Communication.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported Region error.

Valid values include:

", + "FleetAttributes$CertificateConfiguration": "

Indicates whether a TLS/SSL certificate was generated for the fleet.

" } }, "CertificateType": { "base": null, "refs": { - "CertificateConfiguration$CertificateType": null + "CertificateConfiguration$CertificateType": "

Indicates whether a TLS/SSL certificate was generated for a fleet.

" } }, "ComparisonOperatorType": { @@ -375,7 +397,7 @@ } }, "DeleteGameSessionQueueInput": { - "base": "

Represents the input for a request action.

", + "base": "

Represents the input for a request action.

", "refs": { } }, @@ -669,11 +691,11 @@ "DnsName": { "base": null, "refs": { - "GameSession$DnsName": null, - "GameSessionConnectionInfo$DnsName": null, - "GameSessionPlacement$DnsName": null, - "Instance$DnsName": null, - "PlayerSession$DnsName": null + "GameSession$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", + "GameSessionConnectionInfo$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", + "GameSessionPlacement$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", + "Instance$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", + "PlayerSession$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

" } }, "Double": { @@ -692,13 +714,13 @@ } }, "EC2InstanceCounts": { - "base": "

Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.

", + "base": "

Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.

", "refs": { "FleetCapacity$InstanceCounts": "

Current status of fleet capacity.

" } }, "EC2InstanceLimit": { - "base": "

Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.

", + "base": "

The maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.

", "refs": { "EC2InstanceLimitList$member": null } @@ -706,13 +728,13 @@ "EC2InstanceLimitList": { "base": null, "refs": { - "DescribeEC2InstanceLimitsOutput$EC2InstanceLimits": "

Object that contains the maximum number of instances for the specified instance type.

" + "DescribeEC2InstanceLimitsOutput$EC2InstanceLimits": "

The maximum number of instances for the specified instance type.

" } }, "EC2InstanceType": { "base": null, "refs": { - "CreateFleetInput$EC2InstanceType": "

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

", + "CreateFleetInput$EC2InstanceType": "

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

", "DescribeEC2InstanceLimitsInput$EC2InstanceType": "

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions. Leave this parameter blank to retrieve limits for all types.

", "EC2InstanceLimit$EC2InstanceType": "

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

", "FleetAttributes$InstanceType": "

EC2 instance type indicating the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.

", @@ -729,13 +751,13 @@ "EventCode": { "base": null, "refs": { - "Event$EventCode": "

Type of event being logged. The following events are currently in use:

Fleet creation events:

VPC peering events:

Spot instance events:

Other fleet events:

" + "Event$EventCode": "

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

VPC peering events:

Spot instance events:

Other fleet events:

" } }, "EventList": { "base": null, "refs": { - "DescribeFleetEventsOutput$Events": "

Collection of objects containing event log entries for the specified fleet.

" + "DescribeFleetEventsOutput$Events": "

A collection of objects containing event log entries for the specified fleet.

" } }, "FleetAction": { @@ -753,7 +775,7 @@ } }, "FleetAttributes": { - "base": "

General properties describing a fleet.

", + "base": "

General properties describing a fleet.

", "refs": { "CreateFleetOutput$FleetAttributes": "

Properties for the newly created fleet.

", "FleetAttributesList$member": null @@ -762,11 +784,11 @@ "FleetAttributesList": { "base": null, "refs": { - "DescribeFleetAttributesOutput$FleetAttributes": "

Collection of objects containing attribute metadata for each requested fleet ID.

" + "DescribeFleetAttributesOutput$FleetAttributes": "

A collection of objects containing attribute metadata for each requested fleet ID.

" } }, "FleetCapacity": { - "base": "

Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.

", + "base": "

Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.

", "refs": { "FleetCapacityList$member": null } @@ -779,57 +801,57 @@ "FleetCapacityList": { "base": null, "refs": { - "DescribeFleetCapacityOutput$FleetCapacity": "

Collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets.

" + "DescribeFleetCapacityOutput$FleetCapacity": "

A collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets.

" } }, "FleetId": { "base": null, "refs": { - "CreateGameSessionInput$FleetId": "

Unique identifier for a fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.

", - "CreateVpcPeeringConnectionInput$FleetId": "

Unique identifier for a fleet. This tells Amazon GameLift which GameLift VPC to peer with.

", - "DeleteFleetInput$FleetId": "

Unique identifier for a fleet to be deleted.

", - "DeleteScalingPolicyInput$FleetId": "

Unique identifier for a fleet to be deleted.

", - "DeleteVpcPeeringConnectionInput$FleetId": "

Unique identifier for a fleet. This value must match the fleet ID referenced in the VPC peering connection record.

", - "DescribeFleetEventsInput$FleetId": "

Unique identifier for a fleet to get event logs for.

", - "DescribeFleetPortSettingsInput$FleetId": "

Unique identifier for a fleet to retrieve port settings for.

", - "DescribeGameSessionDetailsInput$FleetId": "

Unique identifier for a fleet to retrieve all game sessions active on the fleet.

", - "DescribeGameSessionsInput$FleetId": "

Unique identifier for a fleet to retrieve all game sessions for.

", - "DescribeInstancesInput$FleetId": "

Unique identifier for a fleet to retrieve instance information for.

", - "DescribeRuntimeConfigurationInput$FleetId": "

Unique identifier for a fleet to get the run-time configuration for.

", - "DescribeScalingPoliciesInput$FleetId": "

Unique identifier for a fleet to retrieve scaling policies for.

", - "DescribeVpcPeeringConnectionsInput$FleetId": "

Unique identifier for a fleet.

", - "FleetAttributes$FleetId": "

Unique identifier for a fleet.

", - "FleetCapacity$FleetId": "

Unique identifier for a fleet.

", + "CreateGameSessionInput$FleetId": "

A unique identifier for a fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", + "CreateVpcPeeringConnectionInput$FleetId": "

A unique identifier for a fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.

", + "DeleteFleetInput$FleetId": "

A unique identifier for a fleet to be deleted. You can use either the fleet ID or ARN value.

", + "DeleteScalingPolicyInput$FleetId": "

A unique identifier for a fleet to be deleted. You can use either the fleet ID or ARN value.

", + "DeleteVpcPeeringConnectionInput$FleetId": "

A unique identifier for a 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.

", + "DescribeFleetEventsInput$FleetId": "

A unique identifier for a fleet to get event logs for. You can use either the fleet ID or ARN value.

", + "DescribeFleetPortSettingsInput$FleetId": "

A unique identifier for a fleet to retrieve port settings for. You can use either the fleet ID or ARN value.

", + "DescribeGameSessionDetailsInput$FleetId": "

A unique identifier for a fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.

", + "DescribeGameSessionsInput$FleetId": "

A unique identifier for a fleet to retrieve all game sessions for. You can use either the fleet ID or ARN value.

", + "DescribeInstancesInput$FleetId": "

A unique identifier for a fleet to retrieve instance information for. You can use either the fleet ID or ARN value.

", + "DescribeRuntimeConfigurationInput$FleetId": "

A unique identifier for a fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.

", + "DescribeScalingPoliciesInput$FleetId": "

A unique identifier for a fleet to retrieve scaling policies for. You can use either the fleet ID or ARN value.

", + "DescribeVpcPeeringConnectionsInput$FleetId": "

A unique identifier for a fleet. You can use either the fleet ID or ARN value.

", + "FleetAttributes$FleetId": "

A unique identifier for a fleet.

", + "FleetCapacity$FleetId": "

A unique identifier for a fleet.

", "FleetIdList$member": null, - "FleetUtilization$FleetId": "

Unique identifier for a fleet.

", - "GameSession$FleetId": "

Unique identifier for a fleet that the game session is running on.

", - "GetInstanceAccessInput$FleetId": "

Unique identifier for a fleet that contains the instance you want access to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status may be accessible for a short time before they are deleted.

", - "Instance$FleetId": "

Unique identifier for a fleet that the instance is in.

", - "InstanceAccess$FleetId": "

Unique identifier for a fleet containing the instance being accessed.

", - "PlayerSession$FleetId": "

Unique identifier for a fleet that the player's game session is running on.

", - "PutScalingPolicyInput$FleetId": "

Unique identifier for a fleet to apply this policy to. The fleet cannot be in any of the following statuses: ERROR or DELETING.

", - "ResolveAliasOutput$FleetId": "

Fleet identifier that is associated with the requested alias.

", - "RoutingStrategy$FleetId": "

Unique identifier for a fleet that the alias points to.

", - "ScalingPolicy$FleetId": "

Unique identifier for a fleet that is associated with this scaling policy.

", - "SearchGameSessionsInput$FleetId": "

Unique identifier for a fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.

", - "StartFleetActionsInput$FleetId": "

Unique identifier for a fleet

", - "StopFleetActionsInput$FleetId": "

Unique identifier for a fleet

", - "UpdateFleetAttributesInput$FleetId": "

Unique identifier for a fleet to update attribute metadata for.

", - "UpdateFleetAttributesOutput$FleetId": "

Unique identifier for a fleet that was updated.

", - "UpdateFleetCapacityInput$FleetId": "

Unique identifier for a fleet to update capacity for.

", - "UpdateFleetCapacityOutput$FleetId": "

Unique identifier for a fleet that was updated.

", - "UpdateFleetPortSettingsInput$FleetId": "

Unique identifier for a fleet to update port settings for.

", - "UpdateFleetPortSettingsOutput$FleetId": "

Unique identifier for a fleet that was updated.

", - "UpdateRuntimeConfigurationInput$FleetId": "

Unique identifier for a fleet to update run-time configuration for.

", - "VpcPeeringConnection$FleetId": "

Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

" + "FleetUtilization$FleetId": "

A unique identifier for a fleet.

", + "GameSession$FleetId": "

A unique identifier for a fleet that the game session is running on.

", + "GetInstanceAccessInput$FleetId": "

A unique identifier for a 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.

", + "Instance$FleetId": "

A unique identifier for a fleet that the instance is in.

", + "InstanceAccess$FleetId": "

A unique identifier for a fleet containing the instance being accessed.

", + "PlayerSession$FleetId": "

A unique identifier for a fleet that the player's game session is running on.

", + "PutScalingPolicyInput$FleetId": "

A unique identifier for a 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.

", + "ResolveAliasOutput$FleetId": "

The fleet identifier that the alias is pointing to.

", + "RoutingStrategy$FleetId": "

The unique identifier for a fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

", + "ScalingPolicy$FleetId": "

A unique identifier for a fleet that is associated with this scaling policy.

", + "SearchGameSessionsInput$FleetId": "

A unique identifier for a 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.

", + "StartFleetActionsInput$FleetId": "

A unique identifier for a fleet to start actions on. You can use either the fleet ID or ARN value.

", + "StopFleetActionsInput$FleetId": "

A unique identifier for a fleet to stop actions on. You can use either the fleet ID or ARN value.

", + "UpdateFleetAttributesInput$FleetId": "

A unique identifier for a fleet to update attribute metadata for. You can use either the fleet ID or ARN value.

", + "UpdateFleetAttributesOutput$FleetId": "

A unique identifier for a fleet that was updated. Use either the fleet ID or ARN value.

", + "UpdateFleetCapacityInput$FleetId": "

A unique identifier for a fleet to update capacity for. You can use either the fleet ID or ARN value.

", + "UpdateFleetCapacityOutput$FleetId": "

A unique identifier for a fleet that was updated.

", + "UpdateFleetPortSettingsInput$FleetId": "

A unique identifier for a fleet to update port settings for. You can use either the fleet ID or ARN value.

", + "UpdateFleetPortSettingsOutput$FleetId": "

A unique identifier for a fleet that was updated.

", + "UpdateRuntimeConfigurationInput$FleetId": "

A unique identifier for a fleet to update runtime configuration for. You can use either the fleet ID or ARN value.

", + "VpcPeeringConnection$FleetId": "

A unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

" } }, "FleetIdList": { "base": null, "refs": { - "DescribeFleetAttributesInput$FleetIds": "

Unique identifier for a fleet(s) to retrieve attributes for. To request attributes for all fleets, leave this parameter empty.

", - "DescribeFleetCapacityInput$FleetIds": "

Unique identifier for a fleet(s) to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty.

", - "DescribeFleetUtilizationInput$FleetIds": "

Unique identifier for a fleet(s) to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty.

", + "DescribeFleetAttributesInput$FleetIds": "

A unique identifier for a fleet(s) to retrieve attributes for. You can use either the fleet ID or ARN value.

", + "DescribeFleetCapacityInput$FleetIds": "

A unique identifier for a fleet(s) to retrieve capacity information for. You can use either the fleet ID or ARN value.

", + "DescribeFleetUtilizationInput$FleetIds": "

A unique identifier for a fleet(s) to retrieve utilization data for. You can use either the fleet ID or ARN value.

", "ListFleetsOutput$FleetIds": "

Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to DescribeFleetAttributes, DescribeFleetCapacity, or DescribeFleetUtilization.

" } }, @@ -842,12 +864,12 @@ "FleetType": { "base": null, "refs": { - "CreateFleetInput$FleetType": "

Indicates whether to use on-demand instances or spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

", + "CreateFleetInput$FleetType": "

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

", "FleetAttributes$FleetType": "

Indicates whether the fleet uses on-demand or spot instances. A spot instance in use may be interrupted with a two-minute notification.

" } }, "FleetUtilization": { - "base": "

Current status of fleet utilization, including the number of game and player sessions being hosted.

", + "base": "

Current status of fleet utilization, including the number of game and player sessions being hosted.

", "refs": { "FleetUtilizationList$member": null } @@ -855,26 +877,26 @@ "FleetUtilizationList": { "base": null, "refs": { - "DescribeFleetUtilizationOutput$FleetUtilization": "

Collection of objects containing utilization information for each requested fleet ID.

" + "DescribeFleetUtilizationOutput$FleetUtilization": "

A collection of objects containing utilization information for each requested fleet ID.

" } }, "Float": { "base": null, "refs": { - "PlayerLatency$LatencyInMilliseconds": "

Amount of time that represents the time lag experienced by the player when connected to the specified region.

" + "PlayerLatency$LatencyInMilliseconds": "

Amount of time that represents the time lag experienced by the player when connected to the specified Region.

" } }, "FreeText": { "base": null, "refs": { - "Alias$Description": "

Human-readable description of an alias.

", - "Build$Name": "

Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

", - "Build$Version": "

Version that is associated with a build or script. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.

", - "RoutingStrategy$Message": "

Message text to be used with a terminal routing strategy.

" + "Alias$Description": "

A human-readable description of an alias.

", + "Build$Name": "

A descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

", + "Build$Version": "

Version information that is associated with a build or script. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.

", + "RoutingStrategy$Message": "

The message text to be used with a terminal routing strategy.

" } }, "GameProperty": { - "base": "

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session, such as to specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session; the server process uses the properties as appropriate. For more information, see the Amazon GameLift Developer Guide.

", + "base": "

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the Amazon GameLift Developer Guide.

", "refs": { "GamePropertyList$member": null } @@ -882,25 +904,25 @@ "GamePropertyKey": { "base": null, "refs": { - "GameProperty$Key": "

Game property identifier.

" + "GameProperty$Key": "

The game property identifier.

" } }, "GamePropertyList": { "base": null, "refs": { "CreateGameSessionInput$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "CreateMatchmakingConfigurationInput$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", + "CreateMatchmakingConfigurationInput$GameProperties": "

A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", "GameSession$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

", "GameSessionPlacement$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "MatchmakingConfiguration$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", + "MatchmakingConfiguration$GameProperties": "

A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", "StartGameSessionPlacementInput$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "UpdateMatchmakingConfigurationInput$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

" + "UpdateMatchmakingConfigurationInput$GameProperties": "

A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

" } }, "GamePropertyValue": { "base": null, "refs": { - "GameProperty$Value": "

Game property value.

" + "GameProperty$Value": "

The game property value.

" } }, "GameSession": { @@ -909,13 +931,13 @@ "CreateGameSessionOutput$GameSession": "

Object that describes the newly created game session record.

", "GameSessionDetail$GameSession": "

Object that describes a game session.

", "GameSessionList$member": null, - "UpdateGameSessionOutput$GameSession": "

Object that contains the updated game session metadata.

" + "UpdateGameSessionOutput$GameSession": "

The updated game session metadata.

" } }, "GameSessionActivationTimeoutSeconds": { "base": null, "refs": { - "RuntimeConfiguration$GameSessionActivationTimeoutSeconds": "

Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

" + "RuntimeConfiguration$GameSessionActivationTimeoutSeconds": "

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

" } }, "GameSessionConnectionInfo": { @@ -928,12 +950,12 @@ "base": null, "refs": { "CreateGameSessionInput$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "CreateMatchmakingConfigurationInput$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", + "CreateMatchmakingConfigurationInput$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", "GameSession$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", "GameSessionPlacement$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "MatchmakingConfiguration$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", + "MatchmakingConfiguration$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

", "StartGameSessionPlacementInput$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "UpdateMatchmakingConfigurationInput$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

" + "UpdateMatchmakingConfigurationInput$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

" } }, "GameSessionDetail": { @@ -945,7 +967,7 @@ "GameSessionDetailList": { "base": null, "refs": { - "DescribeGameSessionDetailsOutput$GameSessionDetails": "

Collection of objects containing game session properties and the protection policy currently in force for each session matching the request.

" + "DescribeGameSessionDetailsOutput$GameSessionDetails": "

A collection of objects containing game session properties and the protection policy currently in force for each session matching the request.

" } }, "GameSessionFullException": { @@ -956,8 +978,8 @@ "GameSessionList": { "base": null, "refs": { - "DescribeGameSessionsOutput$GameSessions": "

Collection of objects containing game session properties for each session matching the request.

", - "SearchGameSessionsOutput$GameSessions": "

Collection of objects containing game session properties for each session matching the request.

" + "DescribeGameSessionsOutput$GameSessions": "

A collection of objects containing game session properties for each session matching the request.

", + "SearchGameSessionsOutput$GameSessions": "

A collection of objects containing game session properties for each session matching the request.

" } }, "GameSessionPlacement": { @@ -971,19 +993,19 @@ "GameSessionPlacementState": { "base": null, "refs": { - "GameSessionPlacement$Status": "

Current status of the game session placement request.

" + "GameSessionPlacement$Status": "

Current status of the game session placement request.

" } }, "GameSessionQueue": { "base": "

Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:

", "refs": { - "CreateGameSessionQueueOutput$GameSessionQueue": "

Object that describes the newly created game session queue.

", + "CreateGameSessionQueueOutput$GameSessionQueue": "

An object that describes the newly created game session queue.

", "GameSessionQueueList$member": null, - "UpdateGameSessionQueueOutput$GameSessionQueue": "

Object that describes the newly updated game session queue.

" + "UpdateGameSessionQueueOutput$GameSessionQueue": "

An object that describes the newly updated game session queue.

" } }, "GameSessionQueueDestination": { - "base": "

Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue.

", + "base": "

Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination that is configured for a queue.

", "refs": { "GameSessionQueueDestinationList$member": null } @@ -991,33 +1013,33 @@ "GameSessionQueueDestinationList": { "base": null, "refs": { - "CreateGameSessionQueueInput$Destinations": "

List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

", - "GameSessionQueue$Destinations": "

List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

", - "UpdateGameSessionQueueInput$Destinations": "

List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.

" + "CreateGameSessionQueueInput$Destinations": "

A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

", + "GameSessionQueue$Destinations": "

A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

", + "UpdateGameSessionQueueInput$Destinations": "

A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.

" } }, "GameSessionQueueList": { "base": null, "refs": { - "DescribeGameSessionQueuesOutput$GameSessionQueues": "

Collection of objects that describes the requested game session queues.

" + "DescribeGameSessionQueuesOutput$GameSessionQueues": "

A collection of objects that describe the requested game session queues.

" } }, "GameSessionQueueName": { "base": null, "refs": { - "CreateGameSessionQueueInput$Name": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

", - "DeleteGameSessionQueueInput$Name": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

", - "GameSessionPlacement$GameSessionQueueName": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

", - "GameSessionQueue$Name": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

", + "CreateGameSessionQueueInput$Name": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

", + "DeleteGameSessionQueueInput$Name": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

", + "GameSessionPlacement$GameSessionQueueName": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

", + "GameSessionQueue$Name": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

", "GameSessionQueueNameList$member": null, - "StartGameSessionPlacementInput$GameSessionQueueName": "

Name of the queue to use to place the new game session.

", - "UpdateGameSessionQueueInput$Name": "

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

" + "StartGameSessionPlacementInput$GameSessionQueueName": "

Name of the queue to use to place the new game session. You can use either the qieue name or ARN value.

", + "UpdateGameSessionQueueInput$Name": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

" } }, "GameSessionQueueNameList": { "base": null, "refs": { - "DescribeGameSessionQueuesInput$Names": "

List of queue names to retrieve information for. To request settings for all queues, leave this parameter empty.

" + "DescribeGameSessionQueuesInput$Names": "

A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.

" } }, "GameSessionStatus": { @@ -1057,10 +1079,10 @@ "refs": { "CreateGameSessionInput$GameSessionId": "

This parameter is no longer preferred. Please use IdempotencyToken instead. Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.)

", "CreateGameSessionInput$IdempotencyToken": "

Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.) Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

", - "DescribeGameSessionPlacementInput$PlacementId": "

Unique identifier for a game session placement to retrieve.

", - "GameSessionPlacement$PlacementId": "

Unique identifier for a game session placement.

", - "StartGameSessionPlacementInput$PlacementId": "

Unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.

", - "StopGameSessionPlacementInput$PlacementId": "

Unique identifier for a game session placement to cancel.

" + "DescribeGameSessionPlacementInput$PlacementId": "

A unique identifier for a game session placement to retrieve.

", + "GameSessionPlacement$PlacementId": "

A unique identifier for a game session placement.

", + "StartGameSessionPlacementInput$PlacementId": "

A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.

", + "StopGameSessionPlacementInput$PlacementId": "

A unique identifier for a game session placement to cancel.

" } }, "IdempotentParameterMismatchException": { @@ -1077,7 +1099,7 @@ "InstanceAccess": { "base": "

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.

", "refs": { - "GetInstanceAccessOutput$InstanceAccess": "

Object that contains connection information for a fleet instance, including IP address and access credentials.

" + "GetInstanceAccessOutput$InstanceAccess": "

The connection information for a fleet instance, including IP address and access credentials.

" } }, "InstanceCredentials": { @@ -1089,16 +1111,16 @@ "InstanceId": { "base": null, "refs": { - "DescribeInstancesInput$InstanceId": "

Unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.

", - "GetInstanceAccessInput$InstanceId": "

Unique identifier for an instance you want to get access to. You can access an instance in any status.

", - "Instance$InstanceId": "

Unique identifier for an instance.

", - "InstanceAccess$InstanceId": "

Unique identifier for an instance being accessed.

" + "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 an instance you want to get access to. You can access an instance in any status.

", + "Instance$InstanceId": "

A unique identifier for an instance.

", + "InstanceAccess$InstanceId": "

A unique identifier for an instance being accessed.

" } }, "InstanceList": { "base": null, "refs": { - "DescribeInstancesOutput$Instances": "

Collection of objects containing properties for each instance returned.

" + "DescribeInstancesOutput$Instances": "

A collection of objects containing properties for each instance returned.

" } }, "InstanceStatus": { @@ -1137,15 +1159,15 @@ "IpAddress": { "base": null, "refs": { - "GameSession$IpAddress": "

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": "

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).

", - "Instance$IpAddress": "

IP address assigned to the instance.

", - "InstanceAccess$IpAddress": "

IP address assigned to the instance.

", - "PlayerSession$IpAddress": "

IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

" + "GameSession$IpAddress": "

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

", + "GameSessionPlacement$IpAddress": "

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number. This value is set once the new game session is placed (placement status is FULFILLED).

", + "Instance$IpAddress": "

IP address that is assigned to the instance.

", + "InstanceAccess$IpAddress": "

IP address that is assigned to the instance.

", + "PlayerSession$IpAddress": "

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

" } }, "IpPermission": { - "base": "

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift. New game sessions that are started on the fleet are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For fleets created with a custom game server, the ranges reflect the server's game session assignments. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP for use by the Realtime servers.

", + "base": "

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift hosting resource. New game sessions that are started on the fleet are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For fleets created with a custom game server, the ranges reflect the server's game session assignments. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP for use by the Realtime servers.

", "refs": { "IpPermissionsList$member": null } @@ -1153,22 +1175,22 @@ "IpPermissionsList": { "base": null, "refs": { - "CreateFleetInput$EC2InboundPermissions": "

Range of IP addresses and port settings that permit inbound traffic to access game sessions that running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

", - "DescribeFleetPortSettingsOutput$InboundPermissions": "

Object that contains port settings for the requested fleet ID.

", - "UpdateFleetPortSettingsInput$InboundPermissionAuthorizations": "

Collection of port settings to be added to the fleet record.

", - "UpdateFleetPortSettingsInput$InboundPermissionRevocations": "

Collection of port settings to be removed from the fleet record.

" + "CreateFleetInput$EC2InboundPermissions": "

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

", + "DescribeFleetPortSettingsOutput$InboundPermissions": "

The port settings for the requested fleet ID.

", + "UpdateFleetPortSettingsInput$InboundPermissionAuthorizations": "

A collection of port settings to be added to the fleet record.

", + "UpdateFleetPortSettingsInput$InboundPermissionRevocations": "

A collection of port settings to be removed from the fleet record.

" } }, "IpProtocol": { "base": null, "refs": { - "IpPermission$Protocol": "

Network communication protocol used by the fleet.

" + "IpPermission$Protocol": "

The network communication protocol used by the fleet.

" } }, "LatencyMap": { "base": null, "refs": { - "Player$LatencyInMs": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.

" + "Player$LatencyInMs": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

" } }, "LimitExceededException": { @@ -1216,6 +1238,16 @@ "refs": { } }, + "ListTagsForResourceRequest": { + "base": null, + "refs": { + } + }, + "ListTagsForResourceResponse": { + "base": null, + "refs": { + } + }, "MatchedPlayerSession": { "base": "

Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.

When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.

", "refs": { @@ -1225,7 +1257,7 @@ "MatchedPlayerSessionList": { "base": null, "refs": { - "GameSessionConnectionInfo$MatchedPlayerSessions": "

Collection of player session IDs, one for each player ID that was included in the original matchmaking request.

" + "GameSessionConnectionInfo$MatchedPlayerSessions": "

A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

" } }, "MatchmakerData": { @@ -1238,9 +1270,9 @@ "MatchmakingAcceptanceTimeoutInteger": { "base": null, "refs": { - "CreateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

", - "MatchmakingConfiguration$AcceptanceTimeoutSeconds": "

Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

", - "UpdateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

" + "CreateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

", + "MatchmakingConfiguration$AcceptanceTimeoutSeconds": "

The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

", + "UpdateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

" } }, "MatchmakingConfiguration": { @@ -1248,13 +1280,36 @@ "refs": { "CreateMatchmakingConfigurationOutput$Configuration": "

Object that describes the newly created matchmaking configuration.

", "MatchmakingConfigurationList$member": null, - "UpdateMatchmakingConfigurationOutput$Configuration": "

Object that describes the updated matchmaking configuration.

" + "UpdateMatchmakingConfigurationOutput$Configuration": "

The updated matchmaking configuration.

" + } + }, + "MatchmakingConfigurationArn": { + "base": "Data type used for Matchmaking Configuration ARN.", + "refs": { + "MatchmakingConfiguration$ConfigurationArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

", + "MatchmakingTicket$ConfigurationArn": "

The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

" } }, "MatchmakingConfigurationList": { "base": null, "refs": { - "DescribeMatchmakingConfigurationsOutput$Configurations": "

Collection of requested matchmaking configuration objects.

" + "DescribeMatchmakingConfigurationsOutput$Configurations": "

A collection of requested matchmaking configurations.

" + } + }, + "MatchmakingConfigurationName": { + "base": null, + "refs": { + "DeleteMatchmakingConfigurationInput$Name": "

A unique identifier for a matchmaking configuration. You can use either the configuration name or ARN value.

", + "MatchmakingConfigurationNameList$member": null, + "StartMatchBackfillInput$ConfigurationName": "

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

", + "StartMatchmakingInput$ConfigurationName": "

Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.

", + "UpdateMatchmakingConfigurationInput$Name": "

A unique identifier for a matchmaking configuration to update. You can use either the configuration name or ARN value.

" + } + }, + "MatchmakingConfigurationNameList": { + "base": null, + "refs": { + "DescribeMatchmakingConfigurationsInput$Names": "

A unique identifier for a matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.

" } }, "MatchmakingConfigurationStatus": { @@ -1266,61 +1321,68 @@ "MatchmakingIdList": { "base": null, "refs": { - "DescribeMatchmakingConfigurationsInput$Names": "

Unique identifier for a matchmaking configuration(s) to retrieve. To request all existing configurations, leave this parameter empty.

", - "DescribeMatchmakingInput$TicketIds": "

Unique identifier for a matchmaking ticket. You can include up to 10 ID values.

" + "DescribeMatchmakingInput$TicketIds": "

A unique identifier for a matchmaking ticket. You can include up to 10 ID values.

" } }, "MatchmakingIdStringModel": { "base": null, "refs": { - "AcceptMatchInput$TicketId": "

Unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.

", - "CreateMatchmakingConfigurationInput$Name": "

Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", - "CreateMatchmakingConfigurationInput$RuleSetName": "

Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

", - "CreateMatchmakingRuleSetInput$Name": "

Unique identifier for a matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. (Note: The rule set name is different from the optional \"name\" field in the rule set body.)

", - "DeleteMatchmakingConfigurationInput$Name": "

Unique identifier for a matchmaking configuration

", - "DeleteMatchmakingRuleSetInput$Name": "

Unique identifier for a matchmaking rule set to be deleted. (Note: The rule set name is different from the optional \"name\" field in the rule set body.)

", - "DescribeMatchmakingConfigurationsInput$RuleSetName": "

Unique identifier for a matchmaking rule set. Use this parameter to retrieve all matchmaking configurations that use this rule set.

", - "MatchmakingConfiguration$Name": "

Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", - "MatchmakingConfiguration$RuleSetName": "

Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

", + "AcceptMatchInput$TicketId": "

A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.

", + "CreateMatchmakingConfigurationInput$Name": "

A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", + "CreateMatchmakingRuleSetInput$Name": "

A unique identifier for a matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional name field in the rule set body.

", + "MatchmakingConfiguration$Name": "

A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", + "MatchmakingConfiguration$RuleSetName": "

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

", "MatchmakingIdList$member": null, - "MatchmakingRuleSet$RuleSetName": "

Unique identifier for a matchmaking rule set

", - "MatchmakingRuleSetNameList$member": null, - "MatchmakingTicket$TicketId": "

Unique identifier for a matchmaking ticket.

", + "MatchmakingRuleSet$RuleSetName": "

A unique identifier for a matchmaking rule set

", + "MatchmakingTicket$TicketId": "

A unique identifier for a matchmaking ticket.

", "MatchmakingTicket$ConfigurationName": "

Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

", - "StartMatchBackfillInput$TicketId": "

Unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

", - "StartMatchBackfillInput$ConfigurationName": "

Name of the matchmaker to use for this request. The name of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property. This property contains a matchmaking configuration ARN value, which includes the matchmaker name. (In the ARN value \"arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-4v4\", the matchmaking configuration name is \"MM-4v4\".) Use only the name for this parameter.

", - "StartMatchmakingInput$TicketId": "

Unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

", - "StartMatchmakingInput$ConfigurationName": "

Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same region as this request.

", - "StopMatchmakingInput$TicketId": "

Unique identifier for a matchmaking ticket.

", - "UpdateMatchmakingConfigurationInput$Name": "

Unique identifier for a matchmaking configuration to update.

", - "UpdateMatchmakingConfigurationInput$RuleSetName": "

Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

" + "StartMatchBackfillInput$TicketId": "

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

", + "StartMatchmakingInput$TicketId": "

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

", + "StopMatchmakingInput$TicketId": "

A unique identifier for a matchmaking ticket.

" } }, "MatchmakingRequestTimeoutInteger": { "base": null, "refs": { - "CreateMatchmakingConfigurationInput$RequestTimeoutSeconds": "

Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

", - "MatchmakingConfiguration$RequestTimeoutSeconds": "

Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

", - "UpdateMatchmakingConfigurationInput$RequestTimeoutSeconds": "

Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

" + "CreateMatchmakingConfigurationInput$RequestTimeoutSeconds": "

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

", + "MatchmakingConfiguration$RequestTimeoutSeconds": "

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

", + "UpdateMatchmakingConfigurationInput$RequestTimeoutSeconds": "

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

" } }, "MatchmakingRuleSet": { "base": "

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch Rule Set.

", "refs": { - "CreateMatchmakingRuleSetOutput$RuleSet": "

Object that describes the newly created matchmaking rule set.

", + "CreateMatchmakingRuleSetOutput$RuleSet": "

The newly created matchmaking rule set.

", "MatchmakingRuleSetList$member": null } }, + "MatchmakingRuleSetArn": { + "base": "Data type used for Matchmaking RuleSet ARN.", + "refs": { + "MatchmakingConfiguration$RuleSetArn": "

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

", + "MatchmakingRuleSet$RuleSetArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.

" + } + }, "MatchmakingRuleSetList": { "base": null, "refs": { - "DescribeMatchmakingRuleSetsOutput$RuleSets": "

Collection of requested matchmaking rule set objects.

" + "DescribeMatchmakingRuleSetsOutput$RuleSets": "

A collection of requested matchmaking rule set objects.

" + } + }, + "MatchmakingRuleSetName": { + "base": null, + "refs": { + "CreateMatchmakingConfigurationInput$RuleSetName": "

A unique identifier for a matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

", + "DeleteMatchmakingRuleSetInput$Name": "

A unique identifier for a matchmaking rule set to be deleted. (Note: The rule set name is different from the optional \"name\" field in the rule set body.) You can use either the rule set name or ARN value.

", + "DescribeMatchmakingConfigurationsInput$RuleSetName": "

A unique identifier for a matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.

", + "MatchmakingRuleSetNameList$member": null, + "UpdateMatchmakingConfigurationInput$RuleSetName": "

A unique identifier for a matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

" } }, "MatchmakingRuleSetNameList": { "base": null, "refs": { - "DescribeMatchmakingRuleSetsInput$Names": "

List of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional \"name\" field in the rule set body.)

" + "DescribeMatchmakingRuleSetsInput$Names": "

A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional \"name\" field in the rule set body.) You can use either the rule set name or ARN value.

" } }, "MatchmakingTicket": { @@ -1334,13 +1396,13 @@ "MatchmakingTicketList": { "base": null, "refs": { - "DescribeMatchmakingOutput$TicketList": "

Collection of existing matchmaking ticket objects matching the request.

" + "DescribeMatchmakingOutput$TicketList": "

A collection of existing matchmaking ticket objects matching the request.

" } }, "MaxConcurrentGameSessionActivations": { "base": null, "refs": { - "RuntimeConfiguration$MaxConcurrentGameSessionActivations": "

Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

" + "RuntimeConfiguration$MaxConcurrentGameSessionActivations": "

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

" } }, "MetricGroup": { @@ -1352,7 +1414,7 @@ "MetricGroupList": { "base": null, "refs": { - "CreateFleetInput$MetricGroups": "

Name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

", + "CreateFleetInput$MetricGroups": "

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

", "FleetAttributes$MetricGroups": "

Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.

", "UpdateFleetAttributesInput$MetricGroups": "

Names of metric groups to include this fleet in. Amazon CloudWatch uses a fleet metric group is to aggregate metrics from multiple fleets. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.

" } @@ -1367,15 +1429,15 @@ "NonBlankAndLengthConstraintString": { "base": null, "refs": { - "Alias$Name": "

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

", - "CreateAliasInput$Name": "

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

", - "UpdateAliasInput$Name": "

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

" + "Alias$Name": "

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

", + "CreateAliasInput$Name": "

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

", + "UpdateAliasInput$Name": "

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

" } }, "NonBlankString": { "base": null, "refs": { - "IpPermission$IpRange": "

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

" + "IpPermission$IpRange": "

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

" } }, "NonEmptyString": { @@ -1385,9 +1447,9 @@ "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.

", "ConflictException$Message": null, - "CreateFleetInput$InstanceRoleArn": "

Unique identifier for an AWS IAM role that manages access to your AWS 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, daemons (background processes). Create a role or look up a role's ARN using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

", + "CreateFleetInput$InstanceRoleArn": "

A unique identifier for an AWS IAM role that manages access to your AWS 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 from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

", "Event$Message": "

Additional information related to the event.

", - "FleetAttributes$InstanceRoleArn": "

Unique identifier for an AWS IAM role that manages access to your AWS 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, daemons (background processes). Create a role or look up a role's ARN using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

", + "FleetAttributes$InstanceRoleArn": "

A unique identifier for an AWS IAM role that manages access to your AWS 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 from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

", "FleetCapacityExceededException$Message": null, "GameSessionFullException$Message": null, "IdempotentParameterMismatchException$Message": null, @@ -1399,18 +1461,19 @@ "InvalidRequestException$Message": null, "LatencyMap$key": null, "LimitExceededException$Message": null, - "ListAliasesInput$Name": "

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

", - "ListAliasesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", - "ListAliasesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", + "ListAliasesInput$Name": "

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

", + "ListAliasesInput$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 action. To start at the beginning of the result set, do not specify a value.

", + "ListAliasesOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "ListBuildsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "ListBuildsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "ListScriptsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", - "ListScriptsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", + "ListScriptsInput$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 action. To start at the beginning of the result set, do not specify a value.

", + "ListScriptsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "NotFoundException$Message": null, - "S3Location$Bucket": "

Amazon S3 bucket identifier. This is the name of the S3 bucket.

", - "S3Location$Key": "

Name of the zip file containing the build files or script files.

", - "S3Location$RoleArn": "

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

", - "S3Location$ObjectVersion": "

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

", + "S3Location$Bucket": "

An Amazon S3 bucket identifier. This is the name of the S3 bucket.

", + "S3Location$Key": "

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

", + "S3Location$RoleArn": "

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

", + "S3Location$ObjectVersion": "

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

", + "TaggingFailedException$Message": null, "TerminalRoutingStrategyException$Message": null, "UnauthorizedException$Message": null, "UnsupportedRegionException$Message": null @@ -1420,29 +1483,29 @@ "base": null, "refs": { "AttributeValue$S": "

For single string values. Maximum string length is 100 characters.

", - "CreateAliasInput$Description": "

Human-readable description of an alias.

", - "CreateBuildInput$Name": "

Descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.

", - "CreateBuildInput$Version": "

Version that is associated with a build or script. Version strings do not need to be unique. You can use UpdateBuild to change this value later.

", - "CreateFleetInput$Name": "

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

", - "CreateFleetInput$Description": "

Human-readable description of a fleet.

", - "CreateFleetInput$ServerLaunchPath": "

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a run-time configuration will continue to work.)

", - "CreateFleetInput$ServerLaunchParameters": "

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a run-time configuration will continue to work.)

", - "CreateFleetInput$PeerVpcAwsAccountId": "

Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.

", - "CreateFleetInput$PeerVpcId": "

Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", - "CreateGameSessionInput$Name": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", - "CreateGameSessionInput$CreatorId": "

Unique identifier for a player or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.

", - "CreateMatchmakingConfigurationInput$Description": "

Meaningful description of the matchmaking configuration.

", - "CreatePlayerSessionInput$PlayerId": "

Unique identifier for a player. Player IDs are developer-defined.

", - "CreateScriptInput$Name": "

Descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.

", - "CreateScriptInput$Version": "

Version that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.

", - "CreateVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "

Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", - "CreateVpcPeeringAuthorizationInput$PeerVpcId": "

Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", - "CreateVpcPeeringConnectionInput$PeerVpcAwsAccountId": "

Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.

", - "CreateVpcPeeringConnectionInput$PeerVpcId": "

Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", - "DeleteScalingPolicyInput$Name": "

Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", - "DeleteVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "

Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", - "DeleteVpcPeeringAuthorizationInput$PeerVpcId": "

Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", - "DeleteVpcPeeringConnectionInput$VpcPeeringConnectionId": "

Unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.

", + "CreateAliasInput$Description": "

A human-readable description of the alias.

", + "CreateBuildInput$Name": "

A descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.

", + "CreateBuildInput$Version": "

Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateBuild to change this value later.

", + "CreateFleetInput$Name": "

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

", + "CreateFleetInput$Description": "

A human-readable description of a fleet.

", + "CreateFleetInput$ServerLaunchPath": "

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

", + "CreateFleetInput$ServerLaunchParameters": "

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

", + "CreateFleetInput$PeerVpcAwsAccountId": "

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

", + "CreateFleetInput$PeerVpcId": "

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

", + "CreateGameSessionInput$Name": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

", + "CreateGameSessionInput$CreatorId": "

A unique identifier for a player or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.

", + "CreateMatchmakingConfigurationInput$Description": "

A human-readable description of the matchmaking configuration.

", + "CreatePlayerSessionInput$PlayerId": "

A unique identifier for a player. Player IDs are developer-defined.

", + "CreateScriptInput$Name": "

A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.

", + "CreateScriptInput$Version": "

The version that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.

", + "CreateVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "

A unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", + "CreateVpcPeeringAuthorizationInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "CreateVpcPeeringConnectionInput$PeerVpcAwsAccountId": "

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.

", + "CreateVpcPeeringConnectionInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "DeleteScalingPolicyInput$Name": "

A descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", + "DeleteVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "

A unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", + "DeleteVpcPeeringAuthorizationInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "DeleteVpcPeeringConnectionInput$VpcPeeringConnectionId": "

A unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.

", "DescribeFleetAttributesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", "DescribeFleetAttributesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "DescribeFleetCapacityInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", @@ -1454,83 +1517,83 @@ "DescribeGameSessionDetailsInput$StatusFilter": "

Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).

", "DescribeGameSessionDetailsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeGameSessionDetailsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribeGameSessionQueuesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", - "DescribeGameSessionQueuesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", + "DescribeGameSessionQueuesInput$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 action. To start at the beginning of the result set, do not specify a value.

", + "DescribeGameSessionQueuesOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "DescribeGameSessionsInput$StatusFilter": "

Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory).

", "DescribeGameSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeGameSessionsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "DescribeInstancesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeInstancesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribeMatchmakingConfigurationsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", - "DescribeMatchmakingConfigurationsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribeMatchmakingRuleSetsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", - "DescribeMatchmakingRuleSetsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DescribePlayerSessionsInput$PlayerId": "

Unique identifier for a player to retrieve player sessions for.

", + "DescribeMatchmakingConfigurationsInput$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 action. To start at the beginning of the result set, do not specify a value.

", + "DescribeMatchmakingConfigurationsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", + "DescribeMatchmakingRuleSetsInput$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 action. To start at the beginning of the result set, do not specify a value.

", + "DescribeMatchmakingRuleSetsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", + "DescribePlayerSessionsInput$PlayerId": "

A unique identifier for a player to retrieve player sessions for.

", "DescribePlayerSessionsInput$PlayerSessionStatusFilter": "

Player session status to filter results on.

Possible player session statuses include the following:

", "DescribePlayerSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

", "DescribePlayerSessionsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", "DescribeScalingPoliciesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "DescribeScalingPoliciesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "DesiredPlayerSession$PlayerId": "

Unique identifier for a player to associate with the player session.

", - "Event$EventId": "

Unique identifier for a fleet event.

", - "Event$ResourceId": "

Unique identifier for an event resource, such as a fleet ID.

", + "DesiredPlayerSession$PlayerId": "

A unique identifier for a player to associate with the player session.

", + "Event$EventId": "

A unique identifier for a fleet event.

", + "Event$ResourceId": "

A unique identifier for an event resource, such as a fleet ID.

", "Event$PreSignedLogUrl": "

Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.

", "FleetAttributes$Description": "

Human-readable description of the fleet.

", - "FleetAttributes$Name": "

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

", + "FleetAttributes$Name": "

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

", "FleetAttributes$ServerLaunchPath": "

Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration.

", "FleetAttributes$ServerLaunchParameters": "

Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration.

", - "GameSession$GameSessionId": "

Unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

", - "GameSession$Name": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", - "GameSession$CreatorId": "

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": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", - "GameSessionPlacement$GameSessionId": "

Unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

", - "GameSessionPlacement$GameSessionArn": "

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.

", - "GameSessionPlacement$GameSessionRegion": "

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).

", + "GameSession$GameSessionId": "

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

", + "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).

", + "GameSessionPlacement$GameSessionArn": "

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.

", + "GameSessionPlacement$GameSessionRegion": "

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).

", "GetGameSessionLogUrlOutput$PreSignedUrl": "

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.

", "ListFleetsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "ListFleetsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "MatchedPlayerSession$PlayerId": "

Unique identifier for a player

", - "MatchmakingConfiguration$Description": "

Descriptive label that is associated with matchmaking configuration.

", - "PlacedPlayerSession$PlayerId": "

Unique identifier for a player that is associated with this player session.

", - "Player$PlayerId": "

Unique identifier for a player

", + "MatchedPlayerSession$PlayerId": "

A unique identifier for a player

", + "MatchmakingConfiguration$Description": "

A descriptive label that is associated with matchmaking configuration.

", + "PlacedPlayerSession$PlayerId": "

A unique identifier for a player that is associated with this player session.

", + "Player$PlayerId": "

A unique identifier for a player

", "Player$Team": "

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

", "PlayerAttributeMap$key": null, "PlayerDataMap$key": null, "PlayerIdList$member": null, - "PlayerLatency$PlayerId": "

Unique identifier for a player associated with the latency data.

", - "PlayerLatency$RegionIdentifier": "

Name of the region that is associated with the latency value.

", - "PlayerSession$PlayerId": "

Unique identifier for a player that is associated with this player session.

", - "PlayerSession$GameSessionId": "

Unique identifier for the game session that the player session is connected to.

", - "PutScalingPolicyInput$Name": "

Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

", - "PutScalingPolicyOutput$Name": "

Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", - "ScalingPolicy$Name": "

Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", - "Script$Name": "

Descriptive label that is associated with a script. Script names do not need to be unique.

", - "Script$Version": "

Version that is associated with a build or script. Version strings do not need to be unique.

", + "PlayerLatency$PlayerId": "

A unique identifier for a player associated with the latency data.

", + "PlayerLatency$RegionIdentifier": "

Name of the Region that is associated with the latency value.

", + "PlayerSession$PlayerId": "

A unique identifier for a player that is associated with this player session.

", + "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 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 scaling policy. Policy names do not need to be unique.

", + "ScalingPolicy$Name": "

A descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", + "Script$Name": "

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

", + "Script$Version": "

The version that is associated with a build or script. Version strings do not need to be unique.

", "SearchGameSessionsInput$FilterExpression": "

String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status.

A filter expression can contain one or multiple conditions. Each condition consists of the following:

To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y).

Session search evaluates conditions from left to right using the following precedence rules:

  1. =, <>, <, >, <=, >=

  2. Parentheses

  3. NOT

  4. AND

  5. OR

For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: \"maximumSessions>=10 AND hasAvailablePlayerSessions=true\".

", "SearchGameSessionsInput$SortExpression": "

Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:

For example, this sort expression returns the oldest active sessions first: \"SortExpression\": \"creationTimeMillis ASC\". Results with a null value for the sort operand are returned at the end of the list.

", "SearchGameSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

", "SearchGameSessionsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

", - "ServerProcess$LaunchPath": "

Location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

", - "ServerProcess$Parameters": "

Optional list of parameters to pass to the server executable or Realtime script on launch.

", - "StartGameSessionPlacementInput$GameSessionName": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", + "ServerProcess$LaunchPath": "

The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

", + "ServerProcess$Parameters": "

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

", + "StartGameSessionPlacementInput$GameSessionName": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

", "StringDoubleMap$key": null, "StringList$member": null, - "UpdateAliasInput$Description": "

Human-readable description of an alias.

", - "UpdateBuildInput$Name": "

Descriptive label that is associated with a build. Build names do not need to be unique.

", - "UpdateBuildInput$Version": "

Version that is associated with a build or script. Version strings do not need to be unique.

", - "UpdateFleetAttributesInput$Name": "

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

", + "UpdateAliasInput$Description": "

A human-readable description of the alias.

", + "UpdateBuildInput$Name": "

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

", + "UpdateBuildInput$Version": "

Version information that is associated with a build or script. Version strings do not need to be unique.

", + "UpdateFleetAttributesInput$Name": "

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

", "UpdateFleetAttributesInput$Description": "

Human-readable description of a fleet.

", - "UpdateGameSessionInput$Name": "

Descriptive label that is associated with a game session. Session names do not need to be unique.

", - "UpdateMatchmakingConfigurationInput$Description": "

Descriptive label that is associated with matchmaking configuration.

", - "UpdateScriptInput$Name": "

Descriptive label that is associated with a script. Script names do not need to be unique.

", - "UpdateScriptInput$Version": "

Version that is associated with a build or script. Version strings do not need to be unique.

", - "VpcPeeringAuthorization$GameLiftAwsAccountId": "

Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", + "UpdateGameSessionInput$Name": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

", + "UpdateMatchmakingConfigurationInput$Description": "

A descriptive label that is associated with matchmaking configuration.

", + "UpdateScriptInput$Name": "

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

", + "UpdateScriptInput$Version": "

The version that is associated with a build or script. Version strings do not need to be unique.

", + "VpcPeeringAuthorization$GameLiftAwsAccountId": "

A unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", "VpcPeeringAuthorization$PeerVpcAwsAccountId": "

", - "VpcPeeringAuthorization$PeerVpcId": "

Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "VpcPeeringAuthorization$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", "VpcPeeringConnection$IpV4CidrBlock": "

CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.

", - "VpcPeeringConnection$VpcPeeringConnectionId": "

Unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection.

", - "VpcPeeringConnection$PeerVpcId": "

Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", - "VpcPeeringConnection$GameLiftVpcId": "

Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.

", + "VpcPeeringConnection$VpcPeeringConnectionId": "

A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection.

", + "VpcPeeringConnection$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "VpcPeeringConnection$GameLiftVpcId": "

A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.

", "VpcPeeringConnectionStatus$Code": "

Code indicating the status of a VPC peering connection.

", "VpcPeeringConnectionStatus$Message": "

Additional messaging associated with the connection status.

" } @@ -1544,7 +1607,7 @@ "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.

", - "CreateBuildInput$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. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.

", + "CreateBuildInput$OperatingSystem": "

The operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.

", "FleetAttributes$OperatingSystem": "

Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.

", "Instance$OperatingSystem": "

Operating system that is running on this instance.

", "InstanceAccess$OperatingSystem": "

Operating system that is running on the instance.

" @@ -1559,7 +1622,7 @@ "PlacedPlayerSessionList": { "base": null, "refs": { - "GameSessionPlacement$PlacedPlayerSessions": "

Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

" + "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. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

" } }, "Player": { @@ -1571,7 +1634,7 @@ "PlayerAttributeMap": { "base": null, "refs": { - "Player$PlayerAttributes": "

Collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: \"PlayerAttributes\": {\"skill\": {\"N\": \"23\"}, \"gameMode\": {\"S\": \"deathmatch\"}}.

" + "Player$PlayerAttributes": "

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: \"PlayerAttributes\": {\"skill\": {\"N\": \"23\"}, \"gameMode\": {\"S\": \"deathmatch\"}}.

" } }, "PlayerData": { @@ -1596,7 +1659,7 @@ } }, "PlayerLatency": { - "base": "

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified region. The relative difference between a player's latency values for multiple regions are used to determine which fleets are best suited to place a new game session for the player.

", + "base": "

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.

", "refs": { "PlayerLatencyList$member": null } @@ -1604,12 +1667,12 @@ "PlayerLatencyList": { "base": null, "refs": { - "GameSessionPlacement$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.

", - "StartGameSessionPlacementInput$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

" + "GameSessionPlacement$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

", + "StartGameSessionPlacementInput$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

" } }, "PlayerLatencyPolicy": { - "base": "

Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed at any destination in a region where a player is reporting latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.

", + "base": "

Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed with any fleet in a Region where a player reports latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.

", "refs": { "PlayerLatencyPolicyList$member": null } @@ -1617,16 +1680,16 @@ "PlayerLatencyPolicyList": { "base": null, "refs": { - "CreateGameSessionQueueInput$PlayerLatencyPolicies": "

Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API requests will fail.

", - "GameSessionQueue$PlayerLatencyPolicies": "

Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.

", - "UpdateGameSessionQueueInput$PlayerLatencyPolicies": "

Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.

" + "CreateGameSessionQueueInput$PlayerLatencyPolicies": "

A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API request fails.

", + "GameSessionQueue$PlayerLatencyPolicies": "

A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.

", + "UpdateGameSessionQueueInput$PlayerLatencyPolicies": "

A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.

" } }, "PlayerList": { "base": null, "refs": { "MatchmakingTicket$Players": "

A set of Player objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED, the Player objects include the team the players were assigned to in the resulting match.

", - "StartMatchBackfillInput$Players": "

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

", + "StartMatchBackfillInput$Players": "

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

", "StartMatchmakingInput$Players": "

Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.

" } }, @@ -1647,17 +1710,17 @@ "PlayerSessionId": { "base": null, "refs": { - "DescribePlayerSessionsInput$PlayerSessionId": "

Unique identifier for a player session to retrieve.

", - "MatchedPlayerSession$PlayerSessionId": "

Unique identifier for a player session

", - "PlacedPlayerSession$PlayerSessionId": "

Unique identifier for a player session.

", - "PlayerSession$PlayerSessionId": "

Unique identifier for a player session.

" + "DescribePlayerSessionsInput$PlayerSessionId": "

A unique identifier for a player session to retrieve.

", + "MatchedPlayerSession$PlayerSessionId": "

A unique identifier for a player session

", + "PlacedPlayerSession$PlayerSessionId": "

A unique identifier for a player session.

", + "PlayerSession$PlayerSessionId": "

A unique identifier for a player session.

" } }, "PlayerSessionList": { "base": null, "refs": { - "CreatePlayerSessionsOutput$PlayerSessions": "

Collection of player session objects created for the added players.

", - "DescribePlayerSessionsOutput$PlayerSessions": "

Collection of objects containing properties for each player session that matches the request.

" + "CreatePlayerSessionsOutput$PlayerSessions": "

A collection of player session objects created for the added players.

", + "DescribePlayerSessionsOutput$PlayerSessions": "

A collection of objects containing properties for each player session that matches the request.

" } }, "PlayerSessionStatus": { @@ -1669,8 +1732,8 @@ "PolicyType": { "base": null, "refs": { - "PutScalingPolicyInput$PolicyType": "

Type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

", - "ScalingPolicy$PolicyType": "

Type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

" + "PutScalingPolicyInput$PolicyType": "

The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

", + "ScalingPolicy$PolicyType": "

The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

" } }, "PortNumber": { @@ -1678,49 +1741,49 @@ "refs": { "GameSession$Port": "

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": "

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).

", - "IpPermission$FromPort": "

Starting value for a range of allowed port numbers.

", - "IpPermission$ToPort": "

Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

", + "IpPermission$FromPort": "

A starting value for a range of allowed port numbers.

", + "IpPermission$ToPort": "

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

", "PlayerSession$Port": "

Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

" } }, "PositiveInteger": { "base": null, "refs": { - "DescribeFleetAttributesInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

", - "DescribeFleetCapacityInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

", - "DescribeFleetEventsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", - "DescribeFleetUtilizationInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

", - "DescribeGameSessionDetailsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", - "DescribeGameSessionQueuesInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", - "DescribeGameSessionsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", - "DescribeInstancesInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", - "DescribeMatchmakingConfigurationsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.

", - "DescribePlayerSessionsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

", - "DescribeScalingPoliciesInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "DescribeFleetAttributesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

", + "DescribeFleetCapacityInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

", + "DescribeFleetEventsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "DescribeFleetUtilizationInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

", + "DescribeGameSessionDetailsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "DescribeGameSessionQueuesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "DescribeGameSessionsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "DescribeInstancesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "DescribeMatchmakingConfigurationsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.

", + "DescribePlayerSessionsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

", + "DescribeScalingPoliciesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "GameSessionConnectionInfo$Port": "

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

", "LatencyMap$value": null, - "ListAliasesInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", - "ListBuildsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", - "ListFleetsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", - "ListScriptsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "ListAliasesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "ListBuildsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "ListFleetsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "ListScriptsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "PutScalingPolicyInput$EvaluationPeriods": "

Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

", "ScalingPolicy$EvaluationPeriods": "

Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

", - "SearchGameSessionsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.

", - "ServerProcess$ConcurrentExecutions": "

Number of server processes using this configuration to run concurrently on an instance.

" + "SearchGameSessionsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.

", + "ServerProcess$ConcurrentExecutions": "

The number of server processes that use this configuration to run concurrently on an instance.

" } }, "PositiveLong": { "base": null, "refs": { "Build$SizeOnDisk": "

File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.

", - "Script$SizeOnDisk": "

File size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at \"0\".

" + "Script$SizeOnDisk": "

The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at \"0\".

" } }, "ProtectionPolicy": { "base": null, "refs": { - "CreateFleetInput$NewGameSessionProtectionPolicy": "

Game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

", - "FleetAttributes$NewGameSessionProtectionPolicy": "

Type of game session protection to set for all new instances started in the fleet.

", + "CreateFleetInput$NewGameSessionProtectionPolicy": "

A game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

", + "FleetAttributes$NewGameSessionProtectionPolicy": "

The type of game session protection to set for all new instances started in the fleet.

", "GameSessionDetail$ProtectionPolicy": "

Current status of protection for the game session.

", "UpdateFleetAttributesInput$NewGameSessionProtectionPolicy": "

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.

", "UpdateGameSessionInput$ProtectionPolicy": "

Game session protection policy to apply to this game session only.

" @@ -1739,9 +1802,9 @@ "QueueArnsList": { "base": null, "refs": { - "CreateMatchmakingConfigurationInput$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>:<aws account>:gamesessionqueue/<queue name>. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

", - "MatchmakingConfiguration$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>:<aws account>:gamesessionqueue/<queue name>. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

", - "UpdateMatchmakingConfigurationInput$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>:<aws account>:gamesessionqueue/<queue name>. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

" + "CreateMatchmakingConfigurationInput$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

", + "MatchmakingConfiguration$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

", + "UpdateMatchmakingConfigurationInput$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

" } }, "RequestUploadCredentialsInput": { @@ -1765,67 +1828,67 @@ } }, "ResourceCreationLimitPolicy": { - "base": "

Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: \"An individual player can create a maximum number of new game sessions within a specified time period\".

The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes.

", + "base": "

A policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: \"An individual player can create a maximum number of new game sessions within a specified time period\".

The policy is evaluated when a player tries to create a new game session. For example: Assume you have a policy of 10 new game sessions and a time period of 60 minutes. On receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes.

", "refs": { - "CreateFleetInput$ResourceCreationLimitPolicy": "

Policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

", + "CreateFleetInput$ResourceCreationLimitPolicy": "

A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

", "FleetAttributes$ResourceCreationLimitPolicy": "

Fleet policy to limit the number of game sessions an individual player can create over a span of time.

", "UpdateFleetAttributesInput$ResourceCreationLimitPolicy": "

Policy that limits the number of game sessions an individual player can create over a span of time.

" } }, "RoutingStrategy": { - "base": "

Routing configuration for a fleet alias.

", + "base": "

The routing configuration for a fleet alias.

", "refs": { - "Alias$RoutingStrategy": "

Alias configuration for the alias, including routing type and settings.

", - "CreateAliasInput$RoutingStrategy": "

Object that specifies the fleet and routing type to use for the alias.

", - "UpdateAliasInput$RoutingStrategy": "

Object that specifies the fleet and routing type to use for the alias.

" + "Alias$RoutingStrategy": "

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

", + "CreateAliasInput$RoutingStrategy": "

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

", + "UpdateAliasInput$RoutingStrategy": "

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

" } }, "RoutingStrategyType": { "base": null, "refs": { - "ListAliasesInput$RoutingStrategyType": "

Type of routing to filter results on. Use this parameter to retrieve only aliases of a certain type. To retrieve all aliases, leave this parameter empty.

Possible routing types include the following:

", - "RoutingStrategy$Type": "

Type of routing strategy.

Possible routing types include the following:

" + "ListAliasesInput$RoutingStrategyType": "

The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty.

Possible routing types include the following:

", + "RoutingStrategy$Type": "

The type of routing strategy for the alias.

Possible routing types include the following:

" } }, "RuleSetBody": { "base": null, "refs": { - "CreateMatchmakingRuleSetInput$RuleSetBody": "

Collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

", - "MatchmakingRuleSet$RuleSetBody": "

Collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

", - "ValidateMatchmakingRuleSetInput$RuleSetBody": "

Collection of matchmaking rules to validate, formatted as a JSON string.

" + "CreateMatchmakingRuleSetInput$RuleSetBody": "

A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

", + "MatchmakingRuleSet$RuleSetBody": "

A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

", + "ValidateMatchmakingRuleSetInput$RuleSetBody": "

A collection of matchmaking rules to validate, formatted as a JSON string.

" } }, "RuleSetLimit": { "base": null, "refs": { - "DescribeMatchmakingRuleSetsInput$Limit": "

Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" + "DescribeMatchmakingRuleSetsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" } }, "RuntimeConfiguration": { - "base": "

A collection of server process configurations that describe what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. An instance regularly checks for an updated run-time configuration.

The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Learn more about Running Multiple Processes on a Fleet .

A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes in a run-time configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object.

", + "base": "

A collection of server process configurations that describe what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. Each instance regularly checks for an updated runtime configuration.

The runtime configuration enables the instances in a fleet to run multiple processes simultaneously. Learn more about Running Multiple Processes on a Fleet .

A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object.

", "refs": { - "CreateFleetInput$RuntimeConfiguration": "

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The run-time configuration lists the types of server processes to run on an instance and includes the following configuration settings: the server executable or launch script file, launch parameters, and the number of processes to run concurrently on each instance. A CreateFleet request must include a run-time configuration with at least one server process configuration.

", + "CreateFleetInput$RuntimeConfiguration": "

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, although requests that contain values for these parameters instead of a runtime configuration will continue to work.) This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration replaced these parameters, but fleets that use them will continue to work.

", "DescribeRuntimeConfigurationOutput$RuntimeConfiguration": "

Instructions describing how server processes should be launched and maintained on each instance in the fleet.

", - "UpdateRuntimeConfigurationInput$RuntimeConfiguration": "

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The run-time configuration lists the types of server processes to run on an instance and includes the following configuration settings: the server executable or launch script file, launch parameters, and the number of processes to run concurrently on each instance. A CreateFleet request must include a run-time configuration with at least one server process configuration.

", - "UpdateRuntimeConfigurationOutput$RuntimeConfiguration": "

The run-time configuration currently in force. If the update was successful, this object matches the one in the request.

" + "UpdateRuntimeConfigurationInput$RuntimeConfiguration": "

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance and includes the following configuration settings: the server executable or launch script file, launch parameters, and the number of processes to run concurrently on each instance. A CreateFleet request must include a runtime configuration with at least one server process configuration.

", + "UpdateRuntimeConfigurationOutput$RuntimeConfiguration": "

The runtime configuration currently in force. If the update was successful, this object matches the one in the request.

" } }, "S3Location": { - "base": "

Location in Amazon Simple Storage Service (Amazon S3) where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

", + "base": "

The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

", "refs": { - "CreateBuildInput$StorageLocation": "

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

", + "CreateBuildInput$StorageLocation": "

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

", "CreateBuildOutput$StorageLocation": "

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

", - "CreateScriptInput$StorageLocation": "

Location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

", + "CreateScriptInput$StorageLocation": "

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

", "RequestUploadCredentialsOutput$StorageLocation": "

Amazon S3 path and key, identifying where the game build files are stored.

", "Script$StorageLocation": null, - "UpdateScriptInput$StorageLocation": "

Location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

" + "UpdateScriptInput$StorageLocation": "

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

" } }, "ScalingAdjustmentType": { "base": null, "refs": { - "PutScalingPolicyInput$ScalingAdjustmentType": "

Type of adjustment to make to a fleet's instance count (see FleetCapacity):

", - "ScalingPolicy$ScalingAdjustmentType": "

Type of adjustment to make to a fleet's instance count (see FleetCapacity):

" + "PutScalingPolicyInput$ScalingAdjustmentType": "

The type of adjustment to make to a fleet's instance count (see FleetCapacity):

", + "ScalingPolicy$ScalingAdjustmentType": "

The type of adjustment to make to a fleet's instance count (see FleetCapacity):

" } }, "ScalingPolicy": { @@ -1837,7 +1900,7 @@ "ScalingPolicyList": { "base": null, "refs": { - "DescribeScalingPoliciesOutput$ScalingPolicies": "

Collection of objects containing the scaling policies matching the request.

" + "DescribeScalingPoliciesOutput$ScalingPolicies": "

A collection of objects containing the scaling policies matching the request.

" } }, "ScalingStatusType": { @@ -1850,28 +1913,35 @@ "Script": { "base": "

Properties describing a Realtime script.

Related operations

", "refs": { - "CreateScriptOutput$Script": "

The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

", - "DescribeScriptOutput$Script": "

Set of properties describing the requested script.

", + "CreateScriptOutput$Script": "

The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

", + "DescribeScriptOutput$Script": "

A set of properties describing the requested script.

", "ScriptList$member": null, "UpdateScriptOutput$Script": "

The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

" } }, + "ScriptArn": { + "base": null, + "refs": { + "FleetAttributes$ScriptArn": "

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

", + "Script$ScriptArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.

" + } + }, "ScriptId": { "base": null, "refs": { - "CreateFleetInput$ScriptId": "

Unique identifier for a Realtime script to be deployed on the new fleet. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

", - "DeleteScriptInput$ScriptId": "

Unique identifier for a Realtime script to delete.

", - "DescribeScriptInput$ScriptId": "

Unique identifier for a Realtime script to retrieve properties for.

", - "FleetAttributes$ScriptId": "

Unique identifier for a Realtime script.

", - "ListFleetsInput$ScriptId": "

Unique identifier for a Realtime script to return fleets for. Use this parameter to return only fleets using the specified script. To retrieve all fleets, leave this parameter empty.

", - "Script$ScriptId": "

Unique identifier for a Realtime script

", - "UpdateScriptInput$ScriptId": "

Unique identifier for a Realtime script to update.

" + "CreateFleetInput$ScriptId": "

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

", + "DeleteScriptInput$ScriptId": "

A unique identifier for a Realtime script to delete. You can use either the script ID or ARN value.

", + "DescribeScriptInput$ScriptId": "

A unique identifier for a Realtime script to retrieve properties for. You can use either the script ID or ARN value.

", + "FleetAttributes$ScriptId": "

A unique identifier for a Realtime script.

", + "ListFleetsInput$ScriptId": "

A unique identifier for a Realtime script to return fleets for. Use this parameter to return only fleets using the specified script. Use either the script ID or ARN value.To retrieve all fleets, leave this parameter empty.

", + "Script$ScriptId": "

A unique identifier for a Realtime script

", + "UpdateScriptInput$ScriptId": "

A unique identifier for a Realtime script to update. You can use either the script ID or ARN value.

" } }, "ScriptList": { "base": null, "refs": { - "ListScriptsOutput$Scripts": "

Set of properties describing the requested script.

" + "ListScriptsOutput$Scripts": "

A set of properties describing the requested script.

" } }, "SearchGameSessionsInput": { @@ -1893,15 +1963,15 @@ "ServerProcessList": { "base": null, "refs": { - "RuntimeConfiguration$ServerProcesses": "

Collection of server process configurations that describe which server processes to run on each instance in a fleet.

" + "RuntimeConfiguration$ServerProcesses": "

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

" } }, "SnsArnStringModel": { "base": null, "refs": { - "CreateMatchmakingConfigurationInput$NotificationTarget": "

SNS topic ARN that is set up to receive matchmaking notifications.

", - "MatchmakingConfiguration$NotificationTarget": "

SNS topic ARN that is set up to receive matchmaking notifications.

", - "UpdateMatchmakingConfigurationInput$NotificationTarget": "

SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

" + "CreateMatchmakingConfigurationInput$NotificationTarget": "

An SNS topic ARN that is set up to receive matchmaking notifications.

", + "MatchmakingConfiguration$NotificationTarget": "

An SNS topic ARN that is set up to receive matchmaking notifications.

", + "UpdateMatchmakingConfigurationInput$NotificationTarget": "

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

" } }, "StartFleetActionsInput": { @@ -1983,7 +2053,7 @@ "StringList": { "base": null, "refs": { - "AcceptMatchInput$PlayerIds": "

Unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.

", + "AcceptMatchInput$PlayerIds": "

A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.

", "AttributeValue$SL": "

For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

", "CreateFleetInput$LogPaths": "

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

", "FleetAttributes$LogPaths": "

Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:\\game\\logs (for Windows) or /local/game/logs (for Linux). Use the Amazon GameLift console to access stored logs.

" @@ -1992,16 +2062,70 @@ "StringModel": { "base": null, "refs": { - "GameSessionConnectionInfo$IpAddress": "

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": "

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

", "MatchmakingTicket$StatusReason": "

Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING status after a proposed match fails to receive player acceptances.

", "MatchmakingTicket$StatusMessage": "

Additional information about the current status.

" } }, + "Tag": { + "base": "

A label that can be assigned to a GameLift resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related operations

", + "refs": { + "TagList$member": null + } + }, + "TagKey": { + "base": null, + "refs": { + "Tag$Key": "

The key for a developer-defined key:value pair for tagging an AWS resource.

", + "TagKeyList$member": null + } + }, + "TagKeyList": { + "base": null, + "refs": { + "UntagResourceRequest$TagKeys": "

A list of one or more tags to remove from the specified GameLift resource. Tags are developer-defined and structured as key-value pairs.

" + } + }, + "TagList": { + "base": null, + "refs": { + "CreateAliasInput$Tags": "

A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", + "CreateBuildInput$Tags": "

A list of labels to assign to the new build resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", + "CreateFleetInput$Tags": "

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", + "CreateGameSessionQueueInput$Tags": "

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", + "CreateMatchmakingConfigurationInput$Tags": "

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", + "CreateMatchmakingRuleSetInput$Tags": "

A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", + "CreateScriptInput$Tags": "

A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", + "ListTagsForResourceResponse$Tags": "

The collection of tags that have been assigned to the specified resource.

", + "TagResourceRequest$Tags": "

A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging AWS Resources for actual tagging limits.

" + } + }, + "TagResourceRequest": { + "base": null, + "refs": { + } + }, + "TagResourceResponse": { + "base": null, + "refs": { + } + }, + "TagValue": { + "base": null, + "refs": { + "Tag$Value": "

The value for a developer-defined key:value pair for tagging an AWS resource.

" + } + }, + "TaggingFailedException": { + "base": "

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

", + "refs": { + } + }, "TargetConfiguration": { "base": "

Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.

", "refs": { - "PutScalingPolicyInput$TargetConfiguration": "

Object that contains settings for a target-based scaling policy.

", - "ScalingPolicy$TargetConfiguration": "

Object that contains settings for a target-based scaling policy.

" + "PutScalingPolicyInput$TargetConfiguration": "

The settings for a target-based scaling policy.

", + "ScalingPolicy$TargetConfiguration": "

The settings for a target-based scaling policy.

" } }, "TerminalRoutingStrategyException": { @@ -2012,8 +2136,8 @@ "Timestamp": { "base": null, "refs": { - "Alias$CreationTime": "

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

", - "Alias$LastUpdatedTime": "

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

", + "Alias$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\").

", + "Alias$LastUpdatedTime": "

The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", "Build$CreationTime": "

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

", "DescribeFleetEventsInput$StartTime": "

Earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\").

", "DescribeFleetEventsInput$EndTime": "

Most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\").

", @@ -2025,13 +2149,13 @@ "GameSessionPlacement$StartTime": "

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\").

", "GameSessionPlacement$EndTime": "

Time stamp indicating when this request was completed, canceled, or timed out.

", "Instance$CreationTime": "

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

", - "MatchmakingConfiguration$CreationTime": "

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

", - "MatchmakingRuleSet$CreationTime": "

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

", + "MatchmakingConfiguration$CreationTime": "

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

", + "MatchmakingRuleSet$CreationTime": "

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

", "MatchmakingTicket$StartTime": "

Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", "MatchmakingTicket$EndTime": "

Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", "PlayerSession$CreationTime": "

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

", "PlayerSession$TerminationTime": "

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

", - "Script$CreationTime": "

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

", + "Script$CreationTime": "

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

", "VpcPeeringAuthorization$CreationTime": "

Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", "VpcPeeringAuthorization$ExpirationTime": "

Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" } @@ -2042,7 +2166,17 @@ } }, "UnsupportedRegionException": { - "base": "

The requested operation is not supported in the region specified.

", + "base": "

The requested operation is not supported in the Region specified.

", + "refs": { + } + }, + "UntagResourceRequest": { + "base": null, + "refs": { + } + }, + "UntagResourceResponse": { + "base": null, "refs": { } }, @@ -2166,7 +2300,7 @@ "VpcPeeringAuthorizationList": { "base": null, "refs": { - "DescribeVpcPeeringAuthorizationsOutput$VpcPeeringAuthorizations": "

Collection of objects that describe all valid VPC peering operations for the current AWS account.

" + "DescribeVpcPeeringAuthorizationsOutput$VpcPeeringAuthorizations": "

A collection of objects that describe all valid VPC peering operations for the current AWS account.

" } }, "VpcPeeringConnection": { @@ -2178,24 +2312,24 @@ "VpcPeeringConnectionList": { "base": null, "refs": { - "DescribeVpcPeeringConnectionsOutput$VpcPeeringConnections": "

Collection of VPC peering connection records that match the request.

" + "DescribeVpcPeeringConnectionsOutput$VpcPeeringConnections": "

A collection of VPC peering connection records that match the request.

" } }, "VpcPeeringConnectionStatus": { "base": "

Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet Event.

", "refs": { - "VpcPeeringConnection$Status": "

Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.

" + "VpcPeeringConnection$Status": "

The status information about the connection. Status indicates if a connection is pending, successful, or failed.

" } }, "WholeNumber": { "base": null, "refs": { - "CreateGameSessionInput$MaximumPlayerSessionCount": "

Maximum number of players that can be connected simultaneously to the game session.

", - "CreateGameSessionQueueInput$TimeoutInSeconds": "

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.

", - "CreateMatchmakingConfigurationInput$AdditionalPlayerCount": "

Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

", + "CreateGameSessionInput$MaximumPlayerSessionCount": "

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.

", + "CreateMatchmakingConfigurationInput$AdditionalPlayerCount": "

The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.

", "EC2InstanceCounts$DESIRED": "

Ideal number of active instances in the fleet.

", - "EC2InstanceCounts$MINIMUM": "

Minimum value allowed for the fleet's instance count.

", - "EC2InstanceCounts$MAXIMUM": "

Maximum value allowed for the fleet's instance count.

", + "EC2InstanceCounts$MINIMUM": "

The minimum value allowed for the fleet's instance count.

", + "EC2InstanceCounts$MAXIMUM": "

The maximum value allowed for the fleet's instance count.

", "EC2InstanceCounts$PENDING": "

Number of instances in the fleet that are starting but not yet active.

", "EC2InstanceCounts$ACTIVE": "

Actual number of active instances in the fleet.

", "EC2InstanceCounts$IDLE": "

Number of active instances in the fleet that are not currently hosting a game session.

", @@ -2205,31 +2339,31 @@ "FleetUtilization$ActiveServerProcessCount": "

Number of server processes in an ACTIVE status currently running across all instances in the fleet

", "FleetUtilization$ActiveGameSessionCount": "

Number of active game sessions currently being hosted on all instances in the fleet.

", "FleetUtilization$CurrentPlayerSessionCount": "

Number of active player sessions currently being hosted on all instances in the fleet.

", - "FleetUtilization$MaximumPlayerSessionCount": "

Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.

", + "FleetUtilization$MaximumPlayerSessionCount": "

The maximum number of players allowed across all game sessions currently being hosted on all instances in the fleet.

", "GameSession$CurrentPlayerSessionCount": "

Number of players currently in the game session.

", - "GameSession$MaximumPlayerSessionCount": "

Maximum number of players that can be connected simultaneously to the game session.

", - "GameSessionPlacement$MaximumPlayerSessionCount": "

Maximum number of players that can be connected simultaneously to the game session.

", - "GameSessionQueue$TimeoutInSeconds": "

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.

", - "MatchmakingConfiguration$AdditionalPlayerCount": "

Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

", + "GameSession$MaximumPlayerSessionCount": "

The maximum number of players that can be connected simultaneously to the game session.

", + "GameSessionPlacement$MaximumPlayerSessionCount": "

The maximum number of players that can be connected simultaneously to the game session.

", + "GameSessionQueue$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.

", + "MatchmakingConfiguration$AdditionalPlayerCount": "

The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.

", "MatchmakingTicket$EstimatedWaitTime": "

Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.

", "PlayerLatencyPolicy$MaximumIndividualPlayerLatencyMilliseconds": "

The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

", "PlayerLatencyPolicy$PolicyDurationSeconds": "

The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.

", - "ResourceCreationLimitPolicy$NewGameSessionsPerCreator": "

Maximum number of game sessions that an individual can create during the policy period.

", - "ResourceCreationLimitPolicy$PolicyPeriodInMinutes": "

Time span used in evaluating the resource creation limit policy.

", - "StartGameSessionPlacementInput$MaximumPlayerSessionCount": "

Maximum number of players that can be connected simultaneously to the game session.

", + "ResourceCreationLimitPolicy$NewGameSessionsPerCreator": "

The maximum number of game sessions that an individual can create during the policy period.

", + "ResourceCreationLimitPolicy$PolicyPeriodInMinutes": "

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": "

Number of EC2 instances you want this fleet to host.

", - "UpdateFleetCapacityInput$MinSize": "

Minimum value allowed for the fleet's instance count. Default if not set is 0.

", - "UpdateFleetCapacityInput$MaxSize": "

Maximum value allowed for the fleet's instance count. Default if not set is 1.

", - "UpdateGameSessionInput$MaximumPlayerSessionCount": "

Maximum number of players that can be connected simultaneously to the game session.

", - "UpdateGameSessionQueueInput$TimeoutInSeconds": "

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.

", - "UpdateMatchmakingConfigurationInput$AdditionalPlayerCount": "

Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

" + "UpdateFleetCapacityInput$MinSize": "

The minimum value allowed for the fleet's instance count. Default if not set is 0.

", + "UpdateFleetCapacityInput$MaxSize": "

The maximum value allowed for the fleet's instance count. Default if not set is 1.

", + "UpdateGameSessionInput$MaximumPlayerSessionCount": "

The maximum number of players that can be connected simultaneously to the game session.

", + "UpdateGameSessionQueueInput$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.

", + "UpdateMatchmakingConfigurationInput$AdditionalPlayerCount": "

The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.

" } }, "ZipBlob": { "base": null, "refs": { - "CreateScriptInput$ZipFile": "

Data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

", - "UpdateScriptInput$ZipFile": "

Data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

" + "CreateScriptInput$ZipFile": "

A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

", + "UpdateScriptInput$ZipFile": "

A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

" } } } diff --git a/models/apis/lex-models/2017-04-19/api-2.json b/models/apis/lex-models/2017-04-19/api-2.json index 976e32ea04a..3f728ab5b53 100644 --- a/models/apis/lex-models/2017-04-19/api-2.json +++ b/models/apis/lex-models/2017-04-19/api-2.json @@ -631,7 +631,8 @@ "botName":{"shape":"BotName"}, "lastUpdatedDate":{"shape":"Timestamp"}, "createdDate":{"shape":"Timestamp"}, - "checksum":{"shape":"String"} + "checksum":{"shape":"String"}, + "conversationLogs":{"shape":"ConversationLogsResponse"} } }, "BotAliasMetadataList":{ @@ -780,6 +781,24 @@ "CustomPayload" ] }, + "ConversationLogsRequest":{ + "type":"structure", + "required":[ + "logSettings", + "iamRoleArn" + ], + "members":{ + "logSettings":{"shape":"LogSettingsRequestList"}, + "iamRoleArn":{"shape":"IamRoleArn"} + } + }, + "ConversationLogsResponse":{ + "type":"structure", + "members":{ + "logSettings":{"shape":"LogSettingsResponseList"}, + "iamRoleArn":{"shape":"IamRoleArn"} + } + }, "Count":{"type":"integer"}, "CreateBotVersionRequest":{ "type":"structure", @@ -1035,6 +1054,13 @@ "max":200, "min":0 }, + "Destination":{ + "type":"string", + "enum":[ + "CLOUDWATCH_LOGS", + "S3" + ] + }, "EnumerationValue":{ "type":"structure", "required":["value"], @@ -1118,7 +1144,8 @@ "botName":{"shape":"BotName"}, "lastUpdatedDate":{"shape":"Timestamp"}, "createdDate":{"shape":"Timestamp"}, - "checksum":{"shape":"String"} + "checksum":{"shape":"String"}, + "conversationLogs":{"shape":"ConversationLogsResponse"} } }, "GetBotAliasesRequest":{ @@ -1697,6 +1724,12 @@ "max":5, "min":1 }, + "IamRoleArn":{ + "type":"string", + "max":2048, + "min":20, + "pattern":"^arn:[\\w\\-]+:iam::[\\d]{12}:role\\/[\\w+=,\\.@\\-]{1,64}$" + }, "ImportStatus":{ "type":"string", "enum":[ @@ -1755,6 +1788,12 @@ "exception":true, "fault":true }, + "KmsKeyArn":{ + "type":"string", + "max":2048, + "min":20, + "pattern":"^arn:[\\w\\-]+:kms:[\\w\\-]+:[\\d]{12}:(?:key\\/[\\w\\-]+|alias\\/[a-zA-Z0-9:\\/_\\-]{1,256})$" + }, "LambdaARN":{ "type":"string", "max":2048, @@ -1794,6 +1833,45 @@ "type":"list", "member":{"shape":"Locale"} }, + "LogSettingsRequest":{ + "type":"structure", + "required":[ + "logType", + "destination", + "resourceArn" + ], + "members":{ + "logType":{"shape":"LogType"}, + "destination":{"shape":"Destination"}, + "kmsKeyArn":{"shape":"KmsKeyArn"}, + "resourceArn":{"shape":"ResourceArn"} + } + }, + "LogSettingsRequestList":{ + "type":"list", + "member":{"shape":"LogSettingsRequest"} + }, + "LogSettingsResponse":{ + "type":"structure", + "members":{ + "logType":{"shape":"LogType"}, + "destination":{"shape":"Destination"}, + "kmsKeyArn":{"shape":"KmsKeyArn"}, + "resourceArn":{"shape":"ResourceArn"}, + "resourcePrefix":{"shape":"ResourcePrefix"} + } + }, + "LogSettingsResponseList":{ + "type":"list", + "member":{"shape":"LogSettingsResponse"} + }, + "LogType":{ + "type":"string", + "enum":[ + "AUDIO", + "TEXT" + ] + }, "MaxResults":{ "type":"integer", "box":true, @@ -1851,6 +1929,13 @@ "min":1, "pattern":"[0-9]+" }, + "ObfuscationSetting":{ + "type":"string", + "enum":[ + "NONE", + "DEFAULT_OBFUSCATION" + ] + }, "PreconditionFailedException":{ "type":"structure", "members":{ @@ -1908,7 +1993,8 @@ "location":"uri", "locationName":"botName" }, - "checksum":{"shape":"String"} + "checksum":{"shape":"String"}, + "conversationLogs":{"shape":"ConversationLogsRequest"} } }, "PutBotAliasResponse":{ @@ -1920,7 +2006,8 @@ "botName":{"shape":"BotName"}, "lastUpdatedDate":{"shape":"Timestamp"}, "createdDate":{"shape":"Timestamp"}, - "checksum":{"shape":"String"} + "checksum":{"shape":"String"}, + "conversationLogs":{"shape":"ConversationLogsResponse"} } }, "PutBotRequest":{ @@ -2055,6 +2142,12 @@ "BotChannel" ] }, + "ResourceArn":{ + "type":"string", + "max":2048, + "min":1, + "pattern":"^arn:[\\w\\-]+:(?:logs:[\\w\\-]+:[\\d]{12}:log-group:[\\.\\-_/#A-Za-z0-9]{1,512}(?::\\*)?|s3:::[a-z0-9][\\.\\-a-z0-9]{1,61}[a-z0-9])$" + }, "ResourceInUseException":{ "type":"structure", "members":{ @@ -2064,6 +2157,10 @@ "error":{"httpStatusCode":400}, "exception":true }, + "ResourcePrefix":{ + "type":"string", + "max":1024 + }, "ResourceReference":{ "type":"structure", "members":{ @@ -2104,7 +2201,8 @@ "valueElicitationPrompt":{"shape":"Prompt"}, "priority":{"shape":"Priority"}, "sampleUtterances":{"shape":"SlotUtteranceList"}, - "responseCard":{"shape":"ResponseCard"} + "responseCard":{"shape":"ResponseCard"}, + "obfuscationSetting":{"shape":"ObfuscationSetting"} } }, "SlotConstraint":{ diff --git a/models/apis/lex-models/2017-04-19/docs-2.json b/models/apis/lex-models/2017-04-19/docs-2.json index c6c4ceaa56c..8f51fc416a4 100644 --- a/models/apis/lex-models/2017-04-19/docs-2.json +++ b/models/apis/lex-models/2017-04-19/docs-2.json @@ -278,6 +278,20 @@ "Message$contentType": "

The content type of the message string.

" } }, + "ConversationLogsRequest": { + "base": "

Provides the settings needed for conversation logs.

", + "refs": { + "PutBotAliasRequest$conversationLogs": "

Settings that determine how Amazon Lex uses conversation logs for the alias.

" + } + }, + "ConversationLogsResponse": { + "base": "

Contains information about conversation log settings.

", + "refs": { + "BotAliasMetadata$conversationLogs": "

Settings that determine how Amazon Lex uses conversation logs for the alias.

", + "GetBotAliasResponse$conversationLogs": "

The settings that determine how Amazon Lex uses conversation logs for the alias.

", + "PutBotAliasResponse$conversationLogs": "

The settings that determine how Amazon Lex uses conversation logs for the alias.

" + } + }, "Count": { "base": null, "refs": { @@ -393,6 +407,13 @@ "SlotTypeMetadata$description": "

A description of the slot type.

" } }, + "Destination": { + "base": null, + "refs": { + "LogSettingsRequest$destination": "

Where the logs will be delivered. Text logs are delivered to a CloudWatch Logs log group. Audio logs are delivered to an S3 bucket.

", + "LogSettingsResponse$destination": "

The destination where logs are delivered.

" + } + }, "EnumerationValue": { "base": "

Each slot type can have a set of values. Each enumeration value represents a value the slot type can take.

For example, a pizza ordering bot could have a slot type that specifies the type of crust that the pizza should have. The slot type could include the values

", "refs": { @@ -641,6 +662,13 @@ "Message$groupNumber": "

Identifies the message group that the message belongs to. When a group is assigned to a message, Amazon Lex returns one message from each group in the response.

" } }, + "IamRoleArn": { + "base": null, + "refs": { + "ConversationLogsRequest$iamRoleArn": "

The Amazon Resource Name (ARN) of an IAM role with permission to write to your CloudWatch Logs for text logs and your S3 bucket for audio logs. For more information, see Creating Conversation Logs.

", + "ConversationLogsResponse$iamRoleArn": "

The Amazon Resource Name (ARN) of the IAM role used to write your logs to CloudWatch Logs or an S3 bucket.

" + } + }, "ImportStatus": { "base": null, "refs": { @@ -707,6 +735,13 @@ "refs": { } }, + "KmsKeyArn": { + "base": null, + "refs": { + "LogSettingsRequest$kmsKeyArn": "

The Amazon Resource Name (ARN) of the AWS KMS customer managed key for encrypting audio logs delivered to an S3 bucket. The key does not apply to CloudWatch Logs and is optional for S3 buckets.

", + "LogSettingsResponse$kmsKeyArn": "

The Amazon Resource Name (ARN) of the key used to encrypt audio logs in an S3 bucket.

" + } + }, "LambdaARN": { "base": null, "refs": { @@ -750,6 +785,37 @@ "GetBuiltinIntentResponse$supportedLocales": "

A list of locales that the intent supports.

" } }, + "LogSettingsRequest": { + "base": "

Settings used to configure conversation logs.

", + "refs": { + "LogSettingsRequestList$member": null + } + }, + "LogSettingsRequestList": { + "base": null, + "refs": { + "ConversationLogsRequest$logSettings": "

The settings for your conversation logs. You can log the conversation text, conversation audio, or both.

" + } + }, + "LogSettingsResponse": { + "base": "

The settings for conversation logs.

", + "refs": { + "LogSettingsResponseList$member": null + } + }, + "LogSettingsResponseList": { + "base": null, + "refs": { + "ConversationLogsResponse$logSettings": "

The settings for your conversation logs.

" + } + }, + "LogType": { + "base": null, + "refs": { + "LogSettingsRequest$logType": "

The type of logging to enable. Text logs are delivered to a CloudWatch Logs log group. Audio logs are delivered to an S3 bucket.

", + "LogSettingsResponse$logType": "

The type of logging that is enabled.

" + } + }, "MaxResults": { "base": null, "refs": { @@ -842,6 +908,12 @@ "GetExportResponse$version": "

The version of the bot being exported.

" } }, + "ObfuscationSetting": { + "base": null, + "refs": { + "Slot$obfuscationSetting": "

Determines whether a slot is obfuscated in conversation logs and stored utterances. When you obfuscate a slot, the value is replaced by the slot name in curly braces ({}). For example, if the slot name is \"full_name\", obfuscated values are replaced with \"{full_name}\". For more information, see Slot Obfuscation .

" + } + }, "PreconditionFailedException": { "base": "

The checksum of the resource that you are trying to change does not match the checksum in the request. Check the resource's checksum and try again.

", "refs": { @@ -926,11 +998,24 @@ "ResourceInUseException$referenceType": null } }, + "ResourceArn": { + "base": null, + "refs": { + "LogSettingsRequest$resourceArn": "

The Amazon Resource Name (ARN) of the CloudWatch Logs log group or S3 bucket where the logs should be delivered.

", + "LogSettingsResponse$resourceArn": "

The Amazon Resource Name (ARN) of the CloudWatch Logs log group or S3 bucket where the logs are delivered.

" + } + }, "ResourceInUseException": { "base": "

The resource that you are attempting to delete is referred to by another resource. Use this information to remove references to the resource that you are trying to delete.

The body of the exception contains a JSON object that describes the resource.

{ \"resourceType\": BOT | BOTALIAS | BOTCHANNEL | INTENT,

\"resourceReference\": {

\"name\": string, \"version\": string } }

", "refs": { } }, + "ResourcePrefix": { + "base": null, + "refs": { + "LogSettingsResponse$resourcePrefix": "

The resource prefix of the S3 object or CloudWatch Logs log entry where logs are delivered. For both S3 and CloudWatch Logs, the prefix is:

aws/lex/bot-name/bot-alias/bot-version

" + } + }, "ResourceReference": { "base": "

Describes the resource that refers to the resource that you are attempting to delete. This object is returned as part of the ResourceInUseException exception.

", "refs": { diff --git a/models/apis/personalize-runtime/2018-05-22/api-2.json b/models/apis/personalize-runtime/2018-05-22/api-2.json index d5a41d778e3..35577bb1c4a 100644 --- a/models/apis/personalize-runtime/2018-05-22/api-2.json +++ b/models/apis/personalize-runtime/2018-05-22/api-2.json @@ -47,6 +47,22 @@ "max":256, "pattern":"arn:([a-z\\d-]+):personalize:.*:.*:.+" }, + "AttributeName":{ + "type":"string", + "max":150, + "pattern":"[A-Za-z\\d_]+" + }, + "AttributeValue":{ + "type":"string", + "max":1000, + "sensitive":true + }, + "Context":{ + "type":"map", + "key":{"shape":"AttributeName"}, + "value":{"shape":"AttributeValue"}, + "max":150 + }, "ErrorMessage":{"type":"string"}, "GetPersonalizedRankingRequest":{ "type":"structure", @@ -58,7 +74,8 @@ "members":{ "campaignArn":{"shape":"Arn"}, "inputList":{"shape":"InputList"}, - "userId":{"shape":"UserID"} + "userId":{"shape":"UserID"}, + "context":{"shape":"Context"} } }, "GetPersonalizedRankingResponse":{ @@ -74,7 +91,8 @@ "campaignArn":{"shape":"Arn"}, "itemId":{"shape":"ItemID"}, "userId":{"shape":"UserID"}, - "numResults":{"shape":"NumResults"} + "numResults":{"shape":"NumResults"}, + "context":{"shape":"Context"} } }, "GetRecommendationsResponse":{ diff --git a/models/apis/personalize-runtime/2018-05-22/docs-2.json b/models/apis/personalize-runtime/2018-05-22/docs-2.json index acef16c1d38..678ea18f981 100644 --- a/models/apis/personalize-runtime/2018-05-22/docs-2.json +++ b/models/apis/personalize-runtime/2018-05-22/docs-2.json @@ -13,6 +13,25 @@ "GetRecommendationsRequest$campaignArn": "

The Amazon Resource Name (ARN) of the campaign to use for getting recommendations.

" } }, + "AttributeName": { + "base": null, + "refs": { + "Context$key": null + } + }, + "AttributeValue": { + "base": null, + "refs": { + "Context$value": null + } + }, + "Context": { + "base": null, + "refs": { + "GetPersonalizedRankingRequest$context": "

The contextual metadata to use when getting recommendations. Contextual metadata includes any interaction information that might be relevant when getting a user's recommendations, such as the user's current location or device type. For more information, see Contextual Metadata.

", + "GetRecommendationsRequest$context": "

The contextual metadata to use when getting recommendations. Contextual metadata includes any interaction information that might be relevant when getting a user's recommendations, such as the user's current location or device type. For more information, see Contextual Metadata.

" + } + }, "ErrorMessage": { "base": null, "refs": { @@ -43,7 +62,7 @@ "InputList": { "base": null, "refs": { - "GetPersonalizedRankingRequest$inputList": "

A list of items (itemId's) to rank. If an item was not included in the training dataset, the item is appended to the end of the reranked list.

" + "GetPersonalizedRankingRequest$inputList": "

A list of items (itemId's) to rank. If an item was not included in the training dataset, the item is appended to the end of the reranked list. The maximum is 500.

" } }, "InvalidInputException": { @@ -62,14 +81,14 @@ "ItemList": { "base": null, "refs": { - "GetPersonalizedRankingResponse$personalizedRanking": "

A list of items in order of most likely interest to the user.

", - "GetRecommendationsResponse$itemList": "

A list of recommendations.

" + "GetPersonalizedRankingResponse$personalizedRanking": "

A list of items in order of most likely interest to the user. The maximum is 500.

", + "GetRecommendationsResponse$itemList": "

A list of recommendations sorted in ascending order by prediction score. There can be a maximum of 500 items in the list.

" } }, "NumResults": { "base": null, "refs": { - "GetRecommendationsRequest$numResults": "

The number of results to return. The default is 25. The maximum is 100.

" + "GetRecommendationsRequest$numResults": "

The number of results to return. The default is 25. The maximum is 500.

" } }, "PredictedItem": { diff --git a/models/apis/ssm/2014-11-06/api-2.json b/models/apis/ssm/2014-11-06/api-2.json index ed9f665d79d..ffea27db3f8 100644 --- a/models/apis/ssm/2014-11-06/api-2.json +++ b/models/apis/ssm/2014-11-06/api-2.json @@ -2375,7 +2375,8 @@ "CurrentAction", "StartTimeBefore", "StartTimeAfter", - "AutomationType" + "AutomationType", + "TagKey" ] }, "AutomationExecutionFilterList":{ @@ -8461,7 +8462,8 @@ "TargetLocations":{ "shape":"TargetLocations", "box":true - } + }, + "Tags":{"shape":"TagList"} } }, "StartAutomationExecutionResult":{ diff --git a/models/apis/ssm/2014-11-06/docs-2.json b/models/apis/ssm/2014-11-06/docs-2.json index 1d21cb72d8c..6f33453d865 100644 --- a/models/apis/ssm/2014-11-06/docs-2.json +++ b/models/apis/ssm/2014-11-06/docs-2.json @@ -6700,7 +6700,8 @@ "DocumentDescription$Tags": "

The tags, or metadata, that have been applied to the document.

", "DocumentIdentifier$Tags": "

The tags, or metadata, that have been applied to the document.

", "ListTagsForResourceResult$TagList": "

A list of tags.

", - "PutParameterRequest$Tags": "

Optional metadata that you assign to a resource. Tags enable you to categorize a resource in different ways, such as by purpose, owner, or environment. For example, you might want to tag a Systems Manager parameter to identify the type of resource to which it applies, the environment, or the type of configuration data referenced by the parameter. In this case, you could specify the following key name/value pairs:

To add tags to an existing Systems Manager parameter, use the AddTagsToResource action.

" + "PutParameterRequest$Tags": "

Optional metadata that you assign to a resource. Tags enable you to categorize a resource in different ways, such as by purpose, owner, or environment. For example, you might want to tag a Systems Manager parameter to identify the type of resource to which it applies, the environment, or the type of configuration data referenced by the parameter. In this case, you could specify the following key name/value pairs:

To add tags to an existing Systems Manager parameter, use the AddTagsToResource action.

", + "StartAutomationExecutionRequest$Tags": "

Optional metadata that you assign to a resource. You can specify a maximum of five tags for an automation. Tags enable you to categorize a resource in different ways, such as by purpose, owner, or environment. For example, you might want to tag an automation to identify an environment or operating system. In this case, you could specify the following key name/value pairs:

To add tags to an existing patch baseline, use the AddTagsToResource action.

" } }, "TagValue": { diff --git a/models/apis/transcribe/2017-10-26/api-2.json b/models/apis/transcribe/2017-10-26/api-2.json index 2f44a843da5..2dd3957da10 100644 --- a/models/apis/transcribe/2017-10-26/api-2.json +++ b/models/apis/transcribe/2017-10-26/api-2.json @@ -184,6 +184,10 @@ "FailureReason":{"shape":"FailureReason"} } }, + "DataAccessRoleArn":{ + "type":"string", + "pattern":"^arn:aws:iam::[0-9]{0,63}:role/[A-Za-z0-9:_/+=,@.-]{0,1023}$" + }, "DateTime":{"type":"timestamp"}, "DeleteTranscriptionJobRequest":{ "type":"structure", @@ -239,6 +243,13 @@ "exception":true, "fault":true }, + "JobExecutionSettings":{ + "type":"structure", + "members":{ + "AllowDeferredExecution":{"shape":"Boolean"}, + "DataAccessRoleArn":{"shape":"DataAccessRoleArn"} + } + }, "KMSKeyId":{ "type":"string", "max":2048, @@ -417,7 +428,8 @@ "Media":{"shape":"Media"}, "OutputBucketName":{"shape":"OutputBucketName"}, "OutputEncryptionKMSKeyId":{"shape":"KMSKeyId"}, - "Settings":{"shape":"Settings"} + "Settings":{"shape":"Settings"}, + "JobExecutionSettings":{"shape":"JobExecutionSettings"} } }, "StartTranscriptionJobResponse":{ @@ -443,10 +455,12 @@ "MediaFormat":{"shape":"MediaFormat"}, "Media":{"shape":"Media"}, "Transcript":{"shape":"Transcript"}, + "StartTime":{"shape":"DateTime"}, "CreationTime":{"shape":"DateTime"}, "CompletionTime":{"shape":"DateTime"}, "FailureReason":{"shape":"FailureReason"}, - "Settings":{"shape":"Settings"} + "Settings":{"shape":"Settings"}, + "JobExecutionSettings":{"shape":"JobExecutionSettings"} } }, "TranscriptionJobName":{ @@ -458,6 +472,7 @@ "TranscriptionJobStatus":{ "type":"string", "enum":[ + "QUEUED", "IN_PROGRESS", "FAILED", "COMPLETED" @@ -472,6 +487,7 @@ "members":{ "TranscriptionJobName":{"shape":"TranscriptionJobName"}, "CreationTime":{"shape":"DateTime"}, + "StartTime":{"shape":"DateTime"}, "CompletionTime":{"shape":"DateTime"}, "LanguageCode":{"shape":"LanguageCode"}, "TranscriptionJobStatus":{"shape":"TranscriptionJobStatus"}, diff --git a/models/apis/transcribe/2017-10-26/docs-2.json b/models/apis/transcribe/2017-10-26/docs-2.json index f060d062f8f..3eeb31df49f 100644 --- a/models/apis/transcribe/2017-10-26/docs-2.json +++ b/models/apis/transcribe/2017-10-26/docs-2.json @@ -21,6 +21,7 @@ "Boolean": { "base": null, "refs": { + "JobExecutionSettings$AllowDeferredExecution": "

Indicates whether a job should be queued by Amazon Transcribe when the concurrent execution limit is exceeded. When the AllowDeferredExecution field is true, jobs are queued and will be executed when the number of executing jobs falls below the concurrent execution limit. If the field is false, Amazon Transcribe returns a LimitExceededException exception.

If you specify the AllowDeferredExecution field, you must specify the DataAccessRoleArn field.

", "Settings$ShowSpeakerLabels": "

Determines whether the transcription job uses speaker recognition to identify different speakers in the input audio. Speaker recognition labels individual speakers in the audio file. If you set the ShowSpeakerLabels field to true, you must also set the maximum number of speaker labels MaxSpeakerLabels field.

You can't set both ShowSpeakerLabels and ChannelIdentification in the same request. If you set both, your request returns a BadRequestException.

", "Settings$ChannelIdentification": "

Instructs Amazon Transcribe to process each audio channel separately and then merge the transcription output of each channel into a single transcription.

Amazon Transcribe also produces a transcription of each item detected on an audio channel, including the start time and end time of the item and alternative transcriptions of the item including the confidence that Amazon Transcribe has in the transcription.

You can't set both ShowSpeakerLabels and ChannelIdentification in the same request. If you set both, your request returns a BadRequestException.

", "Settings$ShowAlternatives": "

Determines whether the transcription contains alternative transcriptions. If you set the ShowAlternatives field to true, you must also set the maximum number of alternatives to return in the MaxAlternatives field.

" @@ -41,14 +42,22 @@ "refs": { } }, + "DataAccessRoleArn": { + "base": null, + "refs": { + "JobExecutionSettings$DataAccessRoleArn": "

The Amazon Resource Name (ARN) of a role that has access to the S3 bucket that contains the input files. Amazon Transcribe will assume this role to read queued media files. If you have specified an output S3 bucket for the transcription results, this role should have access to the output bucket as well.

If you specify the AllowDeferredExecution field, you must specify the DataAccessRoleArn field.

" + } + }, "DateTime": { "base": null, "refs": { "CreateVocabularyResponse$LastModifiedTime": "

The date and time that the vocabulary was created.

", "GetVocabularyResponse$LastModifiedTime": "

The date and time that the vocabulary was last modified.

", + "TranscriptionJob$StartTime": "

A timestamp that shows with the job was started processing.

", "TranscriptionJob$CreationTime": "

A timestamp that shows when the job was created.

", "TranscriptionJob$CompletionTime": "

A timestamp that shows when the job was completed.

", "TranscriptionJobSummary$CreationTime": "

A timestamp that shows when the job was created.

", + "TranscriptionJobSummary$StartTime": "

A timestamp that shows when the job started processing.

", "TranscriptionJobSummary$CompletionTime": "

A timestamp that shows when the job was completed.

", "UpdateVocabularyResponse$LastModifiedTime": "

The date and time that the vocabulary was updated.

", "VocabularyInfo$LastModifiedTime": "

The date and time that the vocabulary was last modified.

" @@ -99,6 +108,13 @@ "refs": { } }, + "JobExecutionSettings": { + "base": "

Provides information about when a transcription job should be executed.

", + "refs": { + "StartTranscriptionJobRequest$JobExecutionSettings": "

Provides information about how a transcription job is executed. Use this field to indicate that the job can be queued for deferred execution if the concurrency limit is reached and there are no slots available to immediately run the job.

", + "TranscriptionJob$JobExecutionSettings": "

Provides information about how a transcription job is executed.

" + } + }, "KMSKeyId": { "base": null, "refs": { diff --git a/service/codestarconnections/api.go b/service/codestarconnections/api.go new file mode 100644 index 00000000000..3eb89c0a627 --- /dev/null +++ b/service/codestarconnections/api.go @@ -0,0 +1,765 @@ +// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT. + +package codestarconnections + +import ( + "github.com/aws/aws-sdk-go/aws" + "github.com/aws/aws-sdk-go/aws/awsutil" + "github.com/aws/aws-sdk-go/aws/request" + "github.com/aws/aws-sdk-go/private/protocol" + "github.com/aws/aws-sdk-go/private/protocol/jsonrpc" +) + +const opCreateConnection = "CreateConnection" + +// CreateConnectionRequest generates a "aws/request.Request" representing the +// client's request for the CreateConnection operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See CreateConnection for more information on using the CreateConnection +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the CreateConnectionRequest method. +// req, resp := client.CreateConnectionRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/codestar-connections-2019-12-01/CreateConnection +func (c *CodeStarConnections) CreateConnectionRequest(input *CreateConnectionInput) (req *request.Request, output *CreateConnectionOutput) { + op := &request.Operation{ + Name: opCreateConnection, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &CreateConnectionInput{} + } + + output = &CreateConnectionOutput{} + req = c.newRequest(op, input, output) + return +} + +// CreateConnection API operation for AWS CodeStar connections. +// +// Creates a connection that can then be given to other AWS services like CodePipeline +// so that it can access third-party code repositories. The connection is in +// pending status until the third-party connection handshake is completed from +// the console. +// +// 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. +// +// See the AWS API reference guide for AWS CodeStar connections's +// API operation CreateConnection for usage and error information. +// +// Returned Error Codes: +// * ErrCodeLimitExceededException "LimitExceededException" +// Exceeded the maximum limit for connections. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/codestar-connections-2019-12-01/CreateConnection +func (c *CodeStarConnections) CreateConnection(input *CreateConnectionInput) (*CreateConnectionOutput, error) { + req, out := c.CreateConnectionRequest(input) + return out, req.Send() +} + +// CreateConnectionWithContext is the same as CreateConnection with the addition of +// the ability to pass a context and additional request options. +// +// See CreateConnection for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *CodeStarConnections) CreateConnectionWithContext(ctx aws.Context, input *CreateConnectionInput, opts ...request.Option) (*CreateConnectionOutput, error) { + req, out := c.CreateConnectionRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opDeleteConnection = "DeleteConnection" + +// DeleteConnectionRequest generates a "aws/request.Request" representing the +// client's request for the DeleteConnection operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See DeleteConnection for more information on using the DeleteConnection +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DeleteConnectionRequest method. +// req, resp := client.DeleteConnectionRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/codestar-connections-2019-12-01/DeleteConnection +func (c *CodeStarConnections) DeleteConnectionRequest(input *DeleteConnectionInput) (req *request.Request, output *DeleteConnectionOutput) { + op := &request.Operation{ + Name: opDeleteConnection, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &DeleteConnectionInput{} + } + + output = &DeleteConnectionOutput{} + req = c.newRequest(op, input, output) + req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) + return +} + +// DeleteConnection API operation for AWS CodeStar connections. +// +// The connection to be deleted. +// +// 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. +// +// See the AWS API reference guide for AWS CodeStar connections's +// API operation DeleteConnection for usage and error information. +// +// Returned Error Codes: +// * ErrCodeResourceNotFoundException "ResourceNotFoundException" +// Resource not found. Verify the connection resource ARN and try again. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/codestar-connections-2019-12-01/DeleteConnection +func (c *CodeStarConnections) DeleteConnection(input *DeleteConnectionInput) (*DeleteConnectionOutput, error) { + req, out := c.DeleteConnectionRequest(input) + return out, req.Send() +} + +// DeleteConnectionWithContext is the same as DeleteConnection with the addition of +// the ability to pass a context and additional request options. +// +// See DeleteConnection for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *CodeStarConnections) DeleteConnectionWithContext(ctx aws.Context, input *DeleteConnectionInput, opts ...request.Option) (*DeleteConnectionOutput, error) { + req, out := c.DeleteConnectionRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opGetConnection = "GetConnection" + +// GetConnectionRequest generates a "aws/request.Request" representing the +// client's request for the GetConnection operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See GetConnection for more information on using the GetConnection +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the GetConnectionRequest method. +// req, resp := client.GetConnectionRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/codestar-connections-2019-12-01/GetConnection +func (c *CodeStarConnections) GetConnectionRequest(input *GetConnectionInput) (req *request.Request, output *GetConnectionOutput) { + op := &request.Operation{ + Name: opGetConnection, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &GetConnectionInput{} + } + + output = &GetConnectionOutput{} + req = c.newRequest(op, input, output) + return +} + +// GetConnection API operation for AWS CodeStar connections. +// +// Returns the connection ARN and details such as status, owner, and provider +// type. +// +// 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. +// +// See the AWS API reference guide for AWS CodeStar connections's +// API operation GetConnection for usage and error information. +// +// Returned Error Codes: +// * ErrCodeResourceNotFoundException "ResourceNotFoundException" +// Resource not found. Verify the connection resource ARN and try again. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/codestar-connections-2019-12-01/GetConnection +func (c *CodeStarConnections) GetConnection(input *GetConnectionInput) (*GetConnectionOutput, error) { + req, out := c.GetConnectionRequest(input) + return out, req.Send() +} + +// GetConnectionWithContext is the same as GetConnection with the addition of +// the ability to pass a context and additional request options. +// +// See GetConnection for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *CodeStarConnections) GetConnectionWithContext(ctx aws.Context, input *GetConnectionInput, opts ...request.Option) (*GetConnectionOutput, error) { + req, out := c.GetConnectionRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opListConnections = "ListConnections" + +// ListConnectionsRequest generates a "aws/request.Request" representing the +// client's request for the ListConnections operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See ListConnections for more information on using the ListConnections +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the ListConnectionsRequest method. +// req, resp := client.ListConnectionsRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/codestar-connections-2019-12-01/ListConnections +func (c *CodeStarConnections) ListConnectionsRequest(input *ListConnectionsInput) (req *request.Request, output *ListConnectionsOutput) { + op := &request.Operation{ + Name: opListConnections, + HTTPMethod: "POST", + HTTPPath: "/", + Paginator: &request.Paginator{ + InputTokens: []string{"NextToken"}, + OutputTokens: []string{"NextToken"}, + LimitToken: "MaxResults", + TruncationToken: "", + }, + } + + if input == nil { + input = &ListConnectionsInput{} + } + + output = &ListConnectionsOutput{} + req = c.newRequest(op, input, output) + return +} + +// ListConnections API operation for AWS CodeStar connections. +// +// Lists the connections associated with your account. +// +// 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. +// +// See the AWS API reference guide for AWS CodeStar connections's +// API operation ListConnections for usage and error information. +// See also, https://docs.aws.amazon.com/goto/WebAPI/codestar-connections-2019-12-01/ListConnections +func (c *CodeStarConnections) ListConnections(input *ListConnectionsInput) (*ListConnectionsOutput, error) { + req, out := c.ListConnectionsRequest(input) + return out, req.Send() +} + +// ListConnectionsWithContext is the same as ListConnections with the addition of +// the ability to pass a context and additional request options. +// +// See ListConnections for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *CodeStarConnections) ListConnectionsWithContext(ctx aws.Context, input *ListConnectionsInput, opts ...request.Option) (*ListConnectionsOutput, error) { + req, out := c.ListConnectionsRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +// ListConnectionsPages iterates over the pages of a ListConnections operation, +// calling the "fn" function with the response data for each page. To stop +// iterating, return false from the fn function. +// +// See ListConnections method for more information on how to use this operation. +// +// Note: This operation can generate multiple requests to a service. +// +// // Example iterating over at most 3 pages of a ListConnections operation. +// pageNum := 0 +// err := client.ListConnectionsPages(params, +// func(page *codestarconnections.ListConnectionsOutput, lastPage bool) bool { +// pageNum++ +// fmt.Println(page) +// return pageNum <= 3 +// }) +// +func (c *CodeStarConnections) ListConnectionsPages(input *ListConnectionsInput, fn func(*ListConnectionsOutput, bool) bool) error { + return c.ListConnectionsPagesWithContext(aws.BackgroundContext(), input, fn) +} + +// ListConnectionsPagesWithContext same as ListConnectionsPages except +// it takes a Context and allows setting request options on the pages. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *CodeStarConnections) ListConnectionsPagesWithContext(ctx aws.Context, input *ListConnectionsInput, fn func(*ListConnectionsOutput, bool) bool, opts ...request.Option) error { + p := request.Pagination{ + NewRequest: func() (*request.Request, error) { + var inCpy *ListConnectionsInput + if input != nil { + tmp := *input + inCpy = &tmp + } + req, _ := c.ListConnectionsRequest(inCpy) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return req, nil + }, + } + + for p.Next() { + if !fn(p.Page().(*ListConnectionsOutput), !p.HasNextPage()) { + break + } + } + + return p.Err() +} + +// The configuration that allows a service such as CodePipeline to connect to +// a third-party code repository. +type Connection struct { + _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN) of the connection. The ARN is used as the + // connection reference when the connection is shared between AWS services. + // + // The ARN is never reused if the connection is deleted. + ConnectionArn *string `type:"string"` + + // The name of the connection. Connection names must be unique in an AWS user + // account. + ConnectionName *string `min:"1" type:"string"` + + // The current status of the connection. + ConnectionStatus *string `type:"string" enum:"ConnectionStatus"` + + // The name of the external provider where your third-party code repository + // is configured. For Bitbucket, this is the account ID of the owner of the + // Bitbucket repository. + OwnerAccountId *string `min:"12" type:"string"` + + // The name of the external provider where your third-party code repository + // is configured. Currently, the valid provider type is Bitbucket. + ProviderType *string `type:"string" enum:"ProviderType"` +} + +// String returns the string representation +func (s Connection) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s Connection) GoString() string { + return s.String() +} + +// SetConnectionArn sets the ConnectionArn field's value. +func (s *Connection) SetConnectionArn(v string) *Connection { + s.ConnectionArn = &v + return s +} + +// SetConnectionName sets the ConnectionName field's value. +func (s *Connection) SetConnectionName(v string) *Connection { + s.ConnectionName = &v + return s +} + +// SetConnectionStatus sets the ConnectionStatus field's value. +func (s *Connection) SetConnectionStatus(v string) *Connection { + s.ConnectionStatus = &v + return s +} + +// SetOwnerAccountId sets the OwnerAccountId field's value. +func (s *Connection) SetOwnerAccountId(v string) *Connection { + s.OwnerAccountId = &v + return s +} + +// SetProviderType sets the ProviderType field's value. +func (s *Connection) SetProviderType(v string) *Connection { + s.ProviderType = &v + return s +} + +type CreateConnectionInput struct { + _ struct{} `type:"structure"` + + // The name of the connection to be created. The name must be unique in the + // calling AWS account. + // + // ConnectionName is a required field + ConnectionName *string `min:"1" type:"string" required:"true"` + + // The name of the external provider where your third-party code repository + // is configured. Currently, the valid provider type is Bitbucket. + // + // ProviderType is a required field + ProviderType *string `type:"string" required:"true" enum:"ProviderType"` +} + +// String returns the string representation +func (s CreateConnectionInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CreateConnectionInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *CreateConnectionInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "CreateConnectionInput"} + if s.ConnectionName == nil { + invalidParams.Add(request.NewErrParamRequired("ConnectionName")) + } + if s.ConnectionName != nil && len(*s.ConnectionName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("ConnectionName", 1)) + } + if s.ProviderType == nil { + invalidParams.Add(request.NewErrParamRequired("ProviderType")) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetConnectionName sets the ConnectionName field's value. +func (s *CreateConnectionInput) SetConnectionName(v string) *CreateConnectionInput { + s.ConnectionName = &v + return s +} + +// SetProviderType sets the ProviderType field's value. +func (s *CreateConnectionInput) SetProviderType(v string) *CreateConnectionInput { + s.ProviderType = &v + return s +} + +type CreateConnectionOutput struct { + _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN) of the connection to be created. The ARN is + // used as the connection reference when the connection is shared between AWS + // services. + // + // The ARN is never reused if the connection is deleted. + // + // ConnectionArn is a required field + ConnectionArn *string `type:"string" required:"true"` +} + +// String returns the string representation +func (s CreateConnectionOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CreateConnectionOutput) GoString() string { + return s.String() +} + +// SetConnectionArn sets the ConnectionArn field's value. +func (s *CreateConnectionOutput) SetConnectionArn(v string) *CreateConnectionOutput { + s.ConnectionArn = &v + return s +} + +type DeleteConnectionInput struct { + _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN) of the connection to be deleted. + // + // The ARN is never reused if the connection is deleted. + // + // ConnectionArn is a required field + ConnectionArn *string `type:"string" required:"true"` +} + +// String returns the string representation +func (s DeleteConnectionInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DeleteConnectionInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *DeleteConnectionInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DeleteConnectionInput"} + if s.ConnectionArn == nil { + invalidParams.Add(request.NewErrParamRequired("ConnectionArn")) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetConnectionArn sets the ConnectionArn field's value. +func (s *DeleteConnectionInput) SetConnectionArn(v string) *DeleteConnectionInput { + s.ConnectionArn = &v + return s +} + +type DeleteConnectionOutput struct { + _ struct{} `type:"structure"` +} + +// String returns the string representation +func (s DeleteConnectionOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DeleteConnectionOutput) GoString() string { + return s.String() +} + +type GetConnectionInput struct { + _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN) of a connection. + // + // ConnectionArn is a required field + ConnectionArn *string `type:"string" required:"true"` +} + +// String returns the string representation +func (s GetConnectionInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s GetConnectionInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *GetConnectionInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "GetConnectionInput"} + if s.ConnectionArn == nil { + invalidParams.Add(request.NewErrParamRequired("ConnectionArn")) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetConnectionArn sets the ConnectionArn field's value. +func (s *GetConnectionInput) SetConnectionArn(v string) *GetConnectionInput { + s.ConnectionArn = &v + return s +} + +type GetConnectionOutput struct { + _ struct{} `type:"structure"` + + // The connection details, such as status, owner, and provider type. + Connection *Connection `type:"structure"` +} + +// String returns the string representation +func (s GetConnectionOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s GetConnectionOutput) GoString() string { + return s.String() +} + +// SetConnection sets the Connection field's value. +func (s *GetConnectionOutput) SetConnection(v *Connection) *GetConnectionOutput { + s.Connection = v + return s +} + +type ListConnectionsInput struct { + _ struct{} `type:"structure"` + + // The maximum number of results to return in a single call. To retrieve the + // remaining results, make another call with the returned nextToken value. + MaxResults *int64 `min:"1" type:"integer"` + + // The token that was returned from the previous ListConnections call, which + // can be used to return the next set of connections in the list. + NextToken *string `min:"1" type:"string"` + + // Filters the list of connections to those associated with a specified provider, + // such as Bitbucket. + ProviderTypeFilter *string `type:"string" enum:"ProviderType"` +} + +// String returns the string representation +func (s ListConnectionsInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ListConnectionsInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *ListConnectionsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "ListConnectionsInput"} + if s.MaxResults != nil && *s.MaxResults < 1 { + invalidParams.Add(request.NewErrParamMinValue("MaxResults", 1)) + } + if s.NextToken != nil && len(*s.NextToken) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetMaxResults sets the MaxResults field's value. +func (s *ListConnectionsInput) SetMaxResults(v int64) *ListConnectionsInput { + s.MaxResults = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *ListConnectionsInput) SetNextToken(v string) *ListConnectionsInput { + s.NextToken = &v + return s +} + +// SetProviderTypeFilter sets the ProviderTypeFilter field's value. +func (s *ListConnectionsInput) SetProviderTypeFilter(v string) *ListConnectionsInput { + s.ProviderTypeFilter = &v + return s +} + +type ListConnectionsOutput struct { + _ struct{} `type:"structure"` + + // A list of connections and the details for each connection, such as status, + // owner, and provider type. + Connections []*Connection `type:"list"` + + // A token that can be used in the next ListConnections call. To view all items + // in the list, continue to call this operation with each subsequent token until + // no more nextToken values are returned. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s ListConnectionsOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ListConnectionsOutput) GoString() string { + return s.String() +} + +// SetConnections sets the Connections field's value. +func (s *ListConnectionsOutput) SetConnections(v []*Connection) *ListConnectionsOutput { + s.Connections = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *ListConnectionsOutput) SetNextToken(v string) *ListConnectionsOutput { + s.NextToken = &v + return s +} + +const ( + // ConnectionStatusPending is a ConnectionStatus enum value + ConnectionStatusPending = "PENDING" + + // ConnectionStatusAvailable is a ConnectionStatus enum value + ConnectionStatusAvailable = "AVAILABLE" + + // ConnectionStatusError is a ConnectionStatus enum value + ConnectionStatusError = "ERROR" +) + +const ( + // ProviderTypeBitbucket is a ProviderType enum value + ProviderTypeBitbucket = "Bitbucket" +) diff --git a/service/codestarconnections/codestarconnectionsiface/interface.go b/service/codestarconnections/codestarconnectionsiface/interface.go new file mode 100644 index 00000000000..30b463e303b --- /dev/null +++ b/service/codestarconnections/codestarconnectionsiface/interface.go @@ -0,0 +1,83 @@ +// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT. + +// Package codestarconnectionsiface provides an interface to enable mocking the AWS CodeStar connections service client +// for testing your code. +// +// It is important to note that this interface will have breaking changes +// when the service model is updated and adds new API operations, paginators, +// and waiters. +package codestarconnectionsiface + +import ( + "github.com/aws/aws-sdk-go/aws" + "github.com/aws/aws-sdk-go/aws/request" + "github.com/aws/aws-sdk-go/service/codestarconnections" +) + +// CodeStarConnectionsAPI provides an interface to enable mocking the +// codestarconnections.CodeStarConnections service client's API operation, +// paginators, and waiters. This make unit testing your code that calls out +// to the SDK's service client's calls easier. +// +// The best way to use this interface is so the SDK's service client's calls +// can be stubbed out for unit testing your code with the SDK without needing +// to inject custom request handlers into the SDK's request pipeline. +// +// // myFunc uses an SDK service client to make a request to +// // AWS CodeStar connections. +// func myFunc(svc codestarconnectionsiface.CodeStarConnectionsAPI) bool { +// // Make svc.CreateConnection request +// } +// +// func main() { +// sess := session.New() +// svc := codestarconnections.New(sess) +// +// myFunc(svc) +// } +// +// In your _test.go file: +// +// // Define a mock struct to be used in your unit tests of myFunc. +// type mockCodeStarConnectionsClient struct { +// codestarconnectionsiface.CodeStarConnectionsAPI +// } +// func (m *mockCodeStarConnectionsClient) CreateConnection(input *codestarconnections.CreateConnectionInput) (*codestarconnections.CreateConnectionOutput, error) { +// // mock response/functionality +// } +// +// func TestMyFunc(t *testing.T) { +// // Setup Test +// mockSvc := &mockCodeStarConnectionsClient{} +// +// myfunc(mockSvc) +// +// // Verify myFunc's functionality +// } +// +// It is important to note that this interface will have breaking changes +// when the service model is updated and adds new API operations, paginators, +// and waiters. Its suggested to use the pattern above for testing, or using +// tooling to generate mocks to satisfy the interfaces. +type CodeStarConnectionsAPI interface { + CreateConnection(*codestarconnections.CreateConnectionInput) (*codestarconnections.CreateConnectionOutput, error) + CreateConnectionWithContext(aws.Context, *codestarconnections.CreateConnectionInput, ...request.Option) (*codestarconnections.CreateConnectionOutput, error) + CreateConnectionRequest(*codestarconnections.CreateConnectionInput) (*request.Request, *codestarconnections.CreateConnectionOutput) + + DeleteConnection(*codestarconnections.DeleteConnectionInput) (*codestarconnections.DeleteConnectionOutput, error) + DeleteConnectionWithContext(aws.Context, *codestarconnections.DeleteConnectionInput, ...request.Option) (*codestarconnections.DeleteConnectionOutput, error) + DeleteConnectionRequest(*codestarconnections.DeleteConnectionInput) (*request.Request, *codestarconnections.DeleteConnectionOutput) + + GetConnection(*codestarconnections.GetConnectionInput) (*codestarconnections.GetConnectionOutput, error) + GetConnectionWithContext(aws.Context, *codestarconnections.GetConnectionInput, ...request.Option) (*codestarconnections.GetConnectionOutput, error) + GetConnectionRequest(*codestarconnections.GetConnectionInput) (*request.Request, *codestarconnections.GetConnectionOutput) + + ListConnections(*codestarconnections.ListConnectionsInput) (*codestarconnections.ListConnectionsOutput, error) + ListConnectionsWithContext(aws.Context, *codestarconnections.ListConnectionsInput, ...request.Option) (*codestarconnections.ListConnectionsOutput, error) + ListConnectionsRequest(*codestarconnections.ListConnectionsInput) (*request.Request, *codestarconnections.ListConnectionsOutput) + + ListConnectionsPages(*codestarconnections.ListConnectionsInput, func(*codestarconnections.ListConnectionsOutput, bool) bool) error + ListConnectionsPagesWithContext(aws.Context, *codestarconnections.ListConnectionsInput, func(*codestarconnections.ListConnectionsOutput, bool) bool, ...request.Option) error +} + +var _ CodeStarConnectionsAPI = (*codestarconnections.CodeStarConnections)(nil) diff --git a/service/codestarconnections/doc.go b/service/codestarconnections/doc.go new file mode 100644 index 00000000000..1320108cdca --- /dev/null +++ b/service/codestarconnections/doc.go @@ -0,0 +1,59 @@ +// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT. + +// Package codestarconnections provides the client and types for making API +// requests to AWS CodeStar connections. +// +// This AWS CodeStar Connections API Reference provides descriptions and usage +// examples of the operations and data types for the AWS CodeStar Connections +// API. You can use the Connections API to work with connections and installations. +// +// Connections are configurations that you use to connect AWS resources to external +// code repositories. Each connection is a resource that can be given to services +// such as CodePipeline to connect to a third-party repository such as Bitbucket. +// For example, you can add the connection in CodePipeline so that it triggers +// your pipeline when a code change is made to your third-party code repository. +// Each connection is named and associated with a unique ARN that is used to +// reference the connection. +// +// When you create a connection, the console initiates a third-party connection +// handshake. Installations are the apps that are used to conduct this handshake. +// For example, the installation for the Bitbucket provider type is the Bitbucket +// Cloud app. When you create a connection, you can choose an existing installation +// or create one. +// +// You can work with connections by calling: +// +// * CreateConnection, which creates a uniquely named connection that can +// be referenced by services such as CodePipeline. +// +// * DeleteConnection, which deletes the specified connection. +// +// * GetConnection, which returns information about the connection, including +// the connection status. +// +// * ListConnections, which lists the connections associated with your account. +// +// For information about how to use AWS CodeStar Connections, see the AWS CodePipeline +// User Guide (https://docs.aws.amazon.com/codepipeline/latest/userguide/welcome.html). +// +// See https://docs.aws.amazon.com/goto/WebAPI/codestar-connections-2019-12-01 for more information on this service. +// +// See codestarconnections package documentation for more information. +// https://docs.aws.amazon.com/sdk-for-go/api/service/codestarconnections/ +// +// Using the Client +// +// To contact AWS CodeStar connections with the SDK use the New function to create +// a new service client. With that client you can make API requests to the service. +// These clients are safe to use concurrently. +// +// See the SDK's documentation for more information on how to use the SDK. +// https://docs.aws.amazon.com/sdk-for-go/api/ +// +// See aws.Config documentation for more information on configuring SDK clients. +// https://docs.aws.amazon.com/sdk-for-go/api/aws/#Config +// +// See the AWS CodeStar connections client CodeStarConnections for more +// information on creating client for this service. +// https://docs.aws.amazon.com/sdk-for-go/api/service/codestarconnections/#New +package codestarconnections diff --git a/service/codestarconnections/errors.go b/service/codestarconnections/errors.go new file mode 100644 index 00000000000..4e588f68c8d --- /dev/null +++ b/service/codestarconnections/errors.go @@ -0,0 +1,18 @@ +// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT. + +package codestarconnections + +const ( + + // ErrCodeLimitExceededException for service response error code + // "LimitExceededException". + // + // Exceeded the maximum limit for connections. + ErrCodeLimitExceededException = "LimitExceededException" + + // ErrCodeResourceNotFoundException for service response error code + // "ResourceNotFoundException". + // + // Resource not found. Verify the connection resource ARN and try again. + ErrCodeResourceNotFoundException = "ResourceNotFoundException" +) diff --git a/service/codestarconnections/service.go b/service/codestarconnections/service.go new file mode 100644 index 00000000000..f2913d79770 --- /dev/null +++ b/service/codestarconnections/service.go @@ -0,0 +1,103 @@ +// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT. + +package codestarconnections + +import ( + "github.com/aws/aws-sdk-go/aws" + "github.com/aws/aws-sdk-go/aws/client" + "github.com/aws/aws-sdk-go/aws/client/metadata" + "github.com/aws/aws-sdk-go/aws/request" + "github.com/aws/aws-sdk-go/aws/signer/v4" + "github.com/aws/aws-sdk-go/private/protocol/jsonrpc" +) + +// CodeStarConnections provides the API operation methods for making requests to +// AWS CodeStar connections. See this package's package overview docs +// for details on the service. +// +// CodeStarConnections methods are safe to use concurrently. It is not safe to +// modify mutate any of the struct's properties though. +type CodeStarConnections struct { + *client.Client +} + +// Used for custom client initialization logic +var initClient func(*client.Client) + +// Used for custom request initialization logic +var initRequest func(*request.Request) + +// Service information constants +const ( + ServiceName = "CodeStar connections" // Name of service. + EndpointsID = "codestar-connections" // ID to lookup a service endpoint with. + ServiceID = "CodeStar connections" // ServiceID is a unique identifier of a specific service. +) + +// New creates a new instance of the CodeStarConnections client with a session. +// If additional configuration is needed for the client instance use the optional +// aws.Config parameter to add your extra config. +// +// Example: +// mySession := session.Must(session.NewSession()) +// +// // Create a CodeStarConnections client from just a session. +// svc := codestarconnections.New(mySession) +// +// // Create a CodeStarConnections client with additional configuration +// svc := codestarconnections.New(mySession, aws.NewConfig().WithRegion("us-west-2")) +func New(p client.ConfigProvider, cfgs ...*aws.Config) *CodeStarConnections { + c := p.ClientConfig(EndpointsID, cfgs...) + if c.SigningNameDerived || len(c.SigningName) == 0 { + c.SigningName = "codestar-connections" + } + return newClient(*c.Config, c.Handlers, c.PartitionID, c.Endpoint, c.SigningRegion, c.SigningName) +} + +// newClient creates, initializes and returns a new service client instance. +func newClient(cfg aws.Config, handlers request.Handlers, partitionID, endpoint, signingRegion, signingName string) *CodeStarConnections { + svc := &CodeStarConnections{ + Client: client.New( + cfg, + metadata.ClientInfo{ + ServiceName: ServiceName, + ServiceID: ServiceID, + SigningName: signingName, + SigningRegion: signingRegion, + PartitionID: partitionID, + Endpoint: endpoint, + APIVersion: "2019-12-01", + JSONVersion: "1.0", + TargetPrefix: "com.amazonaws.codestar.connections.CodeStar_connections_20191201", + }, + handlers, + ), + } + + // Handlers + svc.Handlers.Sign.PushBackNamed(v4.SignRequestHandler) + svc.Handlers.Build.PushBackNamed(jsonrpc.BuildHandler) + svc.Handlers.Unmarshal.PushBackNamed(jsonrpc.UnmarshalHandler) + svc.Handlers.UnmarshalMeta.PushBackNamed(jsonrpc.UnmarshalMetaHandler) + svc.Handlers.UnmarshalError.PushBackNamed(jsonrpc.UnmarshalErrorHandler) + + // Run custom client initialization if present + if initClient != nil { + initClient(svc.Client) + } + + return svc +} + +// newRequest creates a new request for a CodeStarConnections operation and runs any +// custom request initialization. +func (c *CodeStarConnections) newRequest(op *request.Operation, params, data interface{}) *request.Request { + req := c.NewRequest(op, params, data) + + // Run custom request initialization if present + if initRequest != nil { + initRequest(req) + } + + return req +} diff --git a/service/dlm/api.go b/service/dlm/api.go index cf90ee96048..415373a634a 100644 --- a/service/dlm/api.go +++ b/service/dlm/api.go @@ -897,6 +897,143 @@ func (s *CreateRule) SetTimes(v []*string) *CreateRule { return s } +// Specifies the retention rule for cross-Region snapshot copies. +type CrossRegionCopyRetainRule struct { + _ struct{} `type:"structure"` + + // The amount of time to retain each snapshot. The maximum is 100 years. This + // is equivalent to 1200 months, 5200 weeks, or 36500 days. + Interval *int64 `min:"1" type:"integer"` + + // The unit of time for time-based retention. + IntervalUnit *string `type:"string" enum:"RetentionIntervalUnitValues"` +} + +// String returns the string representation +func (s CrossRegionCopyRetainRule) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CrossRegionCopyRetainRule) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *CrossRegionCopyRetainRule) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "CrossRegionCopyRetainRule"} + if s.Interval != nil && *s.Interval < 1 { + invalidParams.Add(request.NewErrParamMinValue("Interval", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetInterval sets the Interval field's value. +func (s *CrossRegionCopyRetainRule) SetInterval(v int64) *CrossRegionCopyRetainRule { + s.Interval = &v + return s +} + +// SetIntervalUnit sets the IntervalUnit field's value. +func (s *CrossRegionCopyRetainRule) SetIntervalUnit(v string) *CrossRegionCopyRetainRule { + s.IntervalUnit = &v + return s +} + +// Specifies a rule for cross-Region snapshot copies. +type CrossRegionCopyRule struct { + _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN) of the AWS KMS customer master key (CMK) to + // use for EBS encryption. If this parameter is not specified, your AWS managed + // CMK for EBS is used. + CmkArn *string `type:"string"` + + // Copy all user-defined tags from the source snapshot to the copied snapshot. + CopyTags *bool `type:"boolean"` + + // To encrypt a copy of an unencrypted snapshot if encryption by default is + // not enabled, enable encryption using this parameter. Copies of encrypted + // snapshots are encrypted, even if this parameter is false or if encryption + // by default is not enabled. + // + // Encrypted is a required field + Encrypted *bool `type:"boolean" required:"true"` + + // The retention rule. + RetainRule *CrossRegionCopyRetainRule `type:"structure"` + + // The target Region. + // + // TargetRegion is a required field + TargetRegion *string `type:"string" required:"true"` +} + +// String returns the string representation +func (s CrossRegionCopyRule) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CrossRegionCopyRule) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *CrossRegionCopyRule) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "CrossRegionCopyRule"} + if s.Encrypted == nil { + invalidParams.Add(request.NewErrParamRequired("Encrypted")) + } + if s.TargetRegion == nil { + invalidParams.Add(request.NewErrParamRequired("TargetRegion")) + } + if s.RetainRule != nil { + if err := s.RetainRule.Validate(); err != nil { + invalidParams.AddNested("RetainRule", err.(request.ErrInvalidParams)) + } + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetCmkArn sets the CmkArn field's value. +func (s *CrossRegionCopyRule) SetCmkArn(v string) *CrossRegionCopyRule { + s.CmkArn = &v + return s +} + +// SetCopyTags sets the CopyTags field's value. +func (s *CrossRegionCopyRule) SetCopyTags(v bool) *CrossRegionCopyRule { + s.CopyTags = &v + return s +} + +// SetEncrypted sets the Encrypted field's value. +func (s *CrossRegionCopyRule) SetEncrypted(v bool) *CrossRegionCopyRule { + s.Encrypted = &v + return s +} + +// SetRetainRule sets the RetainRule field's value. +func (s *CrossRegionCopyRule) SetRetainRule(v *CrossRegionCopyRetainRule) *CrossRegionCopyRule { + s.RetainRule = v + return s +} + +// SetTargetRegion sets the TargetRegion field's value. +func (s *CrossRegionCopyRule) SetTargetRegion(v string) *CrossRegionCopyRule { + s.TargetRegion = &v + return s +} + type DeleteLifecyclePolicyInput struct { _ struct{} `type:"structure"` @@ -1614,10 +1751,13 @@ type Schedule struct { // created by this policy. CopyTags *bool `type:"boolean"` - // The create rule. + // The creation rule. CreateRule *CreateRule `type:"structure"` - // Enable fast snapshot restore. + // The rule for cross-Region snapshot copies. + CrossRegionCopyRules []*CrossRegionCopyRule `type:"list"` + + // The rule for enabling fast snapshot restore. FastRestoreRule *FastRestoreRule `type:"structure"` // The name of the schedule. @@ -1655,6 +1795,16 @@ func (s *Schedule) Validate() error { invalidParams.AddNested("CreateRule", err.(request.ErrInvalidParams)) } } + if s.CrossRegionCopyRules != nil { + for i, v := range s.CrossRegionCopyRules { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "CrossRegionCopyRules", i), err.(request.ErrInvalidParams)) + } + } + } if s.FastRestoreRule != nil { if err := s.FastRestoreRule.Validate(); err != nil { invalidParams.AddNested("FastRestoreRule", err.(request.ErrInvalidParams)) @@ -1704,6 +1854,12 @@ func (s *Schedule) SetCreateRule(v *CreateRule) *Schedule { return s } +// SetCrossRegionCopyRules sets the CrossRegionCopyRules field's value. +func (s *Schedule) SetCrossRegionCopyRules(v []*CrossRegionCopyRule) *Schedule { + s.CrossRegionCopyRules = v + return s +} + // SetFastRestoreRule sets the FastRestoreRule field's value. func (s *Schedule) SetFastRestoreRule(v *FastRestoreRule) *Schedule { s.FastRestoreRule = v diff --git a/service/ec2/api.go b/service/ec2/api.go index ba04f493ebe..376144b3783 100644 --- a/service/ec2/api.go +++ b/service/ec2/api.go @@ -78943,8 +78943,8 @@ type InstanceTypeInfo struct { // Describes the processor. ProcessorInfo *ProcessorInfo `locationName:"processorInfo" type:"structure"` - // Indicates the supported root devices. - SupportedRootDevices []*string `locationName:"supportedRootDevices" locationNameList:"item" type:"list"` + // Indicates the supported root device types. + SupportedRootDeviceTypes []*string `locationName:"supportedRootDeviceTypes" locationNameList:"item" type:"list"` // Indicates whether the instance type is offered for spot or On-Demand. SupportedUsageClasses []*string `locationName:"supportedUsageClasses" locationNameList:"item" type:"list"` @@ -79077,9 +79077,9 @@ func (s *InstanceTypeInfo) SetProcessorInfo(v *ProcessorInfo) *InstanceTypeInfo return s } -// SetSupportedRootDevices sets the SupportedRootDevices field's value. -func (s *InstanceTypeInfo) SetSupportedRootDevices(v []*string) *InstanceTypeInfo { - s.SupportedRootDevices = v +// SetSupportedRootDeviceTypes sets the SupportedRootDeviceTypes field's value. +func (s *InstanceTypeInfo) SetSupportedRootDeviceTypes(v []*string) *InstanceTypeInfo { + s.SupportedRootDeviceTypes = v return s } diff --git a/service/gamelift/api.go b/service/gamelift/api.go index c29096f3f1b..c3881ffcb91 100644 --- a/service/gamelift/api.go +++ b/service/gamelift/api.go @@ -121,7 +121,7 @@ func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Req // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error) { @@ -190,11 +190,9 @@ func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Req // CreateAlias API operation for Amazon GameLift. // // Creates an alias for a fleet. In most situations, you can use an alias ID -// in place of a fleet ID. By using a fleet alias instead of a specific fleet -// ID, you can switch gameplay and players to a new fleet without changing your -// game client or other game components. For example, for games in production, -// using an alias allows you to seamlessly redirect your player base to a new -// game server update. +// 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 @@ -206,8 +204,8 @@ func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Req // To create a fleet alias, specify an alias name, routing strategy, and optional // description. Each simple alias can point to only one fleet, but a fleet can // have multiple aliases. If successful, a new alias record is returned, including -// an alias ID, which you can reference when creating a game session. You can -// reassign an alias to another fleet by calling UpdateAlias. +// an alias ID and an ARN. You can reassign an alias to another fleet by calling +// UpdateAlias. // // * CreateAlias // @@ -250,6 +248,11 @@ func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Req // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error) { req, out := c.CreateAliasRequest(input) @@ -320,30 +323,30 @@ func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Req // and points to the location of your game server build files in an Amazon Simple // Storage Service (Amazon S3) location. // -// Game server binaries must be combined into a .zip file for use with Amazon +// Game server binaries must be combined into a zip file for use with Amazon // GameLift. // -// To create new builds quickly and easily, use the AWS CLI command upload-build -// (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) -// . This helper command uploads your build and creates a new build record in -// one step, and automatically handles the necessary permissions. +// To create new builds directly from a file directory, use the AWS CLI command +// upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) +// . This helper command uploads build files and creates a new build record +// in one step, and automatically handles the necessary permissions. // -// The CreateBuild operation should be used only when you need to manually upload -// your build files, as in the following scenarios: +// The CreateBuild operation should be used only in the following scenarios: // -// * Store a build file in an Amazon S3 bucket under your own AWS account. -// To use this option, you must first give Amazon GameLift access to that -// Amazon S3 bucket. To create a new build record using files in your Amazon -// S3 bucket, call CreateBuild and specify a build name, operating system, -// and the storage location of your game build. +// * To create a new game build with build files that are in an Amazon S3 +// bucket under your own AWS account. To use this option, you must first +// give Amazon GameLift access to that Amazon S3 bucket. Then call CreateBuild +// and specify a build name, operating system, and the Amazon S3 storage +// location of your game build. // -// * Upload a build file directly to Amazon GameLift's Amazon S3 account. -// To use this option, you first call CreateBuild with a build name and operating -// system. This action creates a new build record and returns an Amazon S3 -// storage location (bucket and key only) and temporary access credentials. -// Use the credentials to manually upload your build file to the storage -// location (see the Amazon S3 topic Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html)). -// You can upload files to a location only once. +// * To upload build files directly to Amazon GameLift's Amazon S3 account. +// To use this option, first call CreateBuild and specify a build name and +// operating system. This action creates a new build record and returns an +// Amazon S3 storage location (bucket and key only) and temporary access +// credentials. Use the credentials to manually upload your build file to +// the provided storage location (see the Amazon S3 topic Uploading Objects +// (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html)). +// You can upload build files to the GameLift Amazon S3 location only once. // // If successful, this operation creates a new build record with a unique build // ID and places it in INITIALIZED status. You can use DescribeBuild to check @@ -353,6 +356,8 @@ func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Req // Learn more // // Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) +// https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html +// (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html) // // Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) // @@ -388,6 +393,11 @@ func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Req // a service resource associated with the request. Resolve the conflict before // retrying this request. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting @@ -469,14 +479,9 @@ func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Req // To create a new fleet, you must provide the following: (1) a fleet name, // (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build // ID for your game build or script ID if using Realtime Servers, and (4) a -// run-time configuration, which determines how game servers will run on each +// runtime configuration, which determines how game servers will run on each // instance in the fleet. // -// When creating a Realtime Servers fleet, we recommend using a minimal version -// of the Realtime script (see this working code example (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-script.html#realtime-script-examples)). -// This will make it much easier to troubleshoot any fleet creation issues. -// Once the fleet is active, you can update your Realtime script as needed. -// // If the CreateFleet call is successful, Amazon GameLift performs the following // tasks. You can track the process of a fleet by checking the fleet status // or by monitoring fleet creation events: @@ -484,25 +489,26 @@ func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Req // * Creates a fleet record. Status: NEW. // // * Begins writing events to the fleet event log, which can be accessed -// in the Amazon GameLift console. Sets the fleet's target capacity to 1 -// (desired instances), which triggers Amazon GameLift to start one new EC2 -// instance. +// in the Amazon GameLift console. +// +// * Sets the fleet's target capacity to 1 (desired instances), which triggers +// Amazon GameLift to start one new EC2 instance. // // * Downloads the game build or Realtime script to the new instance and // installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING. // // * Starts launching server processes on the instance. If the fleet is configured // to run multiple server processes per instance, Amazon GameLift staggers -// each launch by a few seconds. Status: ACTIVATING. +// each process launch by a few seconds. Status: ACTIVATING. // // * Sets the fleet's status to ACTIVE as soon as one server process is ready // to host a game session. // // Learn more // -// Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// Setting Up Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) +// Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) // // Related operations // @@ -512,12 +518,9 @@ func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Req // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions // @@ -554,6 +557,11 @@ func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Req // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error) { req, out := c.CreateFleetRequest(input) @@ -789,7 +797,7 @@ func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueIn // A queue identifies where new game sessions can be hosted -- by specifying // a list of destinations (fleets or aliases) -- and how long requests can wait // in the queue before timing out. You can set up a queue to try to place game -// sessions on fleets in multiple regions. To add placement requests to a queue, +// sessions on fleets in multiple Regions. To add placement requests to a queue, // call StartGameSessionPlacement and reference the queue name. // // Destination order. When processing a request for a game session, Amazon GameLift @@ -848,6 +856,11 @@ func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueIn // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error) { req, out := c.CreateGameSessionQueueRequest(input) @@ -985,7 +998,12 @@ func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakin // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. +// +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error) { @@ -1054,12 +1072,12 @@ func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleS // CreateMatchmakingRuleSet API operation for Amazon GameLift. // // Creates a new rule set for FlexMatch matchmaking. A rule set describes the -// type of match to create, such as the number and size of teams, and sets the -// parameters for acceptable player matches, such as minimum skill level or -// character type. A rule set is used by a MatchmakingConfiguration. +// type of match to create, such as the number and size of teams. It also sets +// the parameters for acceptable player matches, such as minimum skill level +// or character type. A rule set is used by a MatchmakingConfiguration. // // To create a matchmaking rule set, provide unique rule set name and the rule -// set body in JSON format. Rule sets must be defined in the same region as +// set body in JSON format. Rule sets must be defined in the same Region as // the matchmaking configuration they are used with. // // Since matchmaking rule sets cannot be edited, it is a good idea to check @@ -1110,7 +1128,12 @@ func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleS // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. +// +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error) { @@ -1499,6 +1522,11 @@ func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.R // a service resource associated with the request. Resolve the conflict before // retrying this request. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting @@ -1579,7 +1607,7 @@ func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringA // // You can peer with VPCs that are owned by any AWS account you have access // to, including the account that you use to manage your Amazon GameLift fleets. -// You cannot peer with VPCs that are in different regions. +// You cannot peer with VPCs that are in different Regions. // // To request authorization to create a connection, call this operation from // the AWS account with the VPC that you want to peer to your Amazon GameLift @@ -1707,7 +1735,7 @@ func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConn // enables the game servers on your fleet to communicate directly with other // AWS resources. You can peer with VPCs in any AWS account that you have access // to, including the account that you use to manage your Amazon GameLift fleets. -// You cannot peer with VPCs that are in different regions. For more information, +// You cannot peer with VPCs that are in different Regions. For more information, // see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // Before calling this operation to establish the peering connection, you first @@ -1864,6 +1892,11 @@ func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Req // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting @@ -1979,6 +2012,11 @@ func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Req // the request. Clients can retry such requests immediately or after a waiting // period. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. @@ -2073,12 +2111,9 @@ func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Req // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions // @@ -2111,6 +2146,11 @@ func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Req // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error) { req, out := c.DeleteFleetRequest(input) @@ -2214,6 +2254,11 @@ func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueIn // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error) { req, out := c.DeleteGameSessionQueueRequest(input) @@ -2325,7 +2370,12 @@ func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakin // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. +// +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error) { @@ -2438,12 +2488,17 @@ func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleS // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet func (c *GameLift) DeleteMatchmakingRuleSet(input *DeleteMatchmakingRuleSetInput) (*DeleteMatchmakingRuleSetOutput, error) { req, out := c.DeleteMatchmakingRuleSetRequest(input) @@ -2665,6 +2720,11 @@ func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.R // A service resource associated with the request could not be found. Clients // should not retry such requests. // +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting @@ -3178,7 +3238,7 @@ func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLi // // * current usage level for the AWS account // -// Service limits vary depending on region. Available regions for Amazon GameLift +// Service limits vary depending on Region. Available Regions for Amazon GameLift // can be found in the AWS Management Console for Amazon GameLift (see the drop-down // list in the upper right corner). // @@ -3317,8 +3377,7 @@ func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributes // DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits // DescribeFleetEvents // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions // @@ -3441,8 +3500,7 @@ func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInpu // DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits // DescribeFleetEvents // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions // @@ -3557,8 +3615,7 @@ func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) ( // DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits // DescribeFleetEvents // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions // @@ -3675,8 +3732,7 @@ func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSett // DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits // DescribeFleetEvents // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions // @@ -3797,8 +3853,7 @@ func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizati // DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits // DescribeFleetEvents // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions // @@ -4129,7 +4184,7 @@ func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQu // multiple queues, use the pagination parameters to retrieve results as a set // of sequential pages. If successful, a GameSessionQueue object is returned // for each requested queue. When specifying a list of queues, objects are returned -// only for queues that currently exist in the region. +// only for queues that currently exist in the Region. // // * CreateGameSessionQueue // @@ -4470,7 +4525,7 @@ func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) ( // // Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html) // -// Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/developerguidematch-notification.html) +// Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) // // Related operations // @@ -4502,7 +4557,7 @@ func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) ( // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error) { @@ -4619,7 +4674,7 @@ func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatch // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error) { @@ -4688,7 +4743,7 @@ func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmaking // DescribeMatchmakingRuleSets API operation for Amazon GameLift. // // 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 +// 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. @@ -4737,7 +4792,7 @@ func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmaking // should not retry such requests. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error) { @@ -4918,8 +4973,8 @@ func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeCon // DescribeRuntimeConfiguration API operation for Amazon GameLift. // -// Retrieves the current run-time configuration for the specified fleet. The -// run-time configuration tells Amazon GameLift how to launch server processes +// Retrieves the current runtime configuration for the specified fleet. The +// runtime configuration tells Amazon GameLift how to launch server processes // on instances in the fleet. // // Learn more @@ -4938,8 +4993,7 @@ func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeCon // DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits // DescribeFleetEvents // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions // @@ -5924,12 +5978,9 @@ func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Reque // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions // @@ -6084,6 +6135,134 @@ func (c *GameLift) ListScriptsWithContext(ctx aws.Context, input *ListScriptsInp return out, req.Send() } +const opListTagsForResource = "ListTagsForResource" + +// ListTagsForResourceRequest generates a "aws/request.Request" representing the +// client's request for the ListTagsForResource operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See ListTagsForResource for more information on using the ListTagsForResource +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the ListTagsForResourceRequest method. +// req, resp := client.ListTagsForResourceRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource +func (c *GameLift) ListTagsForResourceRequest(input *ListTagsForResourceInput) (req *request.Request, output *ListTagsForResourceOutput) { + op := &request.Operation{ + Name: opListTagsForResource, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &ListTagsForResourceInput{} + } + + output = &ListTagsForResourceOutput{} + req = c.newRequest(op, input, output) + return +} + +// ListTagsForResource API operation for Amazon GameLift. +// +// Retrieves all tags that are assigned to a GameLift resource. Resource tags +// are used to organize AWS resources for a range of purposes. This action handles +// the permissions necessary to manage tags for the following GameLift resource +// types: +// +// * Build +// +// * Script +// +// * Fleet +// +// * Alias +// +// * GameSessionQueue +// +// * MatchmakingConfiguration +// +// * MatchmakingRuleSet +// +// To list tags for a resource, specify the unique ARN value for the resource. +// +// Learn more +// +// Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) +// in the AWS General Reference +// +// AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) +// +// Related operations +// +// * TagResource +// +// * UntagResource +// +// * ListTagsForResource +// +// 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. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation ListTagsForResource for usage and error information. +// +// Returned Error Codes: +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource +func (c *GameLift) ListTagsForResource(input *ListTagsForResourceInput) (*ListTagsForResourceOutput, error) { + req, out := c.ListTagsForResourceRequest(input) + return out, req.Send() +} + +// ListTagsForResourceWithContext is the same as ListTagsForResource with the addition of +// the ability to pass a context and additional request options. +// +// See ListTagsForResource for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) ListTagsForResourceWithContext(ctx aws.Context, input *ListTagsForResourceInput, opts ...request.Option) (*ListTagsForResourceOutput, error) { + req, out := c.ListTagsForResourceRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + const opPutScalingPolicy = "PutScalingPolicy" // PutScalingPolicyRequest generates a "aws/request.Request" representing the @@ -6418,7 +6597,7 @@ func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.R // ResolveAlias API operation for Amazon GameLift. // -// Retrieves the fleet ID that a specified alias is currently pointing to. +// Retrieves the fleet ID that an alias is currently pointing to. // // * CreateAlias // @@ -6533,7 +6712,7 @@ func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (re // sorts them in a specified order. You can search or sort by the following // game session attributes: // -// * gameSessionId -- Unique identifier for the game session. You can use +// * gameSessionId -- A unique identifier for the game session. You can use // either a GameSessionId or GameSessionArn value. // // * gameSessionName -- Name assigned to a game session. This value is set @@ -6826,11 +7005,11 @@ func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlace // destinations are listed in preference order. // // Alternatively, when requesting a game session with players, you can also -// provide latency data for each player in relevant regions. Latency data indicates +// provide latency data for each player in relevant Regions. Latency data indicates // the performance lag a player experiences when connected to a fleet in the -// region. Amazon GameLift uses latency data to reorder the list of destinations -// to place the game session in a region with minimal lag. If latency data is -// provided for multiple players, Amazon GameLift calculates each region's average +// Region. Amazon GameLift uses latency data to reorder the list of destinations +// to place the game session in a Region with minimal lag. If latency data is +// provided for multiple players, Amazon GameLift calculates each Region's average // lag for all players and reorders to get the best game play across all players. // // To place a new game session request, specify the following: @@ -6851,7 +7030,7 @@ func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlace // // To track the status of a placement request, call DescribeGameSessionPlacement // and check the request's status. If the status is FULFILLED, a new game session -// has been created and a game session ARN and region are referenced. If the +// has been created and a game session ARN and Region are referenced. If the // placement request times out, you can resubmit the request or retry it with // a different queue. // @@ -7025,7 +7204,7 @@ func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (re // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill func (c *GameLift) StartMatchBackfill(input *StartMatchBackfillInput) (*StartMatchBackfillOutput, error) { @@ -7197,7 +7376,7 @@ func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *r // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error) { @@ -7548,7 +7727,7 @@ func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *req // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error) { @@ -7572,242 +7751,507 @@ func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchm return out, req.Send() } -const opUpdateAlias = "UpdateAlias" +const opTagResource = "TagResource" -// UpdateAliasRequest generates a "aws/request.Request" representing the -// client's request for the UpdateAlias operation. The "output" return +// TagResourceRequest generates a "aws/request.Request" representing the +// client's request for the TagResource operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See UpdateAlias for more information on using the UpdateAlias +// See TagResource for more information on using the TagResource // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the UpdateAliasRequest method. -// req, resp := client.UpdateAliasRequest(params) +// // Example sending a request using the TagResourceRequest method. +// req, resp := client.TagResourceRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias -func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource +func (c *GameLift) TagResourceRequest(input *TagResourceInput) (req *request.Request, output *TagResourceOutput) { op := &request.Operation{ - Name: opUpdateAlias, + Name: opTagResource, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &UpdateAliasInput{} + input = &TagResourceInput{} } - output = &UpdateAliasOutput{} + output = &TagResourceOutput{} req = c.newRequest(op, input, output) + req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } -// UpdateAlias API operation for Amazon GameLift. +// TagResource API operation for Amazon GameLift. // -// Updates properties for an alias. To update properties, specify the alias -// ID to be updated and provide the information to be changed. To reassign an -// alias to another fleet, provide an updated routing strategy. If successful, -// the updated alias record is returned. +// Assigns a tag to a GameLift resource. AWS resource tags provide an additional +// management tool set. You can use tags to organize resources, create IAM permissions +// policies to manage access to groups of resources, customize AWS cost breakdowns, +// etc. This action handles the permissions necessary to manage tags for the +// following GameLift resource types: // -// * CreateAlias +// * Build // -// * ListAliases +// * Script // -// * DescribeAlias +// * Fleet // -// * UpdateAlias +// * Alias // -// * DeleteAlias +// * GameSessionQueue // -// * ResolveAlias +// * MatchmakingConfiguration +// +// * MatchmakingRuleSet +// +// To add a tag to a resource, specify the unique ARN value for the resource +// and provide a trig list containing one or more tags. The operation succeeds +// even if the list includes tags that are already assigned to the specified +// resource. +// +// Learn more +// +// Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) +// in the AWS General Reference +// +// AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) +// +// Related operations +// +// * TagResource +// +// * UntagResource +// +// * ListTagsForResource // // 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. // // See the AWS API reference guide for Amazon GameLift's -// API operation UpdateAlias for usage and error information. +// API operation TagResource for usage and error information. // // Returned Error Codes: -// * ErrCodeUnauthorizedException "UnauthorizedException" -// The client failed authentication. Clients should not retry such requests. +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // -// * ErrCodeNotFoundException "NotFoundException" -// A service resource associated with the request could not be found. Clients -// should not retry such requests. +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias -func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error) { - req, out := c.UpdateAliasRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource +func (c *GameLift) TagResource(input *TagResourceInput) (*TagResourceOutput, error) { + req, out := c.TagResourceRequest(input) return out, req.Send() } -// UpdateAliasWithContext is the same as UpdateAlias with the addition of +// TagResourceWithContext is the same as TagResource with the addition of // the ability to pass a context and additional request options. // -// See UpdateAlias for details on how to use this API operation. +// See TagResource for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error) { - req, out := c.UpdateAliasRequest(input) +func (c *GameLift) TagResourceWithContext(ctx aws.Context, input *TagResourceInput, opts ...request.Option) (*TagResourceOutput, error) { + req, out := c.TagResourceRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opUpdateBuild = "UpdateBuild" +const opUntagResource = "UntagResource" -// UpdateBuildRequest generates a "aws/request.Request" representing the -// client's request for the UpdateBuild operation. The "output" return +// UntagResourceRequest generates a "aws/request.Request" representing the +// client's request for the UntagResource operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See UpdateBuild for more information on using the UpdateBuild +// See UntagResource for more information on using the UntagResource // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the UpdateBuildRequest method. -// req, resp := client.UpdateBuildRequest(params) +// // Example sending a request using the UntagResourceRequest method. +// req, resp := client.UntagResourceRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild -func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource +func (c *GameLift) UntagResourceRequest(input *UntagResourceInput) (req *request.Request, output *UntagResourceOutput) { op := &request.Operation{ - Name: opUpdateBuild, + Name: opUntagResource, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &UpdateBuildInput{} + input = &UntagResourceInput{} } - output = &UpdateBuildOutput{} + output = &UntagResourceOutput{} req = c.newRequest(op, input, output) + req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } -// UpdateBuild API operation for Amazon GameLift. +// UntagResource API operation for Amazon GameLift. // -// Updates metadata in a build record, including the build name and version. -// To update the metadata, specify the build ID to update and provide the new -// values. If successful, a build object containing the updated metadata is -// returned. +// Removes a tag that is assigned to a GameLift resource. Resource tags are +// used to organize AWS resources for a range of purposes. This action handles +// the permissions necessary to manage tags for the following GameLift resource +// types: // -// Learn more +// * Build // -// Working with Builds (https://docs.aws.amazon.com/gamelift/latest/developerguide/build-intro.html) +// * Script // -// Related operations +// * Fleet // -// * CreateBuild +// * Alias // -// * ListBuilds +// * GameSessionQueue // -// * DescribeBuild +// * MatchmakingConfiguration // -// * UpdateBuild +// * MatchmakingRuleSet // -// * DeleteBuild +// To remove a tag from a resource, specify the unique ARN value for the resource +// and provide a string list containing one or more tags to be removed. This +// action succeeds even if the list includes tags that are not currently assigned +// to the specified resource. +// +// Learn more +// +// Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) +// in the AWS General Reference +// +// AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) +// +// Related operations +// +// * TagResource +// +// * UntagResource +// +// * ListTagsForResource // // 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. // // See the AWS API reference guide for Amazon GameLift's -// API operation UpdateBuild for usage and error information. +// API operation UntagResource for usage and error information. // // Returned Error Codes: -// * ErrCodeUnauthorizedException "UnauthorizedException" -// The client failed authentication. Clients should not retry such requests. +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // -// * ErrCodeNotFoundException "NotFoundException" -// A service resource associated with the request could not be found. Clients -// should not retry such requests. +// * ErrCodeTaggingFailedException "TaggingFailedException" +// The requested tagging operation did not succeed. This may be due to invalid +// tag format or the maximum tag limit may have been exceeded. Resolve the issue +// before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild -func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error) { - req, out := c.UpdateBuildRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource +func (c *GameLift) UntagResource(input *UntagResourceInput) (*UntagResourceOutput, error) { + req, out := c.UntagResourceRequest(input) return out, req.Send() } -// UpdateBuildWithContext is the same as UpdateBuild with the addition of +// UntagResourceWithContext is the same as UntagResource with the addition of // the ability to pass a context and additional request options. // -// See UpdateBuild for details on how to use this API operation. +// See UntagResource for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error) { - req, out := c.UpdateBuildRequest(input) +func (c *GameLift) UntagResourceWithContext(ctx aws.Context, input *UntagResourceInput, opts ...request.Option) (*UntagResourceOutput, error) { + req, out := c.UntagResourceRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opUpdateFleetAttributes = "UpdateFleetAttributes" +const opUpdateAlias = "UpdateAlias" -// UpdateFleetAttributesRequest generates a "aws/request.Request" representing the -// client's request for the UpdateFleetAttributes operation. The "output" return +// UpdateAliasRequest generates a "aws/request.Request" representing the +// client's request for the UpdateAlias operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See UpdateFleetAttributes for more information on using the UpdateFleetAttributes +// See UpdateAlias for more information on using the UpdateAlias // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the UpdateFleetAttributesRequest method. +// // Example sending a request using the UpdateAliasRequest method. +// req, resp := client.UpdateAliasRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias +func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput) { + op := &request.Operation{ + Name: opUpdateAlias, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &UpdateAliasInput{} + } + + output = &UpdateAliasOutput{} + req = c.newRequest(op, input, output) + return +} + +// UpdateAlias API operation for Amazon GameLift. +// +// Updates properties for an alias. To update properties, specify the alias +// ID to be updated and provide the information to be changed. To reassign an +// alias to another fleet, provide an updated routing strategy. If successful, +// the updated alias record is returned. +// +// * CreateAlias +// +// * ListAliases +// +// * DescribeAlias +// +// * UpdateAlias +// +// * DeleteAlias +// +// * ResolveAlias +// +// 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. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation UpdateAlias for usage and error information. +// +// Returned Error Codes: +// * ErrCodeUnauthorizedException "UnauthorizedException" +// The client failed authentication. Clients should not retry such requests. +// +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias +func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error) { + req, out := c.UpdateAliasRequest(input) + return out, req.Send() +} + +// UpdateAliasWithContext is the same as UpdateAlias with the addition of +// the ability to pass a context and additional request options. +// +// See UpdateAlias for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error) { + req, out := c.UpdateAliasRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opUpdateBuild = "UpdateBuild" + +// UpdateBuildRequest generates a "aws/request.Request" representing the +// client's request for the UpdateBuild operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See UpdateBuild for more information on using the UpdateBuild +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the UpdateBuildRequest method. +// req, resp := client.UpdateBuildRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild +func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput) { + op := &request.Operation{ + Name: opUpdateBuild, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &UpdateBuildInput{} + } + + output = &UpdateBuildOutput{} + req = c.newRequest(op, input, output) + return +} + +// UpdateBuild API operation for Amazon GameLift. +// +// Updates metadata in a build record, including the build name and version. +// To update the metadata, specify the build ID to update and provide the new +// values. If successful, a build object containing the updated metadata is +// returned. +// +// Learn more +// +// Working with Builds (https://docs.aws.amazon.com/gamelift/latest/developerguide/build-intro.html) +// +// Related operations +// +// * CreateBuild +// +// * ListBuilds +// +// * DescribeBuild +// +// * UpdateBuild +// +// * DeleteBuild +// +// 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. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation UpdateBuild for usage and error information. +// +// Returned Error Codes: +// * ErrCodeUnauthorizedException "UnauthorizedException" +// The client failed authentication. Clients should not retry such requests. +// +// * ErrCodeInvalidRequestException "InvalidRequestException" +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * ErrCodeNotFoundException "NotFoundException" +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * ErrCodeInternalServiceException "InternalServiceException" +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild +func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error) { + req, out := c.UpdateBuildRequest(input) + return out, req.Send() +} + +// UpdateBuildWithContext is the same as UpdateBuild with the addition of +// the ability to pass a context and additional request options. +// +// See UpdateBuild for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error) { + req, out := c.UpdateBuildRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opUpdateFleetAttributes = "UpdateFleetAttributes" + +// UpdateFleetAttributesRequest generates a "aws/request.Request" representing the +// client's request for the UpdateFleetAttributes operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See UpdateFleetAttributes for more information on using the UpdateFleetAttributes +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the UpdateFleetAttributesRequest method. // req, resp := client.UpdateFleetAttributesRequest(params) // // err := req.Send() @@ -7850,9 +8294,7 @@ func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInpu // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // // * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings // UpdateRuntimeConfiguration @@ -7992,9 +8434,7 @@ func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) ( // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // // * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings // UpdateRuntimeConfiguration @@ -8124,9 +8564,7 @@ func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettings // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // // * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings // UpdateRuntimeConfiguration @@ -8512,7 +8950,7 @@ func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakin // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error) { @@ -8580,20 +9018,20 @@ func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigu // UpdateRuntimeConfiguration API operation for Amazon GameLift. // -// Updates the current run-time configuration for the specified fleet, which +// Updates the current runtime configuration for the specified fleet, which // tells Amazon GameLift how to launch server processes on instances in the -// fleet. You can update a fleet's run-time configuration at any time after -// the fleet is created; it does not need to be in an ACTIVE status. +// fleet. You can update a fleet's runtime configuration at any time after the +// fleet is created; it does not need to be in an ACTIVE status. // -// To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration +// To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration // object with an updated set of server process configurations. // // Each instance in a Amazon GameLift fleet checks regularly for an updated -// run-time configuration and changes how it launches server processes to comply +// runtime configuration and changes how it launches server processes to comply // with the latest version. Existing server processes are not affected by the -// update; run-time configuration changes are applied gradually as existing -// processes shut down and new processes are launched during Amazon GameLift's -// normal process recycling activity. +// update; runtime configuration changes are applied gradually as existing processes +// shut down and new processes are launched during Amazon GameLift's normal +// process recycling activity. // // Learn more // @@ -8607,9 +9045,7 @@ func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigu // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // // * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings // UpdateRuntimeConfiguration @@ -8873,7 +9309,7 @@ func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingR // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" -// The requested operation is not supported in the region specified. +// The requested operation is not supported in the Region specified. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid @@ -8910,13 +9346,13 @@ type AcceptMatchInput struct { // AcceptanceType is a required field AcceptanceType *string `type:"string" required:"true" enum:"AcceptanceType"` - // Unique identifier for a player delivering the response. This parameter can - // include one or multiple player IDs. + // A unique identifier for a player delivering the response. This parameter + // can include one or multiple player IDs. // // PlayerIds is a required field PlayerIds []*string `type:"list" required:"true"` - // Unique identifier for a matchmaking ticket. The ticket must be in status + // A unique identifier for a matchmaking ticket. The ticket must be in status // REQUIRES_ACCEPTANCE; otherwise this request will fail. // // TicketId is a required field @@ -8984,7 +9420,7 @@ func (s AcceptMatchOutput) GoString() string { return s.String() } -// Properties describing a fleet alias. +// Properties that describe an alias resource. // // * CreateAlias // @@ -9000,28 +9436,32 @@ func (s AcceptMatchOutput) GoString() string { type Alias struct { _ struct{} `type:"structure"` - // Unique identifier for an alias; alias ARNs are unique across all regions. + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift alias resource and uniquely identifies it. + // ARNs are unique across all Regions.. In a GameLift alias ARN, the resource + // ID matches the alias ID value. AliasArn *string `min:"1" type:"string"` - // Unique identifier for an alias; alias IDs are unique within a region. + // A unique identifier for an alias. Alias IDs are unique within a Region. AliasId *string `type:"string"` - // Time stamp indicating when this data object was created. Format is a number + // A time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // Human-readable description of an alias. + // A human-readable description of an alias. Description *string `type:"string"` - // Time stamp indicating when this data object was last modified. Format is - // a number expressed in Unix time as milliseconds (for example "1469498468.057"). + // The time that this data object was last modified. Format is a number expressed + // in Unix time as milliseconds (for example "1469498468.057"). LastUpdatedTime *time.Time `type:"timestamp"` - // Descriptive label that is associated with an alias. Alias names do not need - // to be unique. + // A descriptive label that is associated with an alias. Alias names do not + // need to be unique. Name *string `min:"1" type:"string"` - // Alias configuration for the alias, including routing type and settings. + // The routing configuration, including routing type and fleet target, for the + // alias. RoutingStrategy *RoutingStrategy `type:"structure"` } @@ -9077,7 +9517,7 @@ func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias { return s } -// Values for use in Player attribute key:value pairs. This object lets you +// Values for use in Player attribute key-value pairs. This object lets you // specify an attribute value using any of the valid data types: string, number, // string array, or data map. Each AttributeValue object can use only one of // the available properties. @@ -9208,14 +9648,20 @@ func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials { type Build struct { _ struct{} `type:"structure"` - // Unique identifier for a build. + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift build resource and uniquely identifies it. + // ARNs are unique across all Regions. In a GameLift build ARN, the resource + // ID matches the BuildId value. + BuildArn *string `type:"string"` + + // A unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // Descriptive label that is associated with a build. Build names do not need + // A descriptive label that is associated with a build. Build names do not need // to be unique. It can be set using CreateBuild or UpdateBuild. Name *string `type:"string"` @@ -9243,8 +9689,8 @@ type Build struct { // for this build. Status *string `type:"string" enum:"BuildStatus"` - // Version that is associated with a build or script. Version strings do not - // need to be unique. This value can be set using CreateBuild or UpdateBuild. + // Version information that is associated with a build or script. Version strings + // do not need to be unique. This value can be set using CreateBuild or UpdateBuild. Version *string `type:"string"` } @@ -9258,6 +9704,12 @@ func (s Build) GoString() string { return s.String() } +// SetBuildArn sets the BuildArn field's value. +func (s *Build) SetBuildArn(v string) *Build { + s.BuildArn = &v + return s +} + // SetBuildId sets the BuildId field's value. func (s *Build) SetBuildId(v string) *Build { s.BuildId = &v @@ -9300,9 +9752,16 @@ func (s *Build) SetVersion(v string) *Build { return s } +// Information about the use of a TLS/SSL certificate for a fleet. TLS certificate +// generation is enabled at the fleet level, with one certificate generated +// for the fleet. When this feature is enabled, the certificate can be retrieved +// using the GameLift Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) +// call GetInstanceCertificate. All instances in a fleet share the same certificate. type CertificateConfiguration struct { _ struct{} `type:"structure"` + // Indicates whether a TLS/SSL certificate was generated for a fleet. + // // CertificateType is a required field CertificateType *string `type:"string" required:"true" enum:"CertificateType"` } @@ -9340,19 +9799,30 @@ func (s *CertificateConfiguration) SetCertificateType(v string) *CertificateConf type CreateAliasInput struct { _ struct{} `type:"structure"` - // Human-readable description of an alias. + // A human-readable description of the alias. Description *string `min:"1" type:"string"` - // Descriptive label that is associated with an alias. Alias names do not need - // to be unique. + // A descriptive label that is associated with an alias. Alias names do not + // need to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` - // Object that specifies the fleet and routing type to use for the alias. + // The routing configuration, including routing type and fleet target, for the + // alias. // // RoutingStrategy is a required field RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` + + // A list of labels to assign to the new alias resource. Tags are developer-defined + // key-value pairs. Tagging AWS resources are useful for resource management, + // access management and cost allocation. For more information, see Tagging + // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) + // in the AWS General Reference. Once the resource is created, you can use TagResource, + // UntagResource, and ListTagsForResource to add, remove, and view tags. The + // maximum tag limit may be lower than stated. See the AWS General Reference + // for actual tagging limits. + Tags []*Tag `type:"list"` } // String returns the string representation @@ -9380,6 +9850,16 @@ func (s *CreateAliasInput) Validate() error { if s.RoutingStrategy == nil { invalidParams.Add(request.NewErrParamRequired("RoutingStrategy")) } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) + } + } + } if invalidParams.Len() > 0 { return invalidParams @@ -9405,11 +9885,17 @@ func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasIn return s } +// SetTags sets the Tags field's value. +func (s *CreateAliasInput) SetTags(v []*Tag) *CreateAliasInput { + s.Tags = v + return s +} + // Represents the returned data in response to a request action. type CreateAliasOutput struct { _ struct{} `type:"structure"` - // Object that describes the newly created alias record. + // The newly created alias resource. Alias *Alias `type:"structure"` } @@ -9433,11 +9919,11 @@ func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput { type CreateBuildInput struct { _ struct{} `type:"structure"` - // Descriptive label that is associated with a build. Build names do not need + // A descriptive label that is associated with a build. Build names do not need // to be unique. You can use UpdateBuild to change this value later. Name *string `min:"1" type:"string"` - // Operating system that the game server binaries are built to run on. This + // The operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. // If your game build contains multiple executables, they all must run on the // same operating system. If an operating system is not specified when creating @@ -9447,14 +9933,24 @@ type CreateBuildInput struct { // Information indicating where your game build files are stored. Use this parameter // only when creating a build with files stored in an Amazon S3 bucket that - // you own. The storage location must specify an Amazon S3 bucket name and key, - // as well as a the ARN for a role that you set up to allow Amazon GameLift - // to access your Amazon S3 bucket. The S3 bucket must be in the same region - // that you want to create a new build in. + // you own. The storage location must specify an Amazon S3 bucket name and key. + // The location must also specify a role ARN that you set up to allow Amazon + // GameLift to access your Amazon S3 bucket. The S3 bucket and your new build + // must be in the same Region. StorageLocation *S3Location `type:"structure"` - // Version that is associated with a build or script. Version strings do not - // need to be unique. You can use UpdateBuild to change this value later. + // A list of labels to assign to the new build resource. Tags are developer-defined + // key-value pairs. Tagging AWS resources are useful for resource management, + // access management and cost allocation. For more information, see Tagging + // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) + // in the AWS General Reference. Once the resource is created, you can use TagResource, + // UntagResource, and ListTagsForResource to add, remove, and view tags. The + // maximum tag limit may be lower than stated. See the AWS General Reference + // for actual tagging limits. + Tags []*Tag `type:"list"` + + // Version information that is associated with a build or script. Version strings + // do not need to be unique. You can use UpdateBuild to change this value later. Version *string `min:"1" type:"string"` } @@ -9482,6 +9978,16 @@ func (s *CreateBuildInput) Validate() error { invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) } } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) + } + } + } if invalidParams.Len() > 0 { return invalidParams @@ -9507,6 +10013,12 @@ func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput { return s } +// SetTags sets the Tags field's value. +func (s *CreateBuildInput) SetTags(v []*Tag) *CreateBuildInput { + s.Tags = v + return s +} + // SetVersion sets the Version field's value. func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput { s.Version = &v @@ -9517,7 +10029,7 @@ func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput { type CreateBuildOutput struct { _ struct{} `type:"structure"` - // The newly created build record, including a unique build ID and status. + // The newly created build record, including a unique build IDs and status. Build *Build `type:"structure"` // Amazon S3 location for your game build file, including bucket name and key. @@ -9562,45 +10074,63 @@ func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuild type CreateFleetInput struct { _ struct{} `type:"structure"` - // Unique identifier for a build to be deployed on the new fleet. The custom - // game server build must have been successfully uploaded to Amazon GameLift - // and be in a READY status. This fleet setting cannot be changed once the fleet - // is created. + // A unique identifier for a build to be deployed on the new fleet. You can + // use either the build ID or ARN value. The custom game server build must have + // been successfully uploaded to Amazon GameLift and be in a READY status. This + // fleet setting cannot be changed once the fleet is created. BuildId *string `type:"string"` + // Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS + // certificates are used for encrypting traffic between game clients and game + // servers running on GameLift. If this parameter is not specified, the default + // value, DISABLED, is used. This fleet setting cannot be changed once the fleet + // is created. Learn more at Securing Client/Server Communication (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security). + // + // Note: This feature requires the AWS Certificate Manager (ACM) service, which + // is available in the AWS global partition but not in all other partitions. + // When working in a partition that does not support this feature, a request + // for a new fleet with certificate generation results fails with a 4xx unsupported + // Region error. + // + // Valid values include: + // + // * GENERATED - Generate a TLS/SSL certificate for this fleet. + // + // * DISABLED - (default) Do not generate a TLS/SSL certificate for this + // fleet. CertificateConfiguration *CertificateConfiguration `type:"structure"` - // Human-readable description of a fleet. + // A human-readable description of a fleet. Description *string `min:"1" type:"string"` // Range of IP addresses and port settings that permit inbound traffic to access - // game sessions that running on the fleet. For fleets using a custom game build, - // this parameter is required before game sessions running on the fleet can - // accept connections. For Realtime Servers fleets, Amazon GameLift automatically + // game sessions that are running on the fleet. For fleets using a custom game + // build, this parameter is required before game sessions running on the fleet + // can accept connections. For Realtime Servers fleets, Amazon GameLift automatically // sets TCP and UDP ranges for use by the Realtime servers. You can specify // multiple permission settings or add more by updating the fleet. EC2InboundPermissions []*IpPermission `type:"list"` - // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet - // instance type determines the computing resources of each instance in the - // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift - // supports the following EC2 instance types. See Amazon EC2 Instance Types - // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. + // The name of an EC2 instance type that is supported in Amazon GameLift. A + // fleet instance type determines the computing resources of each instance in + // the fleet, including CPU, memory, storage, and networking capacity. Amazon + // GameLift supports the following EC2 instance types. See Amazon EC2 Instance + // Types (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. // // EC2InstanceType is a required field EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` - // Indicates whether to use on-demand instances or spot instances for this fleet. + // Indicates whether to use On-Demand instances or Spot instances for this fleet. // If empty, the default is ON_DEMAND. Both categories of instances use identical // hardware and configurations based on the instance type selected for this // fleet. Learn more about On-Demand versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot). FleetType *string `type:"string" enum:"FleetType"` - // Unique identifier for an AWS IAM role that manages access to your AWS services. + // A unique identifier for an AWS IAM role that manages access to your AWS 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, - // daemons (background processes). Create a role or look up a role's ARN using - // the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS Management + // and daemons (background processes). Create a role or look up a role's ARN + // from the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS Management // Console. Learn more about using on-box credentials for your game servers // at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). InstanceRoleArn *string `min:"1" type:"string"` @@ -9611,72 +10141,88 @@ type CreateFleetInput struct { // See more information in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). LogPaths []*string `type:"list"` - // Name of an Amazon CloudWatch metric group to add this fleet to. A metric + // The name of an Amazon CloudWatch metric group to add this fleet to. A metric // group aggregates the metrics for all fleets in the group. Specify an existing // metric group name, or provide a new name to create a new metric group. A // fleet can only be included in one metric group at a time. MetricGroups []*string `type:"list"` - // Descriptive label that is associated with a fleet. Fleet names do not need + // A descriptive label that is associated with a fleet. Fleet names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` - // Game session protection policy to apply to all instances in this fleet. If - // this parameter is not set, instances in this fleet default to no protection. + // A game session protection policy to apply to all instances in this fleet. + // If this parameter is not set, instances in this fleet default to no protection. // You can change a fleet's protection policy using UpdateFleetAttributes, but // this change will only affect sessions created after the policy change. You // can also set protection for individual instances using UpdateGameSession. // - // * NoProtection -- The game session can be terminated during a scale-down + // * NoProtection - The game session can be terminated during a scale-down // event. // - // * FullProtection -- If the game session is in an ACTIVE status, it cannot + // * FullProtection - If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` - // Unique identifier for the AWS account with the VPC that you want to peer - // your Amazon GameLift fleet with. You can find your Account ID in the AWS + // A unique identifier for the AWS account with the VPC that you want to peer + // your Amazon GameLift fleet with. You can find your account ID in the AWS // Management Console under account settings. PeerVpcAwsAccountId *string `min:"1" type:"string"` - // Unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same region where your fleet is deployed. - // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) + // A unique identifier for a VPC with resources to be accessed by your Amazon + // GameLift fleet. The VPC must be in the same Region as your fleet. To look + // up a VPC ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` - // Policy that limits the number of game sessions an individual player can create - // over a span of time for this fleet. + // A policy that limits the number of game sessions an individual player can + // create over a span of time for this fleet. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Instructions for launching server processes on each instance in the fleet. // Server processes run either a custom game build executable or a Realtime - // Servers script. The run-time configuration lists the types of server processes - // to run on an instance and includes the following configuration settings: - // the server executable or launch script file, launch parameters, and the number - // of processes to run concurrently on each instance. A CreateFleet request - // must include a run-time configuration with at least one server process configuration. + // script. The runtime configuration defines the server executables or launch + // script file, launch parameters, and the number of processes to run concurrently + // on each instance. When creating a fleet, the runtime configuration must have + // at least one server process configuration; otherwise the request fails with + // an invalid request exception. (This parameter replaces the parameters ServerLaunchPath + // and ServerLaunchParameters, although requests that contain values for these + // parameters instead of a runtime configuration will continue to work.) This + // parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters + // are defined. Runtime configuration replaced these parameters, but fleets + // that use them will continue to work. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` - // Unique identifier for a Realtime script to be deployed on the new fleet. - // The Realtime script must have been successfully uploaded to Amazon GameLift. - // This fleet setting cannot be changed once the fleet is created. + // A unique identifier for a Realtime script to be deployed on the new fleet. + // You can use either the script ID or ARN value. The Realtime script must have + // been successfully uploaded to Amazon GameLift. This fleet setting cannot + // be changed once the fleet is created. ScriptId *string `type:"string"` // This parameter is no longer used. Instead, specify server launch parameters // in the RuntimeConfiguration parameter. (Requests that specify a server launch - // path and launch parameters instead of a run-time configuration will continue + // path and launch parameters instead of a runtime configuration will continue // to work.) ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Instead, specify a server launch path using - // the RuntimeConfiguration parameter. (Requests that specify a server launch - // path and launch parameters instead of a run-time configuration will continue - // to work.) + // the RuntimeConfiguration parameter. Requests that specify a server launch + // path and launch parameters instead of a runtime configuration will continue + // to work. ServerLaunchPath *string `min:"1" type:"string"` + + // A list of labels to assign to the new fleet resource. Tags are developer-defined + // key-value pairs. Tagging AWS resources are useful for resource management, + // access management and cost allocation. For more information, see Tagging + // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) + // in the AWS General Reference. Once the resource is created, you can use TagResource, + // UntagResource, and ListTagsForResource to add, remove, and view tags. The + // maximum tag limit may be lower than stated. See the AWS General Reference + // for actual tagging limits. + Tags []*Tag `type:"list"` } // String returns the string representation @@ -9739,6 +10285,16 @@ func (s *CreateFleetInput) Validate() error { invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) } } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) + } + } + } if invalidParams.Len() > 0 { return invalidParams @@ -9854,6 +10410,12 @@ func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput { return s } +// SetTags sets the Tags field's value. +func (s *CreateFleetInput) SetTags(v []*Tag) *CreateFleetInput { + s.Tags = v + return s +} + // Represents the returned data in response to a request action. type CreateFleetOutput struct { _ struct{} `type:"structure"` @@ -9882,18 +10444,19 @@ func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetO type CreateGameSessionInput struct { _ struct{} `type:"structure"` - // Unique identifier for an alias associated with the fleet to create a game - // session in. Each request must reference either a fleet ID or alias ID, but - // not both. + // A unique identifier for an alias associated with the fleet to create a game + // session in. You can use either the alias ID or ARN value. Each request must + // reference either a fleet ID or alias ID, but not both. AliasId *string `type:"string"` - // Unique identifier for a player or entity creating the game session. This + // A unique identifier for a player or entity creating the game session. This // ID is used to enforce a resource protection policy (if one exists) that limits // the number of concurrent active game sessions one player can have. CreatorId *string `min:"1" type:"string"` - // Unique identifier for a fleet to create a game session in. Each request must - // reference either a fleet ID or alias ID, but not both. + // A unique identifier for a fleet to create a game session in. You can use + // either the fleet ID or ARN value. Each request must reference either a fleet + // ID or alias ID, but not both. FleetId *string `type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. @@ -9923,14 +10486,14 @@ type CreateGameSessionInput struct { // deleted. IdempotencyToken *string `min:"1" type:"string"` - // Maximum number of players that can be connected simultaneously to the game - // session. + // The maximum number of players that can be connected simultaneously to the + // game session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` - // Descriptive label that is associated with a game session. Session names do - // not need to be unique. + // A descriptive label that is associated with a game session. Session names + // do not need to be unique. Name *string `min:"1" type:"string"` } @@ -10064,30 +10627,40 @@ func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSess type CreateGameSessionQueueInput struct { _ struct{} `type:"structure"` - // List of fleets that can be used to fulfill game session placement requests + // A list of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` - // Descriptive label that is associated with game session queue. Queue names - // must be unique within each region. + // A descriptive label that is associated with game session queue. Queue names + // must be unique within each Region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` - // Collection of latency policies to apply when processing game sessions placement + // A collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. - // With just one policy, it is enforced at the start of the game session placement - // for the duration period. With multiple policies, each policy is enforced - // consecutively for its duration period. For example, a queue might enforce - // a 60-second policy followed by a 120-second policy, and then no policy for - // the remainder of the placement. A player latency policy must set a value - // for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API - // requests will fail. + // With just one policy, the policy is enforced at the start of the game session + // placement for the duration period. With multiple policies, each policy is + // enforced consecutively for its duration period. For example, a queue might + // enforce a 60-second policy followed by a 120-second policy, and then no policy + // for the remainder of the placement. A player latency policy must set a value + // for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API + // request fails. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` - // Maximum time, in seconds, that a new game session placement request remains + // A list of labels to assign to the new game session queue resource. Tags are + // developer-defined key-value pairs. Tagging AWS resources are useful for resource + // management, access management and cost allocation. For more information, + // see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) + // in the AWS General Reference. Once the resource is created, you can use TagResource, + // UntagResource, and ListTagsForResource to add, remove, and view tags. The + // maximum tag limit may be lower than stated. See the AWS General Reference + // for actual tagging limits. + Tags []*Tag `type:"list"` + + // 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. TimeoutInSeconds *int64 `type:"integer"` @@ -10122,6 +10695,16 @@ func (s *CreateGameSessionQueueInput) Validate() error { } } } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) + } + } + } if invalidParams.Len() > 0 { return invalidParams @@ -10147,6 +10730,12 @@ func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatenc return s } +// SetTags sets the Tags field's value. +func (s *CreateGameSessionQueueInput) SetTags(v []*Tag) *CreateGameSessionQueueInput { + s.Tags = v + return s +} + // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput { s.TimeoutInSeconds = &v @@ -10157,7 +10746,7 @@ func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSe type CreateGameSessionQueueOutput struct { _ struct{} `type:"structure"` - // Object that describes the newly created game session queue. + // An object that describes the newly created game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` } @@ -10181,82 +10770,92 @@ func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) type CreateMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` - // Flag that determines whether a match that was created with this configuration + // A flag that determines whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. // // AcceptanceRequired is a required field AcceptanceRequired *bool `type:"boolean" required:"true"` - // Length of time (in seconds) to wait for players to accept a proposed match. - // If any player rejects the match or fails to accept before the timeout, the - // ticket continues to look for an acceptable match. + // The length of time (in seconds) to wait for players to accept a proposed + // match. If any player rejects the match or fails to accept before the timeout, + // the ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` - // Number of player slots in a match to keep open for future players. For example, - // if the configuration's rule set specifies a match for a single 12-person - // team, and the additional player count is set to 2, only 10 players are selected - // for the match. + // The number of player slots in a match to keep open for future players. For + // example, assume that the configuration's rule set specifies a match for a + // single 12-person team. If the additional player count is set to 2, only 10 + // players are initially selected for the match. AdditionalPlayerCount *int64 `type:"integer"` - // Method used to backfill game sessions created with this matchmaking configuration. - // Specify MANUAL when your game manages backfill requests manually or does - // not use the match backfill feature. Specify AUTOMATIC to have GameLift create - // a StartMatchBackfill request whenever a game session has one or more open - // slots. Learn more about manual and automatic backfill in Backfill Existing + // The method used to backfill game sessions that are created with this matchmaking + // configuration. Specify MANUAL when your game manages backfill requests manually + // or does not use the match backfill feature. Specify AUTOMATIC to have GameLift + // create a StartMatchBackfill request whenever a game session has one or more + // open slots. Learn more about manual and automatic backfill in Backfill Existing // Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html). BackfillMode *string `type:"string" enum:"BackfillMode"` // Information to be added to all events related to this matchmaking configuration. CustomEventData *string `type:"string"` - // Meaningful description of the matchmaking configuration. + // A human-readable description of the matchmaking configuration. Description *string `min:"1" type:"string"` - // Set of custom properties for a game session, formatted as key:value pairs. + // A set of custom properties for a game session, formatted as key-value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameProperties []*GameProperty `type:"list"` - // Set of custom game session properties, formatted as a single string value. + // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameSessionData *string `min:"1" type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) - // that is assigned to a game session queue and uniquely identifies it. Format - // is arn:aws:gamelift:::gamesessionqueue/. - // These queues are used when placing game sessions for matches that are created - // with this matchmaking configuration. Queues can be located in any region. + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift game session queue resource and uniquely identifies + // it. ARNs are unique across all Regions. These queues are used when placing + // game sessions for matches that are created with this matchmaking configuration. + // Queues can be located in any Region. // // GameSessionQueueArns is a required field GameSessionQueueArns []*string `type:"list" required:"true"` - // Unique identifier for a matchmaking configuration. This name is used to identify - // the configuration associated with a matchmaking request or ticket. + // A unique identifier for a matchmaking configuration. This name is used to + // identify the configuration associated with a matchmaking request or ticket. // // Name is a required field Name *string `type:"string" required:"true"` - // SNS topic ARN that is set up to receive matchmaking notifications. + // An SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` - // Maximum duration, in seconds, that a matchmaking ticket can remain in process - // before timing out. Requests that fail due to timing out can be resubmitted + // The maximum duration, in seconds, that a matchmaking ticket can remain in + // process before timing out. Requests that fail due to timing out can be resubmitted // as needed. // // RequestTimeoutSeconds is a required field RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` - // Unique identifier for a matchmaking rule set to use with this configuration. - // A matchmaking configuration can only use rule sets that are defined in the - // same region. + // A unique identifier for a matchmaking rule set to use with this configuration. + // You can use either the rule set name or ARN value. A matchmaking configuration + // can only use rule sets that are defined in the same Region. // // RuleSetName is a required field - RuleSetName *string `type:"string" required:"true"` + RuleSetName *string `min:"1" type:"string" required:"true"` + + // A list of labels to assign to the new matchmaking configuration resource. + // Tags are developer-defined key-value pairs. Tagging AWS resources are useful + // for resource management, access management and cost allocation. For more + // information, see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) + // in the AWS General Reference. Once the resource is created, you can use TagResource, + // UntagResource, and ListTagsForResource to add, remove, and view tags. The + // maximum tag limit may be lower than stated. See the AWS General Reference + // for actual tagging limits. + Tags []*Tag `type:"list"` } // String returns the string representation @@ -10299,6 +10898,9 @@ func (s *CreateMatchmakingConfigurationInput) Validate() error { if s.RuleSetName == nil { invalidParams.Add(request.NewErrParamRequired("RuleSetName")) } + if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) + } if s.GameProperties != nil { for i, v := range s.GameProperties { if v == nil { @@ -10309,6 +10911,16 @@ func (s *CreateMatchmakingConfigurationInput) Validate() error { } } } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) + } + } + } if invalidParams.Len() > 0 { return invalidParams @@ -10394,6 +11006,12 @@ func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMa return s } +// SetTags sets the Tags field's value. +func (s *CreateMatchmakingConfigurationInput) SetTags(v []*Tag) *CreateMatchmakingConfigurationInput { + s.Tags = v + return s +} + // Represents the returned data in response to a request action. type CreateMatchmakingConfigurationOutput struct { _ struct{} `type:"structure"` @@ -10422,18 +11040,28 @@ func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingCo type CreateMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` - // Unique identifier for a matchmaking rule set. A matchmaking configuration - // identifies the rule set it uses by this name value. (Note: The rule set name - // is different from the optional "name" field in the rule set body.) + // A unique identifier for a matchmaking rule set. A matchmaking configuration + // identifies the rule set it uses by this name value. Note that the rule set + // name is different from the optional name field in the rule set body. // // Name is a required field Name *string `type:"string" required:"true"` - // Collection of matchmaking rules, formatted as a JSON string. Comments are + // A collection of matchmaking rules, formatted as a JSON string. Comments are // not allowed in JSON, but most elements support a description field. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` + + // A list of labels to assign to the new matchmaking rule set resource. Tags + // are developer-defined key-value pairs. Tagging AWS resources are useful for + // resource management, access management and cost allocation. For more information, + // see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) + // in the AWS General Reference. Once the resource is created, you can use TagResource, + // UntagResource, and ListTagsForResource to add, remove, and view tags. The + // maximum tag limit may be lower than stated. See the AWS General Reference + // for actual tagging limits. + Tags []*Tag `type:"list"` } // String returns the string representation @@ -10458,6 +11086,16 @@ func (s *CreateMatchmakingRuleSetInput) Validate() error { if s.RuleSetBody != nil && len(*s.RuleSetBody) < 1 { invalidParams.Add(request.NewErrParamMinLen("RuleSetBody", 1)) } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) + } + } + } if invalidParams.Len() > 0 { return invalidParams @@ -10477,11 +11115,17 @@ func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmak return s } +// SetTags sets the Tags field's value. +func (s *CreateMatchmakingRuleSetInput) SetTags(v []*Tag) *CreateMatchmakingRuleSetInput { + s.Tags = v + return s +} + // Represents the returned data in response to a request action. type CreateMatchmakingRuleSetOutput struct { _ struct{} `type:"structure"` - // Object that describes the newly created matchmaking rule set. + // The newly created matchmaking rule set. // // RuleSet is a required field RuleSet *MatchmakingRuleSet `type:"structure" required:"true"` @@ -10507,7 +11151,7 @@ func (s *CreateMatchmakingRuleSetOutput) SetRuleSet(v *MatchmakingRuleSet) *Crea type CreatePlayerSessionInput struct { _ struct{} `type:"structure"` - // Unique identifier for the game session to add a player to. + // A unique identifier for the game session to add a player to. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` @@ -10516,7 +11160,7 @@ type CreatePlayerSessionInput struct { // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` - // Unique identifier for a player. Player IDs are developer-defined. + // A unique identifier for a player. Player IDs are developer-defined. // // PlayerId is a required field PlayerId *string `min:"1" type:"string" required:"true"` @@ -10603,7 +11247,7 @@ func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePl type CreatePlayerSessionsInput struct { _ struct{} `type:"structure"` - // Unique identifier for the game session to add players to. + // A unique identifier for the game session to add players to. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` @@ -10674,7 +11318,7 @@ func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessi type CreatePlayerSessionsOutput struct { _ struct{} `type:"structure"` - // Collection of player session objects created for the added players. + // A collection of player session objects created for the added players. PlayerSessions []*PlayerSession `type:"list"` } @@ -10697,27 +11341,37 @@ func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *Crea type CreateScriptInput struct { _ struct{} `type:"structure"` - // Descriptive label that is associated with a script. Script names do not need - // to be unique. You can use UpdateScript to change this value later. + // A descriptive label that is associated with a script. Script names do not + // need to be unique. You can use UpdateScript to change this value later. Name *string `min:"1" type:"string"` - // Location of the Amazon S3 bucket where a zipped file containing your Realtime - // scripts is stored. The storage location must specify the Amazon S3 bucket - // name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift - // to access the Amazon S3 storage location. The S3 bucket must be in the same - // region where you want to create a new script. By default, Amazon GameLift - // uploads the latest version of the zip file; if you have S3 object versioning - // turned on, you can use the ObjectVersion parameter to specify an earlier - // version. + // The location of the Amazon S3 bucket where a zipped file containing your + // Realtime scripts is stored. The storage location must specify the Amazon + // S3 bucket name, the zip file name (the "key"), and a role ARN that allows + // Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must + // be in the same Region where you want to create a new script. By default, + // Amazon GameLift uploads the latest version of the zip file; if you have S3 + // object versioning turned on, you can use the ObjectVersion parameter to specify + // an earlier version. StorageLocation *S3Location `type:"structure"` - // Version that is associated with a build or script. Version strings do not - // need to be unique. You can use UpdateScript to change this value later. + // A list of labels to assign to the new script resource. Tags are developer-defined + // key-value pairs. Tagging AWS resources are useful for resource management, + // access management and cost allocation. For more information, see Tagging + // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) + // in the AWS General Reference. Once the resource is created, you can use TagResource, + // UntagResource, and ListTagsForResource to add, remove, and view tags. The + // maximum tag limit may be lower than stated. See the AWS General Reference + // for actual tagging limits. + Tags []*Tag `type:"list"` + + // The version that is associated with a build or script. Version strings do + // not need to be unique. You can use UpdateScript to change this value later. Version *string `min:"1" type:"string"` - // Data object containing your Realtime scripts and dependencies as a zip file. - // The zip file can have one or multiple files. Maximum size of a zip file is - // 5 MB. + // A data object containing your Realtime scripts and dependencies as a zip + // file. The zip file can have one or multiple files. Maximum size of a zip + // file is 5 MB. // // When using the AWS CLI tool to create a script, this parameter is set to // the zip file name. It must be prepended with the string "fileb://" to indicate @@ -10751,6 +11405,16 @@ func (s *CreateScriptInput) Validate() error { invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) } } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) + } + } + } if invalidParams.Len() > 0 { return invalidParams @@ -10770,6 +11434,12 @@ func (s *CreateScriptInput) SetStorageLocation(v *S3Location) *CreateScriptInput return s } +// SetTags sets the Tags field's value. +func (s *CreateScriptInput) SetTags(v []*Tag) *CreateScriptInput { + s.Tags = v + return s +} + // SetVersion sets the Version field's value. func (s *CreateScriptInput) SetVersion(v string) *CreateScriptInput { s.Version = &v @@ -10785,12 +11455,12 @@ func (s *CreateScriptInput) SetZipFile(v []byte) *CreateScriptInput { type CreateScriptOutput struct { _ struct{} `type:"structure"` - // The newly created script record with a unique script ID. The new script's - // storage location reflects an Amazon S3 location: (1) If the script was uploaded - // from an S3 bucket under your account, the storage location reflects the information - // that was provided in the CreateScript request; (2) If the script file was - // uploaded from a local zip file, the storage location reflects an S3 location - // controls by the Amazon GameLift service. + // The newly created script record with a unique script ID and ARN. The new + // script's storage location reflects an Amazon S3 location: (1) If the script + // was uploaded from an S3 bucket under your account, the storage location reflects + // the information that was provided in the CreateScript request; (2) If the + // script file was uploaded from a local zip file, the storage location reflects + // an S3 location controls by the Amazon GameLift service. Script *Script `type:"structure"` } @@ -10814,15 +11484,15 @@ func (s *CreateScriptOutput) SetScript(v *Script) *CreateScriptOutput { type CreateVpcPeeringAuthorizationInput struct { _ struct{} `type:"structure"` - // Unique identifier for the AWS account that you use to manage your Amazon + // A unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` - // Unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same region where your fleet is deployed. + // A unique identifier for a VPC with resources to be accessed by your Amazon + // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). @@ -10903,21 +11573,21 @@ func (s *CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization(v *VpcP type CreateVpcPeeringConnectionInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet. This tells Amazon GameLift which GameLift - // VPC to peer with. + // A unique identifier for a fleet. You can use either the fleet ID or ARN value. + // This tells Amazon GameLift which GameLift VPC to peer with. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Unique identifier for the AWS account with the VPC that you want to peer + // A unique identifier for the AWS account with the VPC that you want to peer // your Amazon GameLift fleet with. You can find your Account ID in the AWS // Management Console under account settings. // // PeerVpcAwsAccountId is a required field PeerVpcAwsAccountId *string `min:"1" type:"string" required:"true"` - // Unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same region where your fleet is deployed. + // A unique identifier for a VPC with resources to be accessed by your Amazon + // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). @@ -10997,7 +11667,8 @@ func (s CreateVpcPeeringConnectionOutput) GoString() string { type DeleteAliasInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet alias. Specify the alias you want to delete. + // A unique identifier of the alias that you want to delete. You can use either + // the alias ID or ARN value. // // AliasId is a required field AliasId *string `type:"string" required:"true"` @@ -11050,7 +11721,8 @@ func (s DeleteAliasOutput) GoString() string { type DeleteBuildInput struct { _ struct{} `type:"structure"` - // Unique identifier for a build to delete. + // A unique identifier for a build to delete. You can use either the build ID + // or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` @@ -11103,7 +11775,8 @@ func (s DeleteBuildOutput) GoString() string { type DeleteFleetInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to be deleted. + // A unique identifier for a fleet to be deleted. You can use either the fleet + // ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -11156,8 +11829,9 @@ func (s DeleteFleetOutput) GoString() string { type DeleteGameSessionQueueInput struct { _ struct{} `type:"structure"` - // Descriptive label that is associated with game session queue. Queue names - // must be unique within each region. + // A descriptive label that is associated with game session queue. Queue names + // must be unique within each Region. You can use either the queue ID or ARN + // value. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` @@ -11213,10 +11887,11 @@ func (s DeleteGameSessionQueueOutput) GoString() string { type DeleteMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` - // Unique identifier for a matchmaking configuration + // A unique identifier for a matchmaking configuration. You can use either the + // configuration name or ARN value. // // Name is a required field - Name *string `type:"string" required:"true"` + Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation @@ -11235,6 +11910,9 @@ func (s *DeleteMatchmakingConfigurationInput) Validate() error { if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } + if s.Name != nil && len(*s.Name) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Name", 1)) + } if invalidParams.Len() > 0 { return invalidParams @@ -11266,11 +11944,12 @@ func (s DeleteMatchmakingConfigurationOutput) GoString() string { type DeleteMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` - // Unique identifier for a matchmaking rule set to be deleted. (Note: The rule - // set name is different from the optional "name" field in the rule set body.) + // A unique identifier for a matchmaking rule set to be deleted. (Note: The + // rule set name is different from the optional "name" field in the rule set + // body.) You can use either the rule set name or ARN value. // // Name is a required field - Name *string `type:"string" required:"true"` + Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation @@ -11289,6 +11968,9 @@ func (s *DeleteMatchmakingRuleSetInput) Validate() error { if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } + if s.Name != nil && len(*s.Name) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Name", 1)) + } if invalidParams.Len() > 0 { return invalidParams @@ -11321,12 +12003,13 @@ func (s DeleteMatchmakingRuleSetOutput) GoString() string { type DeleteScalingPolicyInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to be deleted. + // A unique identifier for a fleet to be deleted. You can use either the fleet + // ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Descriptive label that is associated with a scaling policy. Policy names + // A descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. // // Name is a required field @@ -11391,7 +12074,8 @@ func (s DeleteScalingPolicyOutput) GoString() string { type DeleteScriptInput struct { _ struct{} `type:"structure"` - // Unique identifier for a Realtime script to delete. + // A unique identifier for a Realtime script to delete. You can use either the + // script ID or ARN value. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` @@ -11444,15 +12128,15 @@ func (s DeleteScriptOutput) GoString() string { type DeleteVpcPeeringAuthorizationInput struct { _ struct{} `type:"structure"` - // Unique identifier for the AWS account that you use to manage your Amazon + // A unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` - // Unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same region where your fleet is deployed. + // A unique identifier for a VPC with resources to be accessed by your Amazon + // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). @@ -11523,14 +12207,15 @@ func (s DeleteVpcPeeringAuthorizationOutput) GoString() string { type DeleteVpcPeeringConnectionInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet. This value must match the fleet ID referenced - // in the VPC peering connection record. + // A unique identifier for a 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. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Unique identifier for a VPC peering connection. This value is included in - // the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections. + // A unique identifier for a VPC peering connection. This value is included + // in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections. // // VpcPeeringConnectionId is a required field VpcPeeringConnectionId *string `min:"1" type:"string" required:"true"` @@ -11595,7 +12280,8 @@ func (s DeleteVpcPeeringConnectionOutput) GoString() string { type DescribeAliasInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet alias. Specify the alias you want to retrieve. + // The unique identifier for the fleet alias that you want to retrieve. You + // can use either the alias ID or ARN value. // // AliasId is a required field AliasId *string `type:"string" required:"true"` @@ -11634,7 +12320,7 @@ func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput { type DescribeAliasOutput struct { _ struct{} `type:"structure"` - // Object that contains the requested alias. + // The requested alias resource. Alias *Alias `type:"structure"` } @@ -11658,7 +12344,8 @@ func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput { type DescribeBuildInput struct { _ struct{} `type:"structure"` - // Unique identifier for a build to retrieve properties for. + // A unique identifier for a build to retrieve properties for. You can use either + // the build ID or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` @@ -11750,8 +12437,7 @@ func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeE type DescribeEC2InstanceLimitsOutput struct { _ struct{} `type:"structure"` - // Object that contains the maximum number of instances for the specified instance - // type. + // The maximum number of instances for the specified instance type. EC2InstanceLimits []*EC2InstanceLimit `type:"list"` } @@ -11775,12 +12461,12 @@ func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceL type DescribeFleetAttributesInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet(s) to retrieve attributes for. To request attributes - // for all fleets, leave this parameter empty. + // A unique identifier for a fleet(s) to retrieve attributes for. You can use + // either the fleet ID or ARN value. FleetIds []*string `min:"1" type:"list"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. This parameter is ignored when + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` @@ -11842,8 +12528,8 @@ func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttr type DescribeFleetAttributesOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing attribute metadata for each requested fleet - // ID. + // A collection of objects containing attribute metadata for each requested + // fleet ID. FleetAttributes []*FleetAttributes `type:"list"` // Token that indicates where to resume retrieving results on the next call @@ -11878,12 +12564,12 @@ func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAtt type DescribeFleetCapacityInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet(s) to retrieve capacity information for. To - // request capacity information for all fleets, leave this parameter empty. + // A unique identifier for a fleet(s) to retrieve capacity information for. + // You can use either the fleet ID or ARN value. FleetIds []*string `min:"1" type:"list"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. This parameter is ignored when + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` @@ -11945,7 +12631,7 @@ func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapaci type DescribeFleetCapacityOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing capacity information for each requested + // A collection of objects containing capacity information for each requested // fleet ID. Leave this parameter empty to retrieve capacity information for // all fleets. FleetCapacity []*FleetCapacity `type:"list"` @@ -11987,13 +12673,14 @@ type DescribeFleetEventsInput struct { // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). EndTime *time.Time `type:"timestamp"` - // Unique identifier for a fleet to get event logs for. + // A unique identifier for a fleet to get event logs for. You can use either + // the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use @@ -12071,7 +12758,7 @@ func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEvent type DescribeFleetEventsOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing event log entries for the specified fleet. + // A collection of objects containing event log entries for the specified fleet. Events []*Event `type:"list"` // Token that indicates where to resume retrieving results on the next call @@ -12106,7 +12793,8 @@ func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsO type DescribeFleetPortSettingsInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to retrieve port settings for. + // A unique identifier for a fleet to retrieve port settings for. You can use + // either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -12145,7 +12833,7 @@ func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPort type DescribeFleetPortSettingsOutput struct { _ struct{} `type:"structure"` - // Object that contains port settings for the requested fleet ID. + // The port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` } @@ -12169,12 +12857,12 @@ func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermissio type DescribeFleetUtilizationInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet(s) to retrieve utilization data for. To request - // utilization data for all fleets, leave this parameter empty. + // A unique identifier for a fleet(s) to retrieve utilization data for. You + // can use either the fleet ID or ARN value. FleetIds []*string `min:"1" type:"list"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. This parameter is ignored when + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` @@ -12236,7 +12924,7 @@ func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUti type DescribeFleetUtilizationOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing utilization information for each requested + // A collection of objects containing utilization information for each requested // fleet ID. FleetUtilization []*FleetUtilization `type:"list"` @@ -12272,19 +12960,19 @@ func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUt type DescribeGameSessionDetailsInput struct { _ struct{} `type:"structure"` - // Unique identifier for an alias associated with the fleet to retrieve all - // game sessions for. + // A unique identifier for an alias associated with the fleet to retrieve all + // game sessions for. You can use either the alias ID or ARN value. AliasId *string `type:"string"` - // Unique identifier for a fleet to retrieve all game sessions active on the - // fleet. + // A unique identifier for a fleet to retrieve all game sessions active on the + // fleet. You can use either the fleet ID or ARN value. FleetId *string `type:"string"` - // Unique identifier for the game session to retrieve. + // A unique identifier for the game session to retrieve. GameSessionId *string `min:"1" type:"string"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use @@ -12370,7 +13058,7 @@ func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGam type DescribeGameSessionDetailsOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing game session properties and the protection + // A collection of objects containing game session properties and the protection // policy currently in force for each session matching the request. GameSessionDetails []*GameSessionDetail `type:"list"` @@ -12406,7 +13094,7 @@ func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameS type DescribeGameSessionPlacementInput struct { _ struct{} `type:"structure"` - // Unique identifier for a game session placement to retrieve. + // A unique identifier for a game session placement to retrieve. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` @@ -12472,16 +13160,17 @@ func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSess type DescribeGameSessionQueuesInput struct { _ struct{} `type:"structure"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // List of queue names to retrieve information for. To request settings for - // all queues, leave this parameter empty. + // A list of queue names to retrieve information for. You can use either the + // queue ID or ARN value. To request settings for all queues, leave this parameter + // empty. Names []*string `type:"list"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To start + // 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 action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } @@ -12534,10 +13223,10 @@ func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSes type DescribeGameSessionQueuesOutput struct { _ struct{} `type:"structure"` - // Collection of objects that describes the requested game session queues. + // A collection of objects that describe the requested game session queues. GameSessionQueues []*GameSessionQueue `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -12569,19 +13258,19 @@ func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSe type DescribeGameSessionsInput struct { _ struct{} `type:"structure"` - // Unique identifier for an alias associated with the fleet to retrieve all - // game sessions for. + // A unique identifier for an alias associated with the fleet to retrieve all + // game sessions for. You can use either the alias ID or ARN value. AliasId *string `type:"string"` - // Unique identifier for a fleet to retrieve all game sessions for. + // A unique identifier for a fleet to retrieve all game sessions for. You can + // use either the fleet ID or ARN value. FleetId *string `type:"string"` - // Unique identifier for the game session to retrieve. You can use either a - // GameSessionId or GameSessionArn value. + // A unique identifier for the game session to retrieve. GameSessionId *string `min:"1" type:"string"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use @@ -12667,7 +13356,7 @@ func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessi type DescribeGameSessionsOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing game session properties for each session + // A collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` @@ -12703,17 +13392,18 @@ func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSession type DescribeInstancesInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to retrieve instance information for. + // A unique identifier for a fleet to retrieve instance information for. You + // can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Unique identifier for an instance to retrieve. Specify an instance ID or + // A unique identifier for an instance to retrieve. Specify an instance ID or // leave blank to retrieve all instances in the fleet. InstanceId *string `type:"string"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use @@ -12779,7 +13469,7 @@ func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput type DescribeInstancesOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing properties for each instance returned. + // A collection of objects containing properties for each instance returned. Instances []*Instance `type:"list"` // Token that indicates where to resume retrieving results on the next call @@ -12814,22 +13504,25 @@ func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutpu type DescribeMatchmakingConfigurationsInput struct { _ struct{} `type:"structure"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. This parameter is limited to 10. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. This parameter is limited to + // 10. Limit *int64 `min:"1" type:"integer"` - // Unique identifier for a matchmaking configuration(s) to retrieve. To request - // all existing configurations, leave this parameter empty. + // A unique identifier for a matchmaking configuration(s) to retrieve. You can + // use either the configuration name or ARN value. To request all existing configurations, + // leave this parameter empty. Names []*string `type:"list"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To start + // 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 action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` - // Unique identifier for a matchmaking rule set. Use this parameter to retrieve - // all matchmaking configurations that use this rule set. - RuleSetName *string `type:"string"` + // A unique identifier for a matchmaking rule set. You can use either the rule + // set name or ARN value. Use this parameter to retrieve all matchmaking configurations + // that use this rule set. + RuleSetName *string `min:"1" type:"string"` } // String returns the string representation @@ -12851,6 +13544,9 @@ func (s *DescribeMatchmakingConfigurationsInput) Validate() error { if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } + if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) + } if invalidParams.Len() > 0 { return invalidParams @@ -12886,10 +13582,10 @@ func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *Descr type DescribeMatchmakingConfigurationsOutput struct { _ struct{} `type:"structure"` - // Collection of requested matchmaking configuration objects. + // A collection of requested matchmaking configurations. Configurations []*MatchmakingConfiguration `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -12921,7 +13617,8 @@ func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *Descri type DescribeMatchmakingInput struct { _ struct{} `type:"structure"` - // Unique identifier for a matchmaking ticket. You can include up to 10 ID values. + // A unique identifier for a matchmaking ticket. You can include up to 10 ID + // values. // // TicketIds is a required field TicketIds []*string `type:"list" required:"true"` @@ -12960,7 +13657,7 @@ func (s *DescribeMatchmakingInput) SetTicketIds(v []*string) *DescribeMatchmakin type DescribeMatchmakingOutput struct { _ struct{} `type:"structure"` - // Collection of existing matchmaking ticket objects matching the request. + // A collection of existing matchmaking ticket objects matching the request. TicketList []*MatchmakingTicket `type:"list"` } @@ -12984,17 +13681,17 @@ func (s *DescribeMatchmakingOutput) SetTicketList(v []*MatchmakingTicket) *Descr type DescribeMatchmakingRuleSetsInput struct { _ struct{} `type:"structure"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // List of one or more matchmaking rule set names to retrieve details for. (Note: - // The rule set name is different from the optional "name" field in the rule - // set body.) + // A list of one or more matchmaking rule set names to retrieve details for. + // (Note: The rule set name is different from the optional "name" field in the + // rule set body.) You can use either the rule set name or ARN value. Names []*string `min:"1" type:"list"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To start + // 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 action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } @@ -13050,12 +13747,12 @@ func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatch type DescribeMatchmakingRuleSetsOutput struct { _ struct{} `type:"structure"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` - // Collection of requested matchmaking rule set objects. + // A collection of requested matchmaking rule set objects. // // RuleSets is a required field RuleSets []*MatchmakingRuleSet `type:"list" required:"true"` @@ -13087,11 +13784,11 @@ func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) type DescribePlayerSessionsInput struct { _ struct{} `type:"structure"` - // Unique identifier for the game session to retrieve player sessions for. + // A unique identifier for the game session to retrieve player sessions for. GameSessionId *string `min:"1" type:"string"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. If a player session ID is specified, + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. If a player session ID is specified, // this parameter is ignored. Limit *int64 `min:"1" type:"integer"` @@ -13101,10 +13798,10 @@ type DescribePlayerSessionsInput struct { // ID is specified, this parameter is ignored. NextToken *string `min:"1" type:"string"` - // Unique identifier for a player to retrieve player sessions for. + // A unique identifier for a player to retrieve player sessions for. PlayerId *string `min:"1" type:"string"` - // Unique identifier for a player session to retrieve. + // A unique identifier for a player session to retrieve. PlayerSessionId *string `type:"string"` // Player session status to filter results on. @@ -13204,7 +13901,7 @@ type DescribePlayerSessionsOutput struct { // of the list. NextToken *string `min:"1" type:"string"` - // Collection of objects containing properties for each player session that + // A collection of objects containing properties for each player session that // matches the request. PlayerSessions []*PlayerSession `type:"list"` } @@ -13235,7 +13932,8 @@ func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *De type DescribeRuntimeConfigurationInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to get the run-time configuration for. + // A unique identifier for a fleet to get the runtime configuration for. You + // can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -13299,13 +13997,14 @@ func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeC type DescribeScalingPoliciesInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to retrieve scaling policies for. + // A unique identifier for a fleet to retrieve scaling policies for. You can + // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use @@ -13395,7 +14094,7 @@ type DescribeScalingPoliciesOutput struct { // of the list. NextToken *string `min:"1" type:"string"` - // Collection of objects containing the scaling policies matching the request. + // A collection of objects containing the scaling policies matching the request. ScalingPolicies []*ScalingPolicy `type:"list"` } @@ -13424,7 +14123,8 @@ func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) * type DescribeScriptInput struct { _ struct{} `type:"structure"` - // Unique identifier for a Realtime script to retrieve properties for. + // A unique identifier for a Realtime script to retrieve properties for. You + // can use either the script ID or ARN value. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` @@ -13462,7 +14162,7 @@ func (s *DescribeScriptInput) SetScriptId(v string) *DescribeScriptInput { type DescribeScriptOutput struct { _ struct{} `type:"structure"` - // Set of properties describing the requested script. + // A set of properties describing the requested script. Script *Script `type:"structure"` } @@ -13499,7 +14199,7 @@ func (s DescribeVpcPeeringAuthorizationsInput) GoString() string { type DescribeVpcPeeringAuthorizationsOutput struct { _ struct{} `type:"structure"` - // Collection of objects that describe all valid VPC peering operations for + // A collection of objects that describe all valid VPC peering operations for // the current AWS account. VpcPeeringAuthorizations []*VpcPeeringAuthorization `type:"list"` } @@ -13524,7 +14224,7 @@ func (s *DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations(v [ type DescribeVpcPeeringConnectionsInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet. + // A unique identifier for a fleet. You can use either the fleet ID or ARN value. FleetId *string `type:"string"` } @@ -13548,7 +14248,7 @@ func (s *DescribeVpcPeeringConnectionsInput) SetFleetId(v string) *DescribeVpcPe type DescribeVpcPeeringConnectionsOutput struct { _ struct{} `type:"structure"` - // Collection of VPC peering connection records that match the request. + // A collection of VPC peering connection records that match the request. VpcPeeringConnections []*VpcPeeringConnection `type:"list"` } @@ -13577,7 +14277,7 @@ type DesiredPlayerSession struct { // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` - // Unique identifier for a player to associate with the player session. + // A unique identifier for a player to associate with the player session. PlayerId *string `min:"1" type:"string"` } @@ -13631,12 +14331,9 @@ func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession { // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions type EC2InstanceCounts struct { @@ -13652,10 +14349,10 @@ type EC2InstanceCounts struct { // game session. IDLE *int64 `type:"integer"` - // Maximum value allowed for the fleet's instance count. + // The maximum value allowed for the fleet's instance count. MAXIMUM *int64 `type:"integer"` - // Minimum value allowed for the fleet's instance count. + // The minimum value allowed for the fleet's instance count. MINIMUM *int64 `type:"integer"` // Number of instances in the fleet that are starting but not yet active. @@ -13718,8 +14415,9 @@ func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts { return s } -// Maximum number of instances allowed based on the Amazon Elastic Compute Cloud -// (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits. +// The maximum number of instances allowed based on the Amazon Elastic Compute +// Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling +// DescribeEC2InstanceLimits. type EC2InstanceLimit struct { _ struct{} `type:"structure"` @@ -13772,9 +14470,9 @@ func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit { type Event struct { _ struct{} `type:"structure"` - // Type of event being logged. The following events are currently in use: + // The type of event being logged. // - // Fleet creation events: + // Fleet creation events (ordered by fleet creation activity): // // * FLEET_CREATED -- A fleet record was successfully created with a status // of NEW. Event messaging includes the fleet ID. @@ -13801,22 +14499,22 @@ type Event struct { // // * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, // and the Amazon GameLift is now verifying that the game server launch paths, - // which are specified in the fleet's run-time configuration, exist. If any + // 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 run-time configuration and indicate whether each + // the launch paths in the runtime configuration and indicate whether each // is found. Access the logs by using the URL in PreSignedLogUrl. // // * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. // - // * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time + // * 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_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. // - // * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time + // * 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. // @@ -13825,9 +14523,8 @@ type Event struct { // * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete // one of the steps in the fleet activation process. This event code indicates // that the game build was successfully downloaded to a fleet instance, built, - // and validated, but was not able to start a server process. A possible - // reason for failure is that the game server is not reporting "process ready" - // to the Amazon GameLift service. + // and validated, but was not able to start a server process. Learn more + // at Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) // // * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to // ACTIVE. The fleet is now ready to host game sessions. @@ -13868,7 +14565,7 @@ type Event struct { // * GENERIC_EVENT -- An unspecified event has occurred. EventCode *string `type:"string" enum:"EventCode"` - // Unique identifier for a fleet event. + // A unique identifier for a fleet event. EventId *string `min:"1" type:"string"` // Time stamp indicating when this event occurred. Format is a number expressed @@ -13883,7 +14580,7 @@ type Event struct { // can also access fleet creation logs through the Amazon GameLift console. PreSignedLogUrl *string `min:"1" type:"string"` - // Unique identifier for an event resource, such as a fleet ID. + // A unique identifier for an event resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` } @@ -13941,20 +14638,24 @@ func (s *Event) SetResourceId(v string) *Event { // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions type FleetAttributes struct { _ struct{} `type:"structure"` - // Unique identifier for a build. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // associated with the GameLift build resource that is deployed on instances + // in this fleet. In a GameLift build ARN, the resource ID matches the BuildId + // value. + BuildArn *string `type:"string"` + + // A unique identifier for a build. BuildId *string `type:"string"` + // Indicates whether a TLS/SSL certificate was generated for the fleet. CertificateConfiguration *CertificateConfiguration `type:"structure"` // Time stamp indicating when this data object was created. Format is a number @@ -13964,21 +14665,24 @@ type FleetAttributes struct { // Human-readable description of the fleet. Description *string `min:"1" type:"string"` - // Identifier for a fleet that is unique across all regions. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. In a GameLift fleet ARN, the resource + // ID matches the FleetId value. FleetArn *string `min:"1" type:"string"` - // Unique identifier for a fleet. + // A unique identifier for a fleet. FleetId *string `type:"string"` // Indicates whether the fleet uses on-demand or spot instances. A spot instance // in use may be interrupted with a two-minute notification. FleetType *string `type:"string" enum:"FleetType"` - // Unique identifier for an AWS IAM role that manages access to your AWS services. + // A unique identifier for an AWS IAM role that manages access to your AWS 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, - // daemons (background processes). Create a role or look up a role's ARN using - // the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS Management + // and daemons (background processes). Create a role or look up a role's ARN + // from the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS Management // Console. Learn more about using on-box credentials for your game servers // at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). InstanceRoleArn *string `min:"1" type:"string"` @@ -14005,12 +14709,12 @@ type FleetAttributes struct { // group at a time. MetricGroups []*string `type:"list"` - // Descriptive label that is associated with a fleet. Fleet names do not need + // A descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` - // Type of game session protection to set for all new instances started in the - // fleet. + // The type of game session protection to set for all new instances started + // in the fleet. // // * NoProtection -- The game session can be terminated during a scale-down // event. @@ -14028,7 +14732,13 @@ type FleetAttributes struct { // create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` - // Unique identifier for a Realtime script. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // associated with the GameLift script resource that is deployed on instances + // in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId + // value. + ScriptArn *string `type:"string"` + + // A unique identifier for a Realtime script. ScriptId *string `type:"string"` // Game server launch parameters specified for fleets created before 2016-08-04 @@ -14081,6 +14791,12 @@ func (s FleetAttributes) GoString() string { return s.String() } +// SetBuildArn sets the BuildArn field's value. +func (s *FleetAttributes) SetBuildArn(v string) *FleetAttributes { + s.BuildArn = &v + return s +} + // SetBuildId sets the BuildId field's value. func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes { s.BuildId = &v @@ -14171,6 +14887,12 @@ func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimi return s } +// SetScriptArn sets the ScriptArn field's value. +func (s *FleetAttributes) SetScriptArn(v string) *FleetAttributes { + s.ScriptArn = &v + return s +} + // SetScriptId sets the ScriptId field's value. func (s *FleetAttributes) SetScriptId(v string) *FleetAttributes { s.ScriptId = &v @@ -14218,18 +14940,15 @@ func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes { // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions type FleetCapacity struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet. + // A unique identifier for a fleet. FleetId *string `type:"string"` // Current status of fleet capacity. @@ -14280,12 +14999,9 @@ func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity { // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions type FleetUtilization struct { @@ -14303,11 +15019,11 @@ type FleetUtilization struct { // in the fleet. CurrentPlayerSessionCount *int64 `type:"integer"` - // Unique identifier for a fleet. + // A unique identifier for a fleet. FleetId *string `type:"string"` - // Maximum players allowed across all game sessions currently being hosted on - // all instances in the fleet. + // The maximum number of players allowed across all game sessions currently + // being hosted on all instances in the fleet. MaximumPlayerSessionCount *int64 `type:"integer"` } @@ -14353,20 +15069,19 @@ func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilizati // Set of key-value pairs that contain information about a game session. When // included in a game session request, these properties communicate details -// to be used when setting up the new game session, such as to specify a game -// mode, level, or map. Game properties are passed to the game server process -// when initiating a new game session; the server process uses the properties -// as appropriate. For more information, see the Amazon GameLift Developer Guide -// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). +// to be used when setting up the new game session. For example, a game property +// might specify a game mode, level, or map. Game properties are passed to the +// game server process when initiating a new game session. For more information, +// see the Amazon GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). type GameProperty struct { _ struct{} `type:"structure"` - // Game property identifier. + // The game property identifier. // // Key is a required field Key *string `type:"string" required:"true"` - // Game property value. + // The game property value. // // Value is a required field Value *string `type:"string" required:"true"` @@ -14440,7 +15155,7 @@ type GameSession struct { // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // Unique identifier for a player. This ID is used to enforce a resource protection + // 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. CreatorId *string `min:"1" type:"string"` @@ -14448,9 +15163,23 @@ type GameSession struct { // Number of players currently in the game session. CurrentPlayerSessionCount *int64 `type:"integer"` + // DNS identifier assigned to the instance that is running the game session. + // Values have the following format: + // + // * TLS-enabled fleets: ..amazongamelift.com. + // + // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. + // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) + // + // When connecting to a game session that is running on a TLS-enabled fleet, + // you must use the DNS name, not the IP address. DnsName *string `type:"string"` - // Unique identifier for a fleet that the game session is running on. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // associated with the GameLift fleet that this game session is running on. + FleetArn *string `min:"1" type:"string"` + + // A unique identifier for a fleet that the game session is running on. FleetId *string `type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. @@ -14464,13 +15193,14 @@ type GameSession 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"` - // Unique identifier for the game session. A game session ARN has the following + // A unique identifier for the game session. A game session ARN has the following // format: arn:aws:gamelift:::gamesession//. GameSessionId *string `min:"1" type:"string"` - // IP address of the game session. To connect to a Amazon GameLift game server, - // an app needs both the IP address and port number. + // IP address of the instance that is running the game session. When connecting + // to a Amazon GameLift game server, a client needs to reference an IP address + // (or DNS name) and port number. IpAddress *string `type:"string"` // Information about the matchmaking process that was used to create the game @@ -14482,12 +15212,12 @@ type GameSession struct { // whenever new players are added during a successful backfill (see StartMatchBackfill). MatchmakerData *string `min:"1" type:"string"` - // Maximum number of players that can be connected simultaneously to the game - // session. + // The maximum number of players that can be connected simultaneously to the + // game session. MaximumPlayerSessionCount *int64 `type:"integer"` - // Descriptive label that is associated with a game session. Session names do - // not need to be unique. + // A descriptive label that is associated with a game session. Session names + // do not need to be unique. Name *string `min:"1" type:"string"` // Indicates whether or not the game session is accepting new players. @@ -14545,6 +15275,12 @@ func (s *GameSession) SetDnsName(v string) *GameSession { return s } +// SetFleetArn sets the FleetArn field's value. +func (s *GameSession) SetFleetArn(v string) *GameSession { + s.FleetArn = &v + return s +} + // SetFleetId sets the FleetId field's value. func (s *GameSession) SetFleetId(v string) *GameSession { s.FleetId = &v @@ -14632,17 +15368,28 @@ func (s *GameSession) SetTerminationTime(v time.Time) *GameSession { type GameSessionConnectionInfo struct { _ struct{} `type:"structure"` + // DNS identifier assigned to the instance that is running the game session. + // Values have the following format: + // + // * TLS-enabled fleets: ..amazongamelift.com. + // + // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. + // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) + // + // When connecting to a game session that is running on a TLS-enabled fleet, + // you must use the DNS name, not the IP address. DnsName *string `type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a game session and uniquely identifies it. GameSessionArn *string `min:"1" type:"string"` - // IP address of the game session. To connect to a Amazon GameLift game server, - // an app needs both the IP address and port number. + // IP address of the instance that is running the game session. When connecting + // to a Amazon GameLift game server, a client needs to reference an IP address + // (or DNS name) and port number. IpAddress *string `type:"string"` - // Collection of player session IDs, one for each player ID that was included + // A collection of player session IDs, one for each player ID that was included // in the original matchmaking request. MatchedPlayerSessions []*MatchedPlayerSession `type:"list"` @@ -14744,6 +15491,16 @@ func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail { type GameSessionPlacement struct { _ struct{} `type:"structure"` + // DNS identifier assigned to the instance that is running the game session. + // Values have the following format: + // + // * TLS-enabled fleets: ..amazongamelift.com. + // + // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. + // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) + // + // When connecting to a game session that is running on a TLS-enabled fleet, + // you must use the DNS name, not the IP address. DnsName *string `type:"string"` // Time stamp indicating when this request was completed, canceled, or timed @@ -14757,7 +15514,7 @@ type GameSessionPlacement struct { // 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 + // This identifier is unique across all Regions. You can use this value as a // GameSessionId value as needed. GameSessionArn *string `min:"1" type:"string"` @@ -14766,26 +15523,27 @@ 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"` - // 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 is set once the new + // game session is placed (placement status is FULFILLED). GameSessionId *string `min:"1" type:"string"` - // Descriptive label that is associated with a game session. Session names do - // not need to be unique. + // A descriptive label that is associated with a game session. Session names + // do not need to be unique. GameSessionName *string `min:"1" type:"string"` - // Descriptive label that is associated with game session queue. Queue names - // must be unique within each region. + // A descriptive label that is associated with game session queue. Queue names + // must be unique within each Region. GameSessionQueueName *string `min:"1" type:"string"` - // Name of the region where the game session created by this placement request + // 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). GameSessionRegion *string `min:"1" type:"string"` - // 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). + // IP address of the instance that is running the game session. When connecting + // to a Amazon GameLift game server, a client needs to reference an IP address + // (or DNS name) and port number. This value is set once the new game session + // is placed (placement status is FULFILLED). IpAddress *string `type:"string"` // Information on the matchmaking process for this game. Data is in JSON syntax, @@ -14795,23 +15553,23 @@ type GameSessionPlacement struct { // data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). MatchmakerData *string `min:"1" type:"string"` - // Maximum number of players that can be connected simultaneously to the game - // session. + // The maximum number of players that can be connected simultaneously to the + // game session. MaximumPlayerSessionCount *int64 `type:"integer"` - // 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). + // 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. Retrieve full player sessions by // calling DescribePlayerSessions with the player session ID. PlacedPlayerSessions []*PlacedPlayerSession `type:"list"` - // Unique identifier for a game session placement. + // A unique identifier for a game session placement. PlacementId *string `min:"1" type:"string"` // Set of values, expressed in milliseconds, indicating the amount of latency - // that a player experiences when connected to AWS regions. + // that a player experiences when connected to AWS Regions. PlayerLatencies []*PlayerLatency `type:"list"` // Port number for the game session. To connect to a Amazon GameLift game server, @@ -14836,6 +15594,10 @@ type GameSessionPlacement struct { // // * TIMED_OUT -- A new game session was not successfully created before // the time limit expired. You can resubmit the placement request as needed. + // + // * FAILED -- 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. Status *string `type:"string" enum:"GameSessionPlacementState"` } @@ -14984,31 +15746,32 @@ func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement { type GameSessionQueue struct { _ struct{} `type:"structure"` - // List of fleets that can be used to fulfill game session placement requests + // A list of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) - // that is assigned to a game session queue and uniquely identifies it. Format - // is arn:aws:gamelift:::gamesessionqueue/. + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift game session queue resource and uniquely identifies + // it. ARNs are unique across all Regions. In a GameLift game session queue + // ARN, the resource ID matches the Name value. GameSessionQueueArn *string `min:"1" type:"string"` - // Descriptive label that is associated with game session queue. Queue names - // must be unique within each region. + // A descriptive label that is associated with game session queue. Queue names + // must be unique within each Region. Name *string `min:"1" type:"string"` - // Collection of latency policies to apply when processing game sessions placement + // A collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. - // With just one policy, it is enforced at the start of the game session placement - // for the duration period. With multiple policies, each policy is enforced - // consecutively for its duration period. For example, a queue might enforce - // a 60-second policy followed by a 120-second policy, and then no policy for - // the remainder of the placement. + // With just one policy, the policy is enforced at the start of the game session + // placement for the duration period. With multiple policies, each policy is + // enforced consecutively for its duration period. For example, a queue might + // enforce a 60-second policy followed by a 120-second policy, and then no policy + // for the remainder of the placement. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` - // Maximum time, in seconds, that a new game session placement request remains + // 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. TimeoutInSeconds *int64 `type:"integer"` @@ -15056,7 +15819,7 @@ func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue { // Fleet designated in a game session queue. Requests for new game sessions // in the queue are fulfilled by starting a new game session on any destination -// configured for a queue. +// that is configured for a queue. // // * CreateGameSessionQueue // @@ -15068,9 +15831,9 @@ func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue { type GameSessionQueueDestination struct { _ struct{} `type:"structure"` - // Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which - // include a fleet ID or alias ID and a region name, provide a unique identifier - // across all regions. + // The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. + // ARNs, which include a fleet ID or alias ID and a Region name, provide a unique + // identifier across all Regions. DestinationArn *string `min:"1" type:"string"` } @@ -15107,7 +15870,7 @@ func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQu type GetGameSessionLogUrlInput struct { _ struct{} `type:"structure"` - // Unique identifier for the game session to get logs for. + // A unique identifier for the game session to get logs for. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` @@ -15176,15 +15939,15 @@ func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLo type GetInstanceAccessInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet that contains the instance you want access - // to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, - // or ERROR. Fleets with an ERROR status may be accessible for a short time - // before they are deleted. + // A unique identifier for a 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. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Unique identifier for an instance you want to get access to. You can access + // A unique identifier for an instance you want to get access to. You can access // an instance in any status. // // InstanceId is a required field @@ -15233,8 +15996,8 @@ func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput type GetInstanceAccessOutput struct { _ struct{} `type:"structure"` - // Object that contains connection information for a fleet instance, including - // IP address and access credentials. + // The connection information for a fleet instance, including IP address and + // access credentials. InstanceAccess *InstanceAccess `type:"structure"` } @@ -15263,15 +16026,25 @@ type Instance struct { // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` + // DNS identifier assigned to the instance that is running the game session. + // Values have the following format: + // + // * TLS-enabled fleets: ..amazongamelift.com. + // + // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. + // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) + // + // When connecting to a game session that is running on a TLS-enabled fleet, + // you must use the DNS name, not the IP address. DnsName *string `type:"string"` - // Unique identifier for a fleet that the instance is in. + // A unique identifier for a fleet that the instance is in. FleetId *string `type:"string"` - // Unique identifier for an instance. + // A unique identifier for an instance. InstanceId *string `type:"string"` - // IP address assigned to the instance. + // IP address that is assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on this instance. @@ -15362,13 +16135,13 @@ type InstanceAccess struct { // Credentials required to access the instance. Credentials *InstanceCredentials `type:"structure" sensitive:"true"` - // Unique identifier for a fleet containing the instance being accessed. + // A unique identifier for a fleet containing the instance being accessed. FleetId *string `type:"string"` - // Unique identifier for an instance being accessed. + // A unique identifier for an instance being accessed. InstanceId *string `type:"string"` - // IP address assigned to the instance. + // IP address that is assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on the instance. @@ -15453,33 +16226,33 @@ func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials { } // A range of IP addresses and port settings that allow inbound traffic to connect -// to server processes on an Amazon GameLift. New game sessions that are started -// on the fleet are assigned an IP address/port number combination, which must -// fall into the fleet's allowed ranges. For fleets created with a custom game -// server, the ranges reflect the server's game session assignments. For Realtime -// Servers fleets, Amazon GameLift automatically opens two port ranges, one -// for TCP messaging and one for UDP for use by the Realtime servers. +// to server processes on an Amazon GameLift hosting resource. New game sessions +// that are started on the fleet are assigned an IP address/port number combination, +// which must fall into the fleet's allowed ranges. For fleets created with +// a custom game server, the ranges reflect the server's game session assignments. +// For Realtime Servers fleets, Amazon GameLift automatically opens two port +// ranges, one for TCP messaging and one for UDP for use by the Realtime servers. type IpPermission struct { _ struct{} `type:"structure"` - // Starting value for a range of allowed port numbers. + // A starting value for a range of allowed port numbers. // // FromPort is a required field FromPort *int64 `min:"1" type:"integer" required:"true"` - // Range of allowed IP addresses. This value must be expressed in CIDR notation. + // A range of allowed IP addresses. This value must be expressed in CIDR notation. // Example: "000.000.000.000/[subnet mask]" or optionally the shortened version // "0.0.0.0/[subnet mask]". // // IpRange is a required field IpRange *string `type:"string" required:"true"` - // Network communication protocol used by the fleet. + // The network communication protocol used by the fleet. // // Protocol is a required field Protocol *string `type:"string" required:"true" enum:"IpProtocol"` - // Ending value for a range of allowed port numbers. Port numbers are end-inclusive. + // An ending value for a range of allowed port numbers. Port numbers are end-inclusive. // This value must be higher than FromPort. // // ToPort is a required field @@ -15552,22 +16325,22 @@ func (s *IpPermission) SetToPort(v int64) *IpPermission { type ListAliasesInput struct { _ struct{} `type:"structure"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // Descriptive label that is associated with an alias. Alias names do not need - // to be unique. + // A descriptive label that is associated with an alias. Alias names do not + // need to be unique. Name *string `min:"1" type:"string"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To start + // 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 action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` - // Type of routing to filter results on. Use this parameter to retrieve only - // aliases of a certain type. To retrieve all aliases, leave this parameter - // empty. + // The routing type to filter results on. Use this parameter to retrieve only + // aliases with a certain routing type. To retrieve all aliases, leave this + // parameter empty. // // Possible routing types include the following: // @@ -15637,10 +16410,10 @@ func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput { type ListAliasesOutput struct { _ struct{} `type:"structure"` - // Collection of alias records that match the list request. + // A collection of alias resources that match the request parameters. Aliases []*Alias `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -15672,8 +16445,8 @@ func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput { type ListBuildsInput struct { _ struct{} `type:"structure"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use @@ -15747,7 +16520,7 @@ func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput { type ListBuildsOutput struct { _ struct{} `type:"structure"` - // Collection of build records that match the request. + // A collection of build records that match the request. Builds []*Build `type:"list"` // Token that indicates where to resume retrieving results on the next call @@ -15782,13 +16555,13 @@ func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput { type ListFleetsInput struct { _ struct{} `type:"structure"` - // Unique identifier for a build to return fleets for. Use this parameter to - // return only fleets using the specified build. To retrieve all fleets, leave - // this parameter empty. + // A unique identifier for a build to return fleets for. Use this parameter + // to return only fleets using the specified build. Use either the build ID + // or ARN value.To retrieve all fleets, leave this parameter empty. BuildId *string `type:"string"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use @@ -15796,9 +16569,9 @@ type ListFleetsInput struct { // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` - // Unique identifier for a Realtime script to return fleets for. Use this parameter - // to return only fleets using the specified script. To retrieve all fleets, - // leave this parameter empty. + // A unique identifier for a Realtime script to return fleets for. Use this + // parameter to return only fleets using the specified script. Use either the + // script ID or ARN value.To retrieve all fleets, leave this parameter empty. ScriptId *string `type:"string"` } @@ -15892,12 +16665,12 @@ func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput { type ListScriptsInput struct { _ struct{} `type:"structure"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this action. To start + // 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 action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } @@ -15943,34 +16716,102 @@ func (s *ListScriptsInput) SetNextToken(v string) *ListScriptsInput { type ListScriptsOutput struct { _ struct{} `type:"structure"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` - // Set of properties describing the requested script. - Scripts []*Script `type:"list"` + // A set of properties describing the requested script. + Scripts []*Script `type:"list"` +} + +// String returns the string representation +func (s ListScriptsOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ListScriptsOutput) GoString() string { + return s.String() +} + +// SetNextToken sets the NextToken field's value. +func (s *ListScriptsOutput) SetNextToken(v string) *ListScriptsOutput { + s.NextToken = &v + return s +} + +// SetScripts sets the Scripts field's value. +func (s *ListScriptsOutput) SetScripts(v []*Script) *ListScriptsOutput { + s.Scripts = v + return s +} + +type ListTagsForResourceInput 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 and uniquely identifies the GameLift resource that you + // want to retrieve tags for. GameLift resource ARNs are included in the data + // object for the resource, which can be retrieved by calling a List or Describe + // action for the resource type. + // + // ResourceARN is a required field + ResourceARN *string `min:"1" type:"string" required:"true"` +} + +// String returns the string representation +func (s ListTagsForResourceInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ListTagsForResourceInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *ListTagsForResourceInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "ListTagsForResourceInput"} + if s.ResourceARN == nil { + invalidParams.Add(request.NewErrParamRequired("ResourceARN")) + } + if s.ResourceARN != nil && len(*s.ResourceARN) < 1 { + invalidParams.Add(request.NewErrParamMinLen("ResourceARN", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetResourceARN sets the ResourceARN field's value. +func (s *ListTagsForResourceInput) SetResourceARN(v string) *ListTagsForResourceInput { + s.ResourceARN = &v + return s +} + +type ListTagsForResourceOutput struct { + _ struct{} `type:"structure"` + + // The collection of tags that have been assigned to the specified resource. + Tags []*Tag `type:"list"` } // String returns the string representation -func (s ListScriptsOutput) String() string { +func (s ListTagsForResourceOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s ListScriptsOutput) GoString() string { +func (s ListTagsForResourceOutput) GoString() string { return s.String() } -// SetNextToken sets the NextToken field's value. -func (s *ListScriptsOutput) SetNextToken(v string) *ListScriptsOutput { - s.NextToken = &v - return s -} - -// SetScripts sets the Scripts field's value. -func (s *ListScriptsOutput) SetScripts(v []*Script) *ListScriptsOutput { - s.Scripts = v +// SetTags sets the Tags field's value. +func (s *ListTagsForResourceOutput) SetTags(v []*Tag) *ListTagsForResourceOutput { + s.Tags = v return s } @@ -15983,10 +16824,10 @@ func (s *ListScriptsOutput) SetScripts(v []*Script) *ListScriptsOutput { type MatchedPlayerSession struct { _ struct{} `type:"structure"` - // Unique identifier for a player + // A unique identifier for a player PlayerId *string `min:"1" type:"string"` - // Unique identifier for a player session + // A unique identifier for a player session PlayerSessionId *string `type:"string"` } @@ -16017,74 +16858,85 @@ func (s *MatchedPlayerSession) SetPlayerSessionId(v string) *MatchedPlayerSessio type MatchmakingConfiguration struct { _ struct{} `type:"structure"` - // Flag that determines whether a match that was created with this configuration + // A flag that indicates whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. AcceptanceRequired *bool `type:"boolean"` - // Length of time (in seconds) to wait for players to accept a proposed match. - // If any player rejects the match or fails to accept before the timeout, the - // ticket continues to look for an acceptable match. + // The length of time (in seconds) to wait for players to accept a proposed + // match. If any player rejects the match or fails to accept before the timeout, + // the ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` - // Number of player slots in a match to keep open for future players. For example, - // if the configuration's rule set specifies a match for a single 12-person - // team, and the additional player count is set to 2, only 10 players are selected - // for the match. + // The number of player slots in a match to keep open for future players. For + // example, assume that the configuration's rule set specifies a match for a + // single 12-person team. If the additional player count is set to 2, only 10 + // players are initially selected for the match. AdditionalPlayerCount *int64 `type:"integer"` - // Method used to backfill game sessions created with this matchmaking configuration. + // The method used to backfill game sessions created with this matchmaking configuration. // MANUAL indicates that the game makes backfill requests or does not use the // match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill // requests whenever a game session has one or more open slots. Learn more about // manual and automatic backfill in Backfill Existing Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html). BackfillMode *string `type:"string" enum:"BackfillMode"` - // Time stamp indicating when this data object was created. Format is a number - // expressed in Unix time as milliseconds (for example "1469498468.057"). + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift matchmaking configuration resource and uniquely + // identifies it. ARNs are unique across all Regions. In a GameLift configuration + // ARN, the resource ID matches the Name value. + ConfigurationArn *string `type:"string"` + + // The time stamp indicating when this data object was created. The format is + // a number expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` // Information to attach to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` - // Descriptive label that is associated with matchmaking configuration. + // A descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` - // Set of custom properties for a game session, formatted as key:value pairs. + // A set of custom properties for a game session, formatted as key-value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameProperties []*GameProperty `type:"list"` - // Set of custom game session properties, formatted as a single string value. + // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameSessionData *string `min:"1" type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) - // that is assigned to a game session queue and uniquely identifies it. Format - // is arn:aws:gamelift:::gamesessionqueue/. - // These queues are used when placing game sessions for matches that are created - // with this matchmaking configuration. Queues can be located in any region. + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift game session queue resource and uniquely identifies + // it. ARNs are unique across all Regions. GameLift uses the listed queues when + // placing game sessions for matches that are created with this matchmaking + // configuration. Queues can be located in any Region. GameSessionQueueArns []*string `type:"list"` - // Unique identifier for a matchmaking configuration. This name is used to identify - // the configuration associated with a matchmaking request or ticket. + // A unique identifier for a matchmaking configuration. This name is used to + // identify the configuration associated with a matchmaking request or ticket. Name *string `type:"string"` - // SNS topic ARN that is set up to receive matchmaking notifications. + // An SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` - // Maximum duration, in seconds, that a matchmaking ticket can remain in process - // before timing out. Requests that fail due to timing out can be resubmitted + // The maximum duration, in seconds, that a matchmaking ticket can remain in + // process before timing out. Requests that fail due to timing out can be resubmitted // as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` - // Unique identifier for a matchmaking rule set to use with this configuration. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // associated with the GameLift matchmaking rule set resource that this configuration + // uses. + RuleSetArn *string `type:"string"` + + // A unique identifier for a matchmaking rule set to use with this configuration. // A matchmaking configuration can only use rule sets that are defined in the - // same region. + // same Region. RuleSetName *string `type:"string"` } @@ -16122,6 +16974,12 @@ func (s *MatchmakingConfiguration) SetBackfillMode(v string) *MatchmakingConfigu return s } +// SetConfigurationArn sets the ConfigurationArn field's value. +func (s *MatchmakingConfiguration) SetConfigurationArn(v string) *MatchmakingConfiguration { + s.ConfigurationArn = &v + return s +} + // SetCreationTime sets the CreationTime field's value. func (s *MatchmakingConfiguration) SetCreationTime(v time.Time) *MatchmakingConfiguration { s.CreationTime = &v @@ -16176,6 +17034,12 @@ func (s *MatchmakingConfiguration) SetRequestTimeoutSeconds(v int64) *Matchmakin return s } +// SetRuleSetArn sets the RuleSetArn field's value. +func (s *MatchmakingConfiguration) SetRuleSetArn(v string) *MatchmakingConfiguration { + s.RuleSetArn = &v + return s +} + // SetRuleSetName sets the RuleSetName field's value. func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfiguration { s.RuleSetName = &v @@ -16218,17 +17082,23 @@ func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfigur type MatchmakingRuleSet struct { _ struct{} `type:"structure"` - // Time stamp indicating when this data object was created. Format is a number - // expressed in Unix time as milliseconds (for example "1469498468.057"). + // The time stamp indicating when this data object was created. The format is + // a number expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // Collection of matchmaking rules, formatted as a JSON string. Comments are + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift matchmaking rule set resource and uniquely + // identifies it. ARNs are unique across all Regions. In a GameLift rule set + // ARN, the resource ID matches the RuleSetName value. + RuleSetArn *string `type:"string"` + + // A collection of matchmaking rules, formatted as a JSON string. Comments are // not allowed in JSON, but most elements support a description field. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` - // Unique identifier for a matchmaking rule set + // A unique identifier for a matchmaking rule set RuleSetName *string `type:"string"` } @@ -16248,6 +17118,12 @@ func (s *MatchmakingRuleSet) SetCreationTime(v time.Time) *MatchmakingRuleSet { return s } +// SetRuleSetArn sets the RuleSetArn field's value. +func (s *MatchmakingRuleSet) SetRuleSetArn(v string) *MatchmakingRuleSet { + s.RuleSetArn = &v + return s +} + // SetRuleSetBody sets the RuleSetBody field's value. func (s *MatchmakingRuleSet) SetRuleSetBody(v string) *MatchmakingRuleSet { s.RuleSetBody = &v @@ -16267,6 +17143,11 @@ func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet { type MatchmakingTicket struct { _ struct{} `type:"structure"` + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // associated with the GameLift matchmaking configuration resource that is used + // with this ticket. + ConfigurationArn *string `type:"string"` + // Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking // configurations determine how players are grouped into a match and how a new // game session is created for the match. @@ -16336,7 +17217,7 @@ type MatchmakingTicket struct { // to receive player acceptances. StatusReason *string `type:"string"` - // Unique identifier for a matchmaking ticket. + // A unique identifier for a matchmaking ticket. TicketId *string `type:"string"` } @@ -16350,6 +17231,12 @@ func (s MatchmakingTicket) GoString() string { return s.String() } +// SetConfigurationArn sets the ConfigurationArn field's value. +func (s *MatchmakingTicket) SetConfigurationArn(v string) *MatchmakingTicket { + s.ConfigurationArn = &v + return s +} + // SetConfigurationName sets the ConfigurationName field's value. func (s *MatchmakingTicket) SetConfigurationName(v string) *MatchmakingTicket { s.ConfigurationName = &v @@ -16426,10 +17313,10 @@ func (s *MatchmakingTicket) SetTicketId(v string) *MatchmakingTicket { type PlacedPlayerSession struct { _ struct{} `type:"structure"` - // Unique identifier for a player that is associated with this player session. + // A unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` - // Unique identifier for a player session. + // A unique identifier for a player session. PlayerSessionId *string `type:"string"` } @@ -16462,23 +17349,23 @@ type Player struct { _ struct{} `type:"structure"` // Set of values, expressed in milliseconds, indicating the amount of latency - // that a player experiences when connected to AWS regions. If this property - // is present, FlexMatch considers placing the match only in regions for which + // that a player experiences when connected to AWS Regions. If this property + // is present, FlexMatch considers placing the match only in Regions for which // latency is reported. // // If a matchmaker has a rule that evaluates player latency, players must report // latency in order to be matched. If no latency is reported in this scenario, - // FlexMatch assumes that no regions are available to the player and the ticket + // FlexMatch assumes that no Regions are available to the player and the ticket // is not matchable. LatencyInMs map[string]*int64 `type:"map"` - // Collection of key:value pairs containing player information for use in matchmaking. - // Player attribute keys must match the playerAttributes used in a matchmaking - // rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": - // {"S": "deathmatch"}}. + // A collection of key:value pairs containing player information for use in + // matchmaking. Player attribute keys must match the playerAttributes used in + // a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, + // "gameMode": {"S": "deathmatch"}}. PlayerAttributes map[string]*AttributeValue `type:"map"` - // Unique identifier for a player + // A unique identifier for a player PlayerId *string `min:"1" type:"string"` // Name of the team that the player is assigned to in a match. Team names are @@ -16549,20 +17436,20 @@ func (s *Player) SetTeam(v string) *Player { // Regional latency information for a player, used when requesting a new game // session with StartGameSessionPlacement. This value indicates the amount of // time lag that exists when the player is connected to a fleet in the specified -// region. The relative difference between a player's latency values for multiple -// regions are used to determine which fleets are best suited to place a new +// Region. The relative difference between a player's latency values for multiple +// Regions are used to determine which fleets are best suited to place a new // game session for the player. type PlayerLatency struct { _ struct{} `type:"structure"` // Amount of time that represents the time lag experienced by the player when - // connected to the specified region. + // connected to the specified Region. LatencyInMilliseconds *float64 `type:"float"` - // Unique identifier for a player associated with the latency data. + // A unique identifier for a player associated with the latency data. PlayerId *string `min:"1" type:"string"` - // Name of the region that is associated with the latency value. + // Name of the Region that is associated with the latency value. RegionIdentifier *string `min:"1" type:"string"` } @@ -16612,9 +17499,9 @@ func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency { // Queue setting that determines the highest latency allowed for individual // players when placing a game session. When a latency policy is in force, a -// game session cannot be placed at any destination in a region where a player -// is reporting latency higher than the cap. Latency policies are only enforced -// when the placement request contains player latency information. +// game session cannot be placed with any fleet in a Region where a player reports +// latency higher than the cap. Latency policies are only enforced when the +// placement request contains player latency information. // // * CreateGameSessionQueue // @@ -16685,27 +17572,44 @@ type PlayerSession struct { // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` + // DNS identifier assigned to the instance that is running the game session. + // Values have the following format: + // + // * TLS-enabled fleets: ..amazongamelift.com. + // + // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. + // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) + // + // When connecting to a game session that is running on a TLS-enabled fleet, + // you must use the DNS name, not the IP address. DnsName *string `type:"string"` - // Unique identifier for a fleet that the player's game session is running on. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // associated with the GameLift fleet that the player's game session is running + // on. + FleetArn *string `min:"1" type:"string"` + + // A unique identifier for a fleet that the player's game session is running + // on. FleetId *string `type:"string"` - // Unique identifier for the game session that the player session is connected + // A unique identifier for the game session that the player session is connected // to. GameSessionId *string `min:"1" type:"string"` - // IP address of the game session. To connect to a Amazon GameLift game server, - // an app needs both the IP address and port number. + // IP address of the instance that is running the game session. When connecting + // to a Amazon GameLift game server, a client needs to reference an IP address + // (or DNS name) and port number. IpAddress *string `type:"string"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` - // Unique identifier for a player that is associated with this player session. + // A unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` - // Unique identifier for a player session. + // A unique identifier for a player session. PlayerSessionId *string `type:"string"` // Port number for the game session. To connect to a Amazon GameLift server @@ -16755,6 +17659,12 @@ func (s *PlayerSession) SetDnsName(v string) *PlayerSession { return s } +// SetFleetArn sets the FleetArn field's value. +func (s *PlayerSession) SetFleetArn(v string) *PlayerSession { + s.FleetArn = &v + return s +} + // SetFleetId sets the FleetId field's value. func (s *PlayerSession) SetFleetId(v string) *PlayerSession { s.FleetId = &v @@ -16821,8 +17731,9 @@ type PutScalingPolicyInput struct { // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` - // Unique identifier for a fleet to apply this policy to. The fleet cannot be - // in any of the following statuses: ERROR or DELETING. + // A unique identifier for a 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. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -16867,15 +17778,15 @@ type PutScalingPolicyInput struct { // MetricName is a required field MetricName *string `type:"string" required:"true" enum:"MetricName"` - // Descriptive label that is associated with a scaling policy. Policy names + // A descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. A fleet can have only one scaling policy with the // same name. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` - // Type of scaling policy to create. For a target-based policy, set the parameter - // MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. + // The type of scaling policy to create. For a target-based policy, set the + // parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. PolicyType *string `type:"string" enum:"PolicyType"` @@ -16883,7 +17794,7 @@ type PutScalingPolicyInput struct { // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer"` - // Type of adjustment to make to a fleet's instance count (see FleetCapacity): + // The type of adjustment to make to a fleet's instance count (see FleetCapacity): // // * ChangeInCapacity -- add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values @@ -16897,7 +17808,7 @@ type PutScalingPolicyInput struct { // the fleet down by 10%. ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` - // Object that contains settings for a target-based scaling policy. + // The settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // Metric value used to trigger a scaling event. @@ -17008,7 +17919,7 @@ func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput { type PutScalingPolicyOutput struct { _ struct{} `type:"structure"` - // Descriptive label that is associated with a scaling policy. Policy names + // A descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. Name *string `min:"1" type:"string"` } @@ -17033,7 +17944,8 @@ func (s *PutScalingPolicyOutput) SetName(v string) *PutScalingPolicyOutput { type RequestUploadCredentialsInput struct { _ struct{} `type:"structure"` - // Unique identifier for a build to get credentials for. + // A unique identifier for a build to get credentials for. You can use either + // the build ID or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` @@ -17107,7 +18019,8 @@ func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) type ResolveAliasInput struct { _ struct{} `type:"structure"` - // Unique identifier for the alias you want to resolve. + // The unique identifier of the alias that you want to retrieve a fleet ID for. + // You can use either the alias ID or ARN value. // // AliasId is a required field AliasId *string `type:"string" required:"true"` @@ -17146,7 +18059,11 @@ func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput { type ResolveAliasOutput struct { _ struct{} `type:"structure"` - // Fleet identifier that is associated with the requested alias. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // associated with the GameLift fleet resource that this alias points to. + FleetArn *string `min:"1" type:"string"` + + // The fleet identifier that the alias is pointing to. FleetId *string `type:"string"` } @@ -17160,31 +18077,37 @@ func (s ResolveAliasOutput) GoString() string { return s.String() } +// SetFleetArn sets the FleetArn field's value. +func (s *ResolveAliasOutput) SetFleetArn(v string) *ResolveAliasOutput { + s.FleetArn = &v + return s +} + // SetFleetId sets the FleetId field's value. func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput { s.FleetId = &v return s } -// Policy that limits the number of game sessions a player can create on the +// A policy that limits the number of game sessions a player can create on the // same fleet. This optional policy gives game owners control over how players // can consume available game server resources. A resource creation policy makes // the following statement: "An individual player can create a maximum number // of new game sessions within a specified time period". // // The policy is evaluated when a player tries to create a new game session. -// For example, with a policy of 10 new game sessions and a time period of 60 -// minutes, on receiving a CreateGameSession request, Amazon GameLift checks -// that the player (identified by CreatorId) has created fewer than 10 game -// sessions in the past 60 minutes. +// For example: Assume you have a policy of 10 new game sessions and a time +// period of 60 minutes. On receiving a CreateGameSession request, Amazon GameLift +// checks that the player (identified by CreatorId) has created fewer than 10 +// game sessions in the past 60 minutes. type ResourceCreationLimitPolicy struct { _ struct{} `type:"structure"` - // Maximum number of game sessions that an individual can create during the - // policy period. + // The maximum number of game sessions that an individual can create during + // the policy period. NewGameSessionsPerCreator *int64 `type:"integer"` - // Time span used in evaluating the resource creation limit policy. + // The time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int64 `type:"integer"` } @@ -17210,7 +18133,7 @@ func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *Resourc return s } -// Routing configuration for a fleet alias. +// The routing configuration for a fleet alias. // // * CreateAlias // @@ -17226,20 +18149,21 @@ func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *Resourc type RoutingStrategy struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet that the alias points to. + // The unique identifier for a fleet that the alias points to. This value is + // the fleet ID, not the fleet ARN. FleetId *string `type:"string"` - // Message text to be used with a terminal routing strategy. + // The message text to be used with a terminal routing strategy. Message *string `type:"string"` - // Type of routing strategy. + // The type of routing strategy for the alias. // // Possible routing types include the following: // - // * SIMPLE -- The alias resolves to one specific fleet. Use this type when + // * SIMPLE - The alias resolves to one specific fleet. Use this type when // routing to active fleets. // - // * TERMINAL -- The alias does not resolve to a fleet but instead can be + // * TERMINAL - The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. Type *string `type:"string" enum:"RoutingStrategyType"` @@ -17277,15 +18201,15 @@ func (s *RoutingStrategy) SetType(v string) *RoutingStrategy { // to run on each instance in a fleet. Server processes run either a custom // game build executable or a Realtime Servers script. Each instance in the // fleet starts the specified server processes and continues to start new processes -// as existing processes end. An instance regularly checks for an updated run-time -// configuration. +// as existing processes end. Each instance regularly checks for an updated +// runtime configuration. // -// The run-time configuration enables the instances in a fleet to run multiple +// The runtime configuration enables the instances in a fleet to run multiple // processes simultaneously. Learn more about Running Multiple Processes on // a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html). // // A Amazon GameLift instance is limited to 50 processes running simultaneously. -// To calculate the total number of processes in a run-time configuration, add +// To calculate the total number of processes in a runtime configuration, add // the values of the ConcurrentExecutions parameter for each ServerProcess object. // // * CreateFleet @@ -17294,29 +18218,26 @@ func (s *RoutingStrategy) SetType(v string) *RoutingStrategy { // // * DeleteFleet // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// * DescribeFleetAttributes // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// * UpdateFleetAttributes // // * Manage fleet actions: StartFleetActions StopFleetActions type RuntimeConfiguration struct { _ struct{} `type:"structure"` - // Maximum amount of time (in seconds) that a game session can remain in status - // ACTIVATING. If the game session is not active before the timeout, activation - // is terminated and the game session status is changed to TERMINATED. + // The maximum amount of time (in seconds) that a game session can remain in + // status ACTIVATING. If the game session is not active before the timeout, + // activation is terminated and the game session status is changed to TERMINATED. GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"` - // Maximum number of game sessions with status ACTIVATING to allow on an instance - // simultaneously. This setting limits the amount of instance resources that - // can be used for new game activations at any one time. + // The maximum number of game sessions with status ACTIVATING to allow on an + // instance simultaneously. This setting limits the amount of instance resources + // that can be used for new game activations at any one time. MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"` - // Collection of server process configurations that describe which server processes - // to run on each instance in a fleet. + // A collection of server process configurations that describe which server + // processes to run on each instance in a fleet. ServerProcesses []*ServerProcess `min:"1" type:"list"` } @@ -17377,25 +18298,25 @@ func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeCo return s } -// Location in Amazon Simple Storage Service (Amazon S3) where build or script -// files are stored for access by Amazon GameLift. This location is specified -// in CreateBuild, CreateScript, and UpdateScript requests. +// The location in Amazon S3 where build or script files are stored for access +// by Amazon GameLift. This location is specified in CreateBuild, CreateScript, +// and UpdateScript requests. type S3Location struct { _ struct{} `type:"structure"` - // Amazon S3 bucket identifier. This is the name of the S3 bucket. + // An Amazon S3 bucket identifier. This is the name of the S3 bucket. Bucket *string `min:"1" type:"string"` - // Name of the zip file containing the build files or script files. + // The name of the zip file that contains the build files or script files. Key *string `min:"1" type:"string"` - // Version of the file, if object versioning is turned on for the bucket. Amazon - // GameLift uses this information when retrieving files from an S3 bucket that - // you own. Use this parameter to specify a specific version of the file; if - // not set, the latest version of the file is retrieved. + // The version of the file, if object versioning is turned on for the bucket. + // Amazon GameLift uses this information when retrieving files from an S3 bucket + // that you own. Use this parameter to specify a specific version of the file. + // If not set, the latest version of the file is retrieved. ObjectVersion *string `min:"1" type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for an IAM role that allows Amazon GameLift to access the S3 bucket. RoleArn *string `min:"1" type:"string"` } @@ -17480,7 +18401,7 @@ type ScalingPolicy struct { // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` - // Unique identifier for a fleet that is associated with this scaling policy. + // A unique identifier for a fleet that is associated with this scaling policy. FleetId *string `type:"string"` // Name of the Amazon GameLift-defined metric that is used to trigger a scaling @@ -17521,12 +18442,12 @@ type ScalingPolicy struct { // in any queue, where the current fleet is the top-priority destination. MetricName *string `type:"string" enum:"MetricName"` - // Descriptive label that is associated with a scaling policy. Policy names + // A descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. Name *string `min:"1" type:"string"` - // Type of scaling policy to create. For a target-based policy, set the parameter - // MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. + // The type of scaling policy to create. For a target-based policy, set the + // parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. PolicyType *string `type:"string" enum:"PolicyType"` @@ -17534,7 +18455,7 @@ type ScalingPolicy struct { // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer"` - // Type of adjustment to make to a fleet's instance count (see FleetCapacity): + // The type of adjustment to make to a fleet's instance count (see FleetCapacity): // // * ChangeInCapacity -- add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values @@ -17570,7 +18491,7 @@ type ScalingPolicy struct { // and recreated. Status *string `type:"string" enum:"ScalingStatusType"` - // Object that contains settings for a target-based scaling policy. + // The settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // Metric value used to trigger a scaling event. @@ -17669,28 +18590,34 @@ func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy { type Script struct { _ struct{} `type:"structure"` - // 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. The format is + // a number expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // Descriptive label that is associated with a script. Script names do not need - // to be unique. + // A descriptive label that is associated with a script. Script names do not + // need to be unique. Name *string `min:"1" type:"string"` - // Unique identifier for a Realtime script + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift script resource and uniquely identifies it. + // ARNs are unique across all Regions. In a GameLift script ARN, the resource + // ID matches the ScriptId value. + ScriptArn *string `type:"string"` + + // A unique identifier for a Realtime script ScriptId *string `type:"string"` - // File size of the uploaded Realtime script, expressed in bytes. When files + // The file size of the uploaded Realtime script, expressed in bytes. When files // are uploaded from an S3 location, this value remains at "0". SizeOnDisk *int64 `min:"1" type:"long"` - // Location in Amazon Simple Storage Service (Amazon S3) where build or script - // files are stored for access by Amazon GameLift. This location is specified - // in CreateBuild, CreateScript, and UpdateScript requests. + // The location in Amazon S3 where build or script files are stored for access + // by Amazon GameLift. This location is specified in CreateBuild, CreateScript, + // and UpdateScript requests. StorageLocation *S3Location `type:"structure"` - // Version that is associated with a build or script. Version strings do not - // need to be unique. + // The version that is associated with a build or script. Version strings do + // not need to be unique. Version *string `min:"1" type:"string"` } @@ -17716,6 +18643,12 @@ func (s *Script) SetName(v string) *Script { return s } +// SetScriptArn sets the ScriptArn field's value. +func (s *Script) SetScriptArn(v string) *Script { + s.ScriptArn = &v + return s +} + // SetScriptId sets the ScriptId field's value. func (s *Script) SetScriptId(v string) *Script { s.ScriptId = &v @@ -17744,9 +18677,9 @@ func (s *Script) SetVersion(v string) *Script { type SearchGameSessionsInput struct { _ struct{} `type:"structure"` - // Unique identifier for an alias associated with the fleet to search for active - // game sessions. Each request must reference either a fleet ID or alias ID, - // but not both. + // A unique identifier for an alias associated with the fleet to search for + // active game sessions. You can use either the alias ID or ARN value. Each + // request must reference either a fleet ID or alias ID, but not both. AliasId *string `type:"string"` // String containing the search criteria for the session search. If no filter @@ -17790,13 +18723,14 @@ type SearchGameSessionsInput struct { // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". FilterExpression *string `min:"1" type:"string"` - // Unique identifier for a fleet to search for active game sessions. Each request - // must reference either a fleet ID or alias ID, but not both. + // A unique identifier for a 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. FleetId *string `type:"string"` - // Maximum number of results to return. Use this parameter with NextToken to - // get results as a set of sequential pages. The maximum number of results returned - // is 20, even if this value is not set or is set higher than 20. + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. The maximum number of results + // returned is 20, even if this value is not set or is set higher than 20. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use @@ -17892,7 +18826,7 @@ func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSession type SearchGameSessionsOutput struct { _ struct{} `type:"structure"` - // Collection of objects containing game session properties for each session + // A collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` @@ -17934,15 +18868,15 @@ func (s *SearchGameSessionsOutput) SetNextToken(v string) *SearchGameSessionsOut type ServerProcess struct { _ struct{} `type:"structure"` - // Number of server processes using this configuration to run concurrently on - // an instance. + // The number of server processes that use this configuration to run concurrently + // on an instance. // // ConcurrentExecutions is a required field ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` - // Location of the server executable in a custom game build or the name of the - // Realtime script file that contains the Init() function. Game builds and Realtime - // scripts are installed on instances at the root: + // The location of the server executable in a custom game build or the name + // of the Realtime script file that contains the Init() function. Game builds + // and Realtime scripts are installed on instances at the root: // // * Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe" // @@ -17951,7 +18885,7 @@ type ServerProcess struct { // LaunchPath is a required field LaunchPath *string `min:"1" type:"string" required:"true"` - // Optional list of parameters to pass to the server executable or Realtime + // An optional list of parameters to pass to the server executable or Realtime // script on launch. Parameters *string `min:"1" type:"string"` } @@ -18017,7 +18951,8 @@ type StartFleetActionsInput struct { // Actions is a required field Actions []*string `min:"1" type:"list" required:"true"` - // Unique identifier for a fleet + // A unique identifier for a fleet to start actions on. You can use either the + // fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -18095,30 +19030,31 @@ type StartGameSessionPlacementInput 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"` - // Descriptive label that is associated with a game session. Session names do - // not need to be unique. + // A descriptive label that is associated with a game session. Session names + // do not need to be unique. GameSessionName *string `min:"1" type:"string"` - // Name of the queue to use to place the new game session. + // Name of the queue to use to place the new game session. You can use either + // the qieue name or ARN value. // // GameSessionQueueName is a required field GameSessionQueueName *string `min:"1" type:"string" required:"true"` - // Maximum number of players that can be connected simultaneously to the game - // session. + // The maximum number of players that can be connected simultaneously to the + // game session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` - // Unique identifier to assign to the new game session placement. This value - // is developer-defined. The value must be unique across all regions and cannot + // A unique identifier to assign to the new game session placement. This value + // is developer-defined. The value must be unique across all Regions and cannot // be reused unless you are resubmitting a canceled or timed-out placement request. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // Set of values, expressed in milliseconds, indicating the amount of latency - // that a player experiences when connected to AWS regions. This information + // that a player experiences when connected to AWS Regions. This information // is used to try to place the new game session where it can offer the best // possible gameplay experience for the players. PlayerLatencies []*PlayerLatency `type:"list"` @@ -18273,18 +19209,16 @@ func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSession type StartMatchBackfillInput struct { _ struct{} `type:"structure"` - // Name of the matchmaker to use for this request. The name of the matchmaker - // that was used with the original game session is listed in the GameSession - // object, MatchmakerData property. This property contains a matchmaking configuration - // ARN value, which includes the matchmaker name. (In the ARN value "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-4v4", - // the matchmaking configuration name is "MM-4v4".) Use only the name for this - // parameter. + // Name of the matchmaker to use for this request. You can use either the configuration + // name or ARN value. The ARN of the matchmaker that was used with the original + // game session is listed in the GameSession object, MatchmakerData property. // // ConfigurationName is a required field - ConfigurationName *string `type:"string" required:"true"` + ConfigurationName *string `min:"1" type:"string" required:"true"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) - // that is assigned to a game session and uniquely identifies it. + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a game session and uniquely identifies it. This is the + // same as the game session ID. // // GameSessionArn is a required field GameSessionArn *string `min:"1" type:"string" required:"true"` @@ -18299,13 +19233,13 @@ type StartMatchBackfillInput struct { // JSON syntax, formatted as a string. For more details, see Match Data (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). // // * LatencyInMs -\\- If the matchmaker uses player latency, include a latency - // value, in milliseconds, for the region that the game session is currently - // in. Do not include latency values for any other region. + // value, in milliseconds, for the Region that the game session is currently + // in. Do not include latency values for any other Region. // // Players is a required field Players []*Player `type:"list" required:"true"` - // Unique identifier for a matchmaking ticket. If no ticket ID is specified + // A unique identifier for a matchmaking ticket. If no ticket ID is specified // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier // to track the match backfill ticket status and retrieve match results. TicketId *string `type:"string"` @@ -18327,6 +19261,9 @@ func (s *StartMatchBackfillInput) Validate() error { if s.ConfigurationName == nil { invalidParams.Add(request.NewErrParamRequired("ConfigurationName")) } + if s.ConfigurationName != nil && len(*s.ConfigurationName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("ConfigurationName", 1)) + } if s.GameSessionArn == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionArn")) } @@ -18408,10 +19345,11 @@ type StartMatchmakingInput struct { _ struct{} `type:"structure"` // Name of the matchmaking configuration to use for this request. Matchmaking - // configurations must exist in the same region as this request. + // configurations must exist in the same Region as this request. You can use + // either the configuration name or ARN value. // // ConfigurationName is a required field - ConfigurationName *string `type:"string" required:"true"` + ConfigurationName *string `min:"1" type:"string" required:"true"` // Information on each player to be matched. This information must include a // player ID, and may contain player attributes and latency data to be used @@ -18421,7 +19359,7 @@ type StartMatchmakingInput struct { // Players is a required field Players []*Player `type:"list" required:"true"` - // Unique identifier for a matchmaking ticket. If no ticket ID is specified + // A unique identifier for a matchmaking ticket. If no ticket ID is specified // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier // to track the matchmaking ticket status and retrieve match results. TicketId *string `type:"string"` @@ -18443,6 +19381,9 @@ func (s *StartMatchmakingInput) Validate() error { if s.ConfigurationName == nil { invalidParams.Add(request.NewErrParamRequired("ConfigurationName")) } + if s.ConfigurationName != nil && len(*s.ConfigurationName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("ConfigurationName", 1)) + } if s.Players == nil { invalidParams.Add(request.NewErrParamRequired("Players")) } @@ -18515,7 +19456,8 @@ type StopFleetActionsInput struct { // Actions is a required field Actions []*string `min:"1" type:"list" required:"true"` - // Unique identifier for a fleet + // A unique identifier for a fleet to stop actions on. You can use either the + // fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -18580,7 +19522,7 @@ func (s StopFleetActionsOutput) GoString() string { type StopGameSessionPlacementInput struct { _ struct{} `type:"structure"` - // Unique identifier for a game session placement to cancel. + // A unique identifier for a game session placement to cancel. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` @@ -18647,7 +19589,7 @@ func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionP type StopMatchmakingInput struct { _ struct{} `type:"structure"` - // Unique identifier for a matchmaking ticket. + // A unique identifier for a matchmaking ticket. // // TicketId is a required field TicketId *string `type:"string" required:"true"` @@ -18696,6 +19638,163 @@ func (s StopMatchmakingOutput) GoString() string { return s.String() } +// A label that can be assigned to a GameLift resource. +// +// Learn more +// +// Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) +// in the AWS General Reference +// +// AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) +// +// Related operations +// +// * TagResource +// +// * UntagResource +// +// * ListTagsForResource +type Tag struct { + _ struct{} `type:"structure"` + + // The key for a developer-defined key:value pair for tagging an AWS resource. + // + // Key is a required field + Key *string `min:"1" type:"string" required:"true"` + + // The value for a developer-defined key:value pair for tagging an AWS resource. + // + // Value is a required field + Value *string `type:"string" required:"true"` +} + +// String returns the string representation +func (s Tag) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s Tag) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *Tag) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "Tag"} + if s.Key == nil { + invalidParams.Add(request.NewErrParamRequired("Key")) + } + if s.Key != nil && len(*s.Key) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Key", 1)) + } + if s.Value == nil { + invalidParams.Add(request.NewErrParamRequired("Value")) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetKey sets the Key field's value. +func (s *Tag) SetKey(v string) *Tag { + s.Key = &v + return s +} + +// SetValue sets the Value field's value. +func (s *Tag) SetValue(v string) *Tag { + s.Value = &v + return s +} + +type TagResourceInput 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 and uniquely identifies the GameLift resource that you + // want to assign tags to. GameLift resource ARNs are included in the data object + // for the resource, which can be retrieved by calling a List or Describe action + // for the resource type. + // + // ResourceARN is a required field + ResourceARN *string `min:"1" type:"string" required:"true"` + + // A list of one or more tags to assign to the specified GameLift resource. + // Tags are developer-defined and structured as key-value pairs. The maximum + // tag limit may be lower than stated. See Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) + // for actual tagging limits. + // + // Tags is a required field + Tags []*Tag `type:"list" required:"true"` +} + +// String returns the string representation +func (s TagResourceInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s TagResourceInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *TagResourceInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "TagResourceInput"} + if s.ResourceARN == nil { + invalidParams.Add(request.NewErrParamRequired("ResourceARN")) + } + if s.ResourceARN != nil && len(*s.ResourceARN) < 1 { + invalidParams.Add(request.NewErrParamMinLen("ResourceARN", 1)) + } + if s.Tags == nil { + invalidParams.Add(request.NewErrParamRequired("Tags")) + } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) + } + } + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetResourceARN sets the ResourceARN field's value. +func (s *TagResourceInput) SetResourceARN(v string) *TagResourceInput { + s.ResourceARN = &v + return s +} + +// SetTags sets the Tags field's value. +func (s *TagResourceInput) SetTags(v []*Tag) *TagResourceInput { + s.Tags = v + return s +} + +type TagResourceOutput struct { + _ struct{} `type:"structure"` +} + +// String returns the string representation +func (s TagResourceOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s TagResourceOutput) GoString() string { + return s.String() +} + // Settings for a target-based scaling policy (see ScalingPolicy. A target-based // policy tracks a particular fleet metric specifies a target value for the // metric. As player usage changes, the policy triggers Amazon GameLift to adjust @@ -18755,23 +19854,99 @@ func (s *TargetConfiguration) SetTargetValue(v float64) *TargetConfiguration { return s } +type UntagResourceInput 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 and uniquely identifies the GameLift resource that you + // want to remove tags from. GameLift resource ARNs are included in the data + // object for the resource, which can be retrieved by calling a List or Describe + // action for the resource type. + // + // ResourceARN is a required field + ResourceARN *string `min:"1" type:"string" required:"true"` + + // A list of one or more tags to remove from the specified GameLift resource. + // Tags are developer-defined and structured as key-value pairs. + // + // TagKeys is a required field + TagKeys []*string `type:"list" required:"true"` +} + +// String returns the string representation +func (s UntagResourceInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s UntagResourceInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *UntagResourceInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "UntagResourceInput"} + if s.ResourceARN == nil { + invalidParams.Add(request.NewErrParamRequired("ResourceARN")) + } + if s.ResourceARN != nil && len(*s.ResourceARN) < 1 { + invalidParams.Add(request.NewErrParamMinLen("ResourceARN", 1)) + } + if s.TagKeys == nil { + invalidParams.Add(request.NewErrParamRequired("TagKeys")) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetResourceARN sets the ResourceARN field's value. +func (s *UntagResourceInput) SetResourceARN(v string) *UntagResourceInput { + s.ResourceARN = &v + return s +} + +// SetTagKeys sets the TagKeys field's value. +func (s *UntagResourceInput) SetTagKeys(v []*string) *UntagResourceInput { + s.TagKeys = v + return s +} + +type UntagResourceOutput struct { + _ struct{} `type:"structure"` +} + +// String returns the string representation +func (s UntagResourceOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s UntagResourceOutput) GoString() string { + return s.String() +} + // Represents the input for a request action. type UpdateAliasInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet alias. Specify the alias you want to update. + // A unique identifier for the alias that you want to update. You can use either + // the alias ID or ARN value. // // AliasId is a required field AliasId *string `type:"string" required:"true"` - // Human-readable description of an alias. + // A human-readable description of the alias. Description *string `min:"1" type:"string"` - // Descriptive label that is associated with an alias. Alias names do not need - // to be unique. + // A descriptive label that is associated with an alias. Alias names do not + // need to be unique. Name *string `min:"1" type:"string"` - // Object that specifies the fleet and routing type to use for the alias. + // The routing configuration, including routing type and fleet target, for the + // alias. RoutingStrategy *RoutingStrategy `type:"structure"` } @@ -18832,7 +20007,7 @@ func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasIn type UpdateAliasOutput struct { _ struct{} `type:"structure"` - // Object that contains the updated alias configuration. + // The updated alias resource. Alias *Alias `type:"structure"` } @@ -18856,17 +20031,18 @@ func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput { type UpdateBuildInput struct { _ struct{} `type:"structure"` - // Unique identifier for a build to update. + // A unique identifier for a build to update. You can use either the build ID + // or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` - // Descriptive label that is associated with a build. Build names do not need + // A descriptive label that is associated with a build. Build names do not need // to be unique. Name *string `min:"1" type:"string"` - // Version that is associated with a build or script. Version strings do not - // need to be unique. + // Version information that is associated with a build or script. Version strings + // do not need to be unique. Version *string `min:"1" type:"string"` } @@ -18921,7 +20097,7 @@ func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput { type UpdateBuildOutput struct { _ struct{} `type:"structure"` - // Object that contains the updated build record. + // The updated build record. Build *Build `type:"structure"` } @@ -18948,7 +20124,8 @@ type UpdateFleetAttributesInput struct { // Human-readable description of a fleet. Description *string `min:"1" type:"string"` - // Unique identifier for a fleet to update attribute metadata for. + // A unique identifier for a fleet to update attribute metadata for. You can + // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -18960,7 +20137,7 @@ type UpdateFleetAttributesInput struct { // time. MetricGroups []*string `type:"list"` - // Descriptive label that is associated with a fleet. Fleet names do not need + // A descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` @@ -19049,7 +20226,8 @@ func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceC type UpdateFleetAttributesOutput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet that was updated. + // A unique identifier for a fleet that was updated. Use either the fleet ID + // or ARN value. FleetId *string `type:"string"` } @@ -19076,17 +20254,18 @@ type UpdateFleetCapacityInput struct { // Number of EC2 instances you want this fleet to host. DesiredInstances *int64 `type:"integer"` - // Unique identifier for a fleet to update capacity for. + // A unique identifier for a fleet to update capacity for. You can use either + // the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Maximum value allowed for the fleet's instance count. Default if not set - // is 1. + // The maximum value allowed for the fleet's instance count. Default if not + // set is 1. MaxSize *int64 `type:"integer"` - // Minimum value allowed for the fleet's instance count. Default if not set - // is 0. + // The minimum value allowed for the fleet's instance count. Default if not + // set is 0. MinSize *int64 `type:"integer"` } @@ -19141,7 +20320,7 @@ func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput type UpdateFleetCapacityOutput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet that was updated. + // A unique identifier for a fleet that was updated. FleetId *string `type:"string"` } @@ -19165,15 +20344,16 @@ func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOut type UpdateFleetPortSettingsInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to update port settings for. + // A unique identifier for a fleet to update port settings for. You can use + // either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Collection of port settings to be added to the fleet record. + // A collection of port settings to be added to the fleet record. InboundPermissionAuthorizations []*IpPermission `type:"list"` - // Collection of port settings to be removed from the fleet record. + // A collection of port settings to be removed from the fleet record. InboundPermissionRevocations []*IpPermission `type:"list"` } @@ -19242,7 +20422,7 @@ func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPe type UpdateFleetPortSettingsOutput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet that was updated. + // A unique identifier for a fleet that was updated. FleetId *string `type:"string"` } @@ -19266,17 +20446,17 @@ func (s *UpdateFleetPortSettingsOutput) SetFleetId(v string) *UpdateFleetPortSet type UpdateGameSessionInput struct { _ struct{} `type:"structure"` - // Unique identifier for the game session to update. + // A unique identifier for the game session to update. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` - // Maximum number of players that can be connected simultaneously to the game - // session. + // The maximum number of players that can be connected simultaneously to the + // game session. MaximumPlayerSessionCount *int64 `type:"integer"` - // Descriptive label that is associated with a game session. Session names do - // not need to be unique. + // A descriptive label that is associated with a game session. Session names + // do not need to be unique. Name *string `min:"1" type:"string"` // Policy determining whether or not the game session accepts new players. @@ -19355,7 +20535,7 @@ func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessio type UpdateGameSessionOutput struct { _ struct{} `type:"structure"` - // Object that contains the updated game session metadata. + // The updated game session metadata. GameSession *GameSession `type:"structure"` } @@ -19379,30 +20559,31 @@ func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSess type UpdateGameSessionQueueInput struct { _ struct{} `type:"structure"` - // List of fleets that can be used to fulfill game session placement requests + // A list of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. When updating this // list, provide a complete list of destinations. Destinations []*GameSessionQueueDestination `type:"list"` - // Descriptive label that is associated with game session queue. Queue names - // must be unique within each region. + // A descriptive label that is associated with game session queue. Queue names + // must be unique within each Region. You can use either the queue ID or ARN + // value. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` - // Collection of latency policies to apply when processing game sessions placement + // A collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. - // With just one policy, it is enforced at the start of the game session placement - // for the duration period. With multiple policies, each policy is enforced - // consecutively for its duration period. For example, a queue might enforce - // a 60-second policy followed by a 120-second policy, and then no policy for - // the remainder of the placement. When updating policies, provide a complete + // With just one policy, the policy is enforced at the start of the game session + // placement for the duration period. With multiple policies, each policy is + // enforced consecutively for its duration period. For example, a queue might + // enforce a 60-second policy followed by a 120-second policy, and then no policy + // for the remainder of the placement. When updating policies, provide a complete // collection of policies. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` - // Maximum time, in seconds, that a new game session placement request remains + // 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. TimeoutInSeconds *int64 `type:"integer"` @@ -19472,7 +20653,7 @@ func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSe type UpdateGameSessionQueueOutput struct { _ struct{} `type:"structure"` - // Object that describes the newly updated game session queue. + // An object that describes the newly updated game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` } @@ -19496,75 +20677,76 @@ func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) type UpdateMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` - // Flag that determines whether a match that was created with this configuration + // A flag that indicates whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. AcceptanceRequired *bool `type:"boolean"` - // Length of time (in seconds) to wait for players to accept a proposed match. - // If any player rejects the match or fails to accept before the timeout, the - // ticket continues to look for an acceptable match. + // The length of time (in seconds) to wait for players to accept a proposed + // match. If any player rejects the match or fails to accept before the timeout, + // the ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` - // Number of player slots in a match to keep open for future players. For example, - // if the configuration's rule set specifies a match for a single 12-person - // team, and the additional player count is set to 2, only 10 players are selected - // for the match. + // The number of player slots in a match to keep open for future players. For + // example, assume that the configuration's rule set specifies a match for a + // single 12-person team. If the additional player count is set to 2, only 10 + // players are initially selected for the match. AdditionalPlayerCount *int64 `type:"integer"` - // Method used to backfill game sessions created with this matchmaking configuration. - // Specify MANUAL when your game manages backfill requests manually or does - // not use the match backfill feature. Specify AUTOMATIC to have GameLift create - // a StartMatchBackfill request whenever a game session has one or more open - // slots. Learn more about manual and automatic backfill in Backfill Existing + // The method that is used to backfill game sessions created with this matchmaking + // configuration. Specify MANUAL when your game manages backfill requests manually + // or does not use the match backfill feature. Specify AUTOMATIC to have GameLift + // create a StartMatchBackfill request whenever a game session has one or more + // open slots. Learn more about manual and automatic backfill in Backfill Existing // Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html). BackfillMode *string `type:"string" enum:"BackfillMode"` // Information to add to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` - // Descriptive label that is associated with matchmaking configuration. + // A descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` - // Set of custom properties for a game session, formatted as key:value pairs. + // A set of custom properties for a game session, formatted as key-value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameProperties []*GameProperty `type:"list"` - // Set of custom game session properties, formatted as a single string value. + // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameSessionData *string `min:"1" type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) - // that is assigned to a game session queue and uniquely identifies it. Format - // is arn:aws:gamelift:::gamesessionqueue/. - // These queues are used when placing game sessions for matches that are created - // with this matchmaking configuration. Queues can be located in any region. + // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // that is assigned to a GameLift game session queue resource and uniquely identifies + // it. ARNs are unique across all Regions. These queues are used when placing + // game sessions for matches that are created with this matchmaking configuration. + // Queues can be located in any Region. GameSessionQueueArns []*string `type:"list"` - // Unique identifier for a matchmaking configuration to update. + // A unique identifier for a matchmaking configuration to update. You can use + // either the configuration name or ARN value. // // Name is a required field - Name *string `type:"string" required:"true"` + Name *string `min:"1" type:"string" required:"true"` - // SNS topic ARN that is set up to receive matchmaking notifications. See Setting - // up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) + // An SNS topic ARN that is set up to receive matchmaking notifications. See + // Setting up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) // for more information. NotificationTarget *string `type:"string"` - // Maximum duration, in seconds, that a matchmaking ticket can remain in process - // before timing out. Requests that fail due to timing out can be resubmitted + // The maximum duration, in seconds, that a matchmaking ticket can remain in + // process before timing out. Requests that fail due to timing out can be resubmitted // as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` - // Unique identifier for a matchmaking rule set to use with this configuration. - // A matchmaking configuration can only use rule sets that are defined in the - // same region. - RuleSetName *string `type:"string"` + // A unique identifier for a matchmaking rule set to use with this configuration. + // You can use either the rule set name or ARN value. A matchmaking configuration + // can only use rule sets that are defined in the same Region. + RuleSetName *string `min:"1" type:"string"` } // String returns the string representation @@ -19592,9 +20774,15 @@ func (s *UpdateMatchmakingConfigurationInput) Validate() error { if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } + if s.Name != nil && len(*s.Name) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Name", 1)) + } if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 { invalidParams.Add(request.NewErrParamMinValue("RequestTimeoutSeconds", 1)) } + if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { + invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) + } if s.GameProperties != nil { for i, v := range s.GameProperties { if v == nil { @@ -19694,7 +20882,7 @@ func (s *UpdateMatchmakingConfigurationInput) SetRuleSetName(v string) *UpdateMa type UpdateMatchmakingConfigurationOutput struct { _ struct{} `type:"structure"` - // Object that describes the updated matchmaking configuration. + // The updated matchmaking configuration. Configuration *MatchmakingConfiguration `type:"structure"` } @@ -19718,18 +20906,19 @@ func (s *UpdateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingCo type UpdateRuntimeConfigurationInput struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet to update run-time configuration for. + // A unique identifier for a fleet to update runtime configuration for. You + // can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Instructions for launching server processes on each instance in the fleet. // Server processes run either a custom game build executable or a Realtime - // Servers script. The run-time configuration lists the types of server processes + // Servers script. The runtime configuration lists the types of server processes // to run on an instance and includes the following configuration settings: // the server executable or launch script file, launch parameters, and the number // of processes to run concurrently on each instance. A CreateFleet request - // must include a run-time configuration with at least one server process configuration. + // must include a runtime configuration with at least one server process configuration. // // RuntimeConfiguration is a required field RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` @@ -19782,7 +20971,7 @@ func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConf type UpdateRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` - // The run-time configuration currently in force. If the update was successful, + // The runtime configuration currently in force. If the update was successful, // this object matches the one in the request. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } @@ -19806,32 +20995,33 @@ func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeCon type UpdateScriptInput struct { _ struct{} `type:"structure"` - // Descriptive label that is associated with a script. Script names do not need - // to be unique. + // A descriptive label that is associated with a script. Script names do not + // need to be unique. Name *string `min:"1" type:"string"` - // Unique identifier for a Realtime script to update. + // A unique identifier for a Realtime script to update. You can use either the + // script ID or ARN value. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` - // Location of the Amazon S3 bucket where a zipped file containing your Realtime - // scripts is stored. The storage location must specify the Amazon S3 bucket - // name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift - // to access the Amazon S3 storage location. The S3 bucket must be in the same - // region where you want to create a new script. By default, Amazon GameLift - // uploads the latest version of the zip file; if you have S3 object versioning - // turned on, you can use the ObjectVersion parameter to specify an earlier - // version. + // The location of the Amazon S3 bucket where a zipped file containing your + // Realtime scripts is stored. The storage location must specify the Amazon + // S3 bucket name, the zip file name (the "key"), and a role ARN that allows + // Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must + // be in the same Region where you want to create a new script. By default, + // Amazon GameLift uploads the latest version of the zip file; if you have S3 + // object versioning turned on, you can use the ObjectVersion parameter to specify + // an earlier version. StorageLocation *S3Location `type:"structure"` - // Version that is associated with a build or script. Version strings do not - // need to be unique. + // The version that is associated with a build or script. Version strings do + // not need to be unique. Version *string `min:"1" type:"string"` - // Data object containing your Realtime scripts and dependencies as a zip file. - // The zip file can have one or multiple files. Maximum size of a zip file is - // 5 MB. + // A data object containing your Realtime scripts and dependencies as a zip + // file. The zip file can have one or multiple files. Maximum size of a zip + // file is 5 MB. // // When using the AWS CLI tool to create a script, this parameter is set to // the zip file name. It must be prepended with the string "fileb://" to indicate @@ -19937,7 +21127,7 @@ func (s *UpdateScriptOutput) SetScript(v *Script) *UpdateScriptOutput { type ValidateMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` - // Collection of matchmaking rules to validate, formatted as a JSON string. + // A collection of matchmaking rules to validate, formatted as a JSON string. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` @@ -19979,7 +21169,7 @@ func (s *ValidateMatchmakingRuleSetInput) SetRuleSetBody(v string) *ValidateMatc type ValidateMatchmakingRuleSetOutput struct { _ struct{} `type:"structure"` - // Response indicating whether the rule set is valid. + // A response indicating whether the rule set is valid. Valid *bool `type:"boolean"` } @@ -20026,15 +21216,15 @@ type VpcPeeringAuthorization struct { // Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). ExpirationTime *time.Time `type:"timestamp"` - // Unique identifier for the AWS account that you use to manage your Amazon + // A unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. GameLiftAwsAccountId *string `min:"1" type:"string"` PeerVpcAwsAccountId *string `min:"1" type:"string"` - // Unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same region where your fleet is deployed. + // A unique identifier for a VPC with resources to be accessed by your Amazon + // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). @@ -20099,11 +21289,15 @@ func (s *VpcPeeringAuthorization) SetPeerVpcId(v string) *VpcPeeringAuthorizatio type VpcPeeringConnection struct { _ struct{} `type:"structure"` - // Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift - // VPC for your fleet. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // associated with the GameLift fleet resource for this connection. + FleetArn *string `min:"1" type:"string"` + + // A unique identifier for a fleet. This ID determines the ID of the Amazon + // GameLift VPC for your fleet. FleetId *string `type:"string"` - // Unique identifier for the VPC that contains the Amazon GameLift fleet for + // A unique identifier for the VPC that contains the Amazon GameLift fleet for // this connection. This VPC is managed by Amazon GameLift and does not appear // in your AWS account. GameLiftVpcId *string `min:"1" type:"string"` @@ -20113,18 +21307,18 @@ type VpcPeeringConnection struct { // it; these blocks cannot overlap or the peering connection cannot be created. IpV4CidrBlock *string `min:"1" type:"string"` - // Unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same region where your fleet is deployed. + // A unique identifier for a VPC with resources to be accessed by your Amazon + // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` - // Object that contains status information about the connection. Status indicates - // if a connection is pending, successful, or failed. + // The status information about the connection. Status indicates if a connection + // is pending, successful, or failed. Status *VpcPeeringConnectionStatus `type:"structure"` - // Unique identifier that is automatically assigned to the connection record. + // A unique identifier that is automatically assigned to the connection record. // This ID is referenced in VPC peering connection events, and is used when // deleting a connection with DeleteVpcPeeringConnection. VpcPeeringConnectionId *string `min:"1" type:"string"` @@ -20140,6 +21334,12 @@ func (s VpcPeeringConnection) GoString() string { return s.String() } +// SetFleetArn sets the FleetArn field's value. +func (s *VpcPeeringConnection) SetFleetArn(v string) *VpcPeeringConnection { + s.FleetArn = &v + return s +} + // SetFleetId sets the FleetId field's value. func (s *VpcPeeringConnection) SetFleetId(v string) *VpcPeeringConnection { s.FleetId = &v diff --git a/service/gamelift/errors.go b/service/gamelift/errors.go index d04e78d0d2c..9d74c2fb691 100644 --- a/service/gamelift/errors.go +++ b/service/gamelift/errors.go @@ -78,6 +78,14 @@ const ( // should not retry such requests. ErrCodeNotFoundException = "NotFoundException" + // ErrCodeTaggingFailedException for service response error code + // "TaggingFailedException". + // + // The requested tagging operation did not succeed. This may be due to invalid + // tag format or the maximum tag limit may have been exceeded. Resolve the issue + // before retrying. + ErrCodeTaggingFailedException = "TaggingFailedException" + // ErrCodeTerminalRoutingStrategyException for service response error code // "TerminalRoutingStrategyException". // @@ -97,6 +105,6 @@ const ( // ErrCodeUnsupportedRegionException for service response error code // "UnsupportedRegionException". // - // The requested operation is not supported in the region specified. + // The requested operation is not supported in the Region specified. ErrCodeUnsupportedRegionException = "UnsupportedRegionException" ) diff --git a/service/gamelift/gameliftiface/interface.go b/service/gamelift/gameliftiface/interface.go index f8ba3bc7d20..2236400098b 100644 --- a/service/gamelift/gameliftiface/interface.go +++ b/service/gamelift/gameliftiface/interface.go @@ -264,6 +264,10 @@ type GameLiftAPI interface { ListScriptsWithContext(aws.Context, *gamelift.ListScriptsInput, ...request.Option) (*gamelift.ListScriptsOutput, error) ListScriptsRequest(*gamelift.ListScriptsInput) (*request.Request, *gamelift.ListScriptsOutput) + ListTagsForResource(*gamelift.ListTagsForResourceInput) (*gamelift.ListTagsForResourceOutput, error) + ListTagsForResourceWithContext(aws.Context, *gamelift.ListTagsForResourceInput, ...request.Option) (*gamelift.ListTagsForResourceOutput, error) + ListTagsForResourceRequest(*gamelift.ListTagsForResourceInput) (*request.Request, *gamelift.ListTagsForResourceOutput) + PutScalingPolicy(*gamelift.PutScalingPolicyInput) (*gamelift.PutScalingPolicyOutput, error) PutScalingPolicyWithContext(aws.Context, *gamelift.PutScalingPolicyInput, ...request.Option) (*gamelift.PutScalingPolicyOutput, error) PutScalingPolicyRequest(*gamelift.PutScalingPolicyInput) (*request.Request, *gamelift.PutScalingPolicyOutput) @@ -308,6 +312,14 @@ type GameLiftAPI interface { StopMatchmakingWithContext(aws.Context, *gamelift.StopMatchmakingInput, ...request.Option) (*gamelift.StopMatchmakingOutput, error) StopMatchmakingRequest(*gamelift.StopMatchmakingInput) (*request.Request, *gamelift.StopMatchmakingOutput) + TagResource(*gamelift.TagResourceInput) (*gamelift.TagResourceOutput, error) + TagResourceWithContext(aws.Context, *gamelift.TagResourceInput, ...request.Option) (*gamelift.TagResourceOutput, error) + TagResourceRequest(*gamelift.TagResourceInput) (*request.Request, *gamelift.TagResourceOutput) + + UntagResource(*gamelift.UntagResourceInput) (*gamelift.UntagResourceOutput, error) + UntagResourceWithContext(aws.Context, *gamelift.UntagResourceInput, ...request.Option) (*gamelift.UntagResourceOutput, error) + UntagResourceRequest(*gamelift.UntagResourceInput) (*request.Request, *gamelift.UntagResourceOutput) + UpdateAlias(*gamelift.UpdateAliasInput) (*gamelift.UpdateAliasOutput, error) UpdateAliasWithContext(aws.Context, *gamelift.UpdateAliasInput, ...request.Option) (*gamelift.UpdateAliasOutput, error) UpdateAliasRequest(*gamelift.UpdateAliasInput) (*request.Request, *gamelift.UpdateAliasOutput) diff --git a/service/lexmodelbuildingservice/api.go b/service/lexmodelbuildingservice/api.go index 83259744d81..d36ffcab42a 100644 --- a/service/lexmodelbuildingservice/api.go +++ b/service/lexmodelbuildingservice/api.go @@ -4275,6 +4275,9 @@ type BotAliasMetadata struct { // Checksum of the bot alias. Checksum *string `locationName:"checksum" type:"string"` + // Settings that determine how Amazon Lex uses conversation logs for the alias. + ConversationLogs *ConversationLogsResponse `locationName:"conversationLogs" type:"structure"` + // The date that the bot alias was created. CreatedDate *time.Time `locationName:"createdDate" type:"timestamp"` @@ -4317,6 +4320,12 @@ func (s *BotAliasMetadata) SetChecksum(v string) *BotAliasMetadata { return s } +// SetConversationLogs sets the ConversationLogs field's value. +func (s *BotAliasMetadata) SetConversationLogs(v *ConversationLogsResponse) *BotAliasMetadata { + s.ConversationLogs = v + return s +} + // SetCreatedDate sets the CreatedDate field's value. func (s *BotAliasMetadata) SetCreatedDate(v time.Time) *BotAliasMetadata { s.CreatedDate = &v @@ -4677,6 +4686,109 @@ func (s *CodeHook) SetUri(v string) *CodeHook { return s } +// Provides the settings needed for conversation logs. +type ConversationLogsRequest struct { + _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN) of an IAM role with permission to write to + // your CloudWatch Logs for text logs and your S3 bucket for audio logs. For + // more information, see Creating Conversation Logs (https://docs.aws.amazon.com/lex/latest/dg/conversation-logs.html). + // + // IamRoleArn is a required field + IamRoleArn *string `locationName:"iamRoleArn" min:"20" type:"string" required:"true"` + + // The settings for your conversation logs. You can log the conversation text, + // conversation audio, or both. + // + // LogSettings is a required field + LogSettings []*LogSettingsRequest `locationName:"logSettings" type:"list" required:"true"` +} + +// String returns the string representation +func (s ConversationLogsRequest) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ConversationLogsRequest) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *ConversationLogsRequest) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "ConversationLogsRequest"} + if s.IamRoleArn == nil { + invalidParams.Add(request.NewErrParamRequired("IamRoleArn")) + } + if s.IamRoleArn != nil && len(*s.IamRoleArn) < 20 { + invalidParams.Add(request.NewErrParamMinLen("IamRoleArn", 20)) + } + if s.LogSettings == nil { + invalidParams.Add(request.NewErrParamRequired("LogSettings")) + } + if s.LogSettings != nil { + for i, v := range s.LogSettings { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "LogSettings", i), err.(request.ErrInvalidParams)) + } + } + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetIamRoleArn sets the IamRoleArn field's value. +func (s *ConversationLogsRequest) SetIamRoleArn(v string) *ConversationLogsRequest { + s.IamRoleArn = &v + return s +} + +// SetLogSettings sets the LogSettings field's value. +func (s *ConversationLogsRequest) SetLogSettings(v []*LogSettingsRequest) *ConversationLogsRequest { + s.LogSettings = v + return s +} + +// Contains information about conversation log settings. +type ConversationLogsResponse struct { + _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN) of the IAM role used to write your logs to + // CloudWatch Logs or an S3 bucket. + IamRoleArn *string `locationName:"iamRoleArn" min:"20" type:"string"` + + // The settings for your conversation logs. + LogSettings []*LogSettingsResponse `locationName:"logSettings" type:"list"` +} + +// String returns the string representation +func (s ConversationLogsResponse) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ConversationLogsResponse) GoString() string { + return s.String() +} + +// SetIamRoleArn sets the IamRoleArn field's value. +func (s *ConversationLogsResponse) SetIamRoleArn(v string) *ConversationLogsResponse { + s.IamRoleArn = &v + return s +} + +// SetLogSettings sets the LogSettings field's value. +func (s *ConversationLogsResponse) SetLogSettings(v []*LogSettingsResponse) *ConversationLogsResponse { + s.LogSettings = v + return s +} + type CreateBotVersionInput struct { _ struct{} `type:"structure"` @@ -6164,6 +6276,10 @@ type GetBotAliasOutput struct { // Checksum of the bot alias. Checksum *string `locationName:"checksum" type:"string"` + // The settings that determine how Amazon Lex uses conversation logs for the + // alias. + ConversationLogs *ConversationLogsResponse `locationName:"conversationLogs" type:"structure"` + // The date that the bot alias was created. CreatedDate *time.Time `locationName:"createdDate" type:"timestamp"` @@ -6206,6 +6322,12 @@ func (s *GetBotAliasOutput) SetChecksum(v string) *GetBotAliasOutput { return s } +// SetConversationLogs sets the ConversationLogs field's value. +func (s *GetBotAliasOutput) SetConversationLogs(v *ConversationLogsResponse) *GetBotAliasOutput { + s.ConversationLogs = v + return s +} + // SetCreatedDate sets the CreatedDate field's value. func (s *GetBotAliasOutput) SetCreatedDate(v time.Time) *GetBotAliasOutput { s.CreatedDate = &v @@ -8687,6 +8809,158 @@ func (s *IntentMetadata) SetVersion(v string) *IntentMetadata { return s } +// Settings used to configure conversation logs. +type LogSettingsRequest struct { + _ struct{} `type:"structure"` + + // Where the logs will be delivered. Text logs are delivered to a CloudWatch + // Logs log group. Audio logs are delivered to an S3 bucket. + // + // Destination is a required field + Destination *string `locationName:"destination" type:"string" required:"true" enum:"Destination"` + + // The Amazon Resource Name (ARN) of the AWS KMS customer managed key for encrypting + // audio logs delivered to an S3 bucket. The key does not apply to CloudWatch + // Logs and is optional for S3 buckets. + KmsKeyArn *string `locationName:"kmsKeyArn" min:"20" type:"string"` + + // The type of logging to enable. Text logs are delivered to a CloudWatch Logs + // log group. Audio logs are delivered to an S3 bucket. + // + // LogType is a required field + LogType *string `locationName:"logType" type:"string" required:"true" enum:"LogType"` + + // The Amazon Resource Name (ARN) of the CloudWatch Logs log group or S3 bucket + // where the logs should be delivered. + // + // ResourceArn is a required field + ResourceArn *string `locationName:"resourceArn" min:"1" type:"string" required:"true"` +} + +// String returns the string representation +func (s LogSettingsRequest) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s LogSettingsRequest) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *LogSettingsRequest) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "LogSettingsRequest"} + if s.Destination == nil { + invalidParams.Add(request.NewErrParamRequired("Destination")) + } + if s.KmsKeyArn != nil && len(*s.KmsKeyArn) < 20 { + invalidParams.Add(request.NewErrParamMinLen("KmsKeyArn", 20)) + } + if s.LogType == nil { + invalidParams.Add(request.NewErrParamRequired("LogType")) + } + if s.ResourceArn == nil { + invalidParams.Add(request.NewErrParamRequired("ResourceArn")) + } + if s.ResourceArn != nil && len(*s.ResourceArn) < 1 { + invalidParams.Add(request.NewErrParamMinLen("ResourceArn", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetDestination sets the Destination field's value. +func (s *LogSettingsRequest) SetDestination(v string) *LogSettingsRequest { + s.Destination = &v + return s +} + +// SetKmsKeyArn sets the KmsKeyArn field's value. +func (s *LogSettingsRequest) SetKmsKeyArn(v string) *LogSettingsRequest { + s.KmsKeyArn = &v + return s +} + +// SetLogType sets the LogType field's value. +func (s *LogSettingsRequest) SetLogType(v string) *LogSettingsRequest { + s.LogType = &v + return s +} + +// SetResourceArn sets the ResourceArn field's value. +func (s *LogSettingsRequest) SetResourceArn(v string) *LogSettingsRequest { + s.ResourceArn = &v + return s +} + +// The settings for conversation logs. +type LogSettingsResponse struct { + _ struct{} `type:"structure"` + + // The destination where logs are delivered. + Destination *string `locationName:"destination" type:"string" enum:"Destination"` + + // The Amazon Resource Name (ARN) of the key used to encrypt audio logs in an + // S3 bucket. + KmsKeyArn *string `locationName:"kmsKeyArn" min:"20" type:"string"` + + // The type of logging that is enabled. + LogType *string `locationName:"logType" type:"string" enum:"LogType"` + + // The Amazon Resource Name (ARN) of the CloudWatch Logs log group or S3 bucket + // where the logs are delivered. + ResourceArn *string `locationName:"resourceArn" min:"1" type:"string"` + + // The resource prefix of the S3 object or CloudWatch Logs log entry where logs + // are delivered. For both S3 and CloudWatch Logs, the prefix is: + // + // aws/lex/bot-name/bot-alias/bot-version + ResourcePrefix *string `locationName:"resourcePrefix" type:"string"` +} + +// String returns the string representation +func (s LogSettingsResponse) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s LogSettingsResponse) GoString() string { + return s.String() +} + +// SetDestination sets the Destination field's value. +func (s *LogSettingsResponse) SetDestination(v string) *LogSettingsResponse { + s.Destination = &v + return s +} + +// SetKmsKeyArn sets the KmsKeyArn field's value. +func (s *LogSettingsResponse) SetKmsKeyArn(v string) *LogSettingsResponse { + s.KmsKeyArn = &v + return s +} + +// SetLogType sets the LogType field's value. +func (s *LogSettingsResponse) SetLogType(v string) *LogSettingsResponse { + s.LogType = &v + return s +} + +// SetResourceArn sets the ResourceArn field's value. +func (s *LogSettingsResponse) SetResourceArn(v string) *LogSettingsResponse { + s.ResourceArn = &v + return s +} + +// SetResourcePrefix sets the ResourcePrefix field's value. +func (s *LogSettingsResponse) SetResourcePrefix(v string) *LogSettingsResponse { + s.ResourcePrefix = &v + return s +} + // The message object that provides the message text and its type. type Message struct { _ struct{} `type:"structure"` @@ -8869,6 +9143,9 @@ type PutBotAliasInput struct { // you get a PreconditionFailedException exception. Checksum *string `locationName:"checksum" type:"string"` + // Settings that determine how Amazon Lex uses conversation logs for the alias. + ConversationLogs *ConversationLogsRequest `locationName:"conversationLogs" type:"structure"` + // A description of the alias. Description *string `locationName:"description" type:"string"` @@ -8909,6 +9186,11 @@ func (s *PutBotAliasInput) Validate() error { if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } + if s.ConversationLogs != nil { + if err := s.ConversationLogs.Validate(); err != nil { + invalidParams.AddNested("ConversationLogs", err.(request.ErrInvalidParams)) + } + } if invalidParams.Len() > 0 { return invalidParams @@ -8934,6 +9216,12 @@ func (s *PutBotAliasInput) SetChecksum(v string) *PutBotAliasInput { return s } +// SetConversationLogs sets the ConversationLogs field's value. +func (s *PutBotAliasInput) SetConversationLogs(v *ConversationLogsRequest) *PutBotAliasInput { + s.ConversationLogs = v + return s +} + // SetDescription sets the Description field's value. func (s *PutBotAliasInput) SetDescription(v string) *PutBotAliasInput { s.Description = &v @@ -8958,6 +9246,10 @@ type PutBotAliasOutput struct { // The checksum for the current version of the alias. Checksum *string `locationName:"checksum" type:"string"` + // The settings that determine how Amazon Lex uses conversation logs for the + // alias. + ConversationLogs *ConversationLogsResponse `locationName:"conversationLogs" type:"structure"` + // The date that the bot alias was created. CreatedDate *time.Time `locationName:"createdDate" type:"timestamp"` @@ -9000,6 +9292,12 @@ func (s *PutBotAliasOutput) SetChecksum(v string) *PutBotAliasOutput { return s } +// SetConversationLogs sets the ConversationLogs field's value. +func (s *PutBotAliasOutput) SetConversationLogs(v *ConversationLogsResponse) *PutBotAliasOutput { + s.ConversationLogs = v + return s +} + // SetCreatedDate sets the CreatedDate field's value. func (s *PutBotAliasOutput) SetCreatedDate(v time.Time) *PutBotAliasOutput { s.CreatedDate = &v @@ -10247,6 +10545,13 @@ type Slot struct { // Name is a required field Name *string `locationName:"name" min:"1" type:"string" required:"true"` + // Determines whether a slot is obfuscated in conversation logs and stored utterances. + // When you obfuscate a slot, the value is replaced by the slot name in curly + // braces ({}). For example, if the slot name is "full_name", obfuscated values + // are replaced with "{full_name}". For more information, see Slot Obfuscation + // (https://docs.aws.amazon.com/lex/latest/dg/how-obfuscate.html). + ObfuscationSetting *string `locationName:"obfuscationSetting" type:"string" enum:"ObfuscationSetting"` + // Directs Lex the order in which to elicit this slot value from the user. For // example, if the intent has two slots with priorities 1 and 2, AWS Lex first // elicits a value for the slot with priority 1. @@ -10337,6 +10642,12 @@ func (s *Slot) SetName(v string) *Slot { return s } +// SetObfuscationSetting sets the ObfuscationSetting field's value. +func (s *Slot) SetObfuscationSetting(v string) *Slot { + s.ObfuscationSetting = &v + return s +} + // SetPriority sets the Priority field's value. func (s *Slot) SetPriority(v int64) *Slot { s.Priority = &v @@ -10793,6 +11104,14 @@ const ( ContentTypeCustomPayload = "CustomPayload" ) +const ( + // DestinationCloudwatchLogs is a Destination enum value + DestinationCloudwatchLogs = "CLOUDWATCH_LOGS" + + // DestinationS3 is a Destination enum value + DestinationS3 = "S3" +) + const ( // ExportStatusInProgress is a ExportStatus enum value ExportStatusInProgress = "IN_PROGRESS" @@ -10842,6 +11161,14 @@ const ( LocaleDeDe = "de-DE" ) +const ( + // LogTypeAudio is a LogType enum value + LogTypeAudio = "AUDIO" + + // LogTypeText is a LogType enum value + LogTypeText = "TEXT" +) + const ( // MergeStrategyOverwriteLatest is a MergeStrategy enum value MergeStrategyOverwriteLatest = "OVERWRITE_LATEST" @@ -10850,6 +11177,14 @@ const ( MergeStrategyFailOnConflict = "FAIL_ON_CONFLICT" ) +const ( + // ObfuscationSettingNone is a ObfuscationSetting enum value + ObfuscationSettingNone = "NONE" + + // ObfuscationSettingDefaultObfuscation is a ObfuscationSetting enum value + ObfuscationSettingDefaultObfuscation = "DEFAULT_OBFUSCATION" +) + const ( // ProcessBehaviorSave is a ProcessBehavior enum value ProcessBehaviorSave = "SAVE" diff --git a/service/personalizeruntime/api.go b/service/personalizeruntime/api.go index 255cac26384..58817e305f9 100644 --- a/service/personalizeruntime/api.go +++ b/service/personalizeruntime/api.go @@ -193,8 +193,15 @@ type GetPersonalizedRankingInput struct { // CampaignArn is a required field CampaignArn *string `locationName:"campaignArn" type:"string" required:"true"` + // The contextual metadata to use when getting recommendations. Contextual metadata + // includes any interaction information that might be relevant when getting + // a user's recommendations, such as the user's current location or device type. + // For more information, see Contextual Metadata. + Context map[string]*string `locationName:"context" type:"map"` + // A list of items (itemId's) to rank. If an item was not included in the training - // dataset, the item is appended to the end of the reranked list. + // dataset, the item is appended to the end of the reranked list. The maximum + // is 500. // // InputList is a required field InputList []*string `locationName:"inputList" type:"list" required:"true"` @@ -240,6 +247,12 @@ func (s *GetPersonalizedRankingInput) SetCampaignArn(v string) *GetPersonalizedR return s } +// SetContext sets the Context field's value. +func (s *GetPersonalizedRankingInput) SetContext(v map[string]*string) *GetPersonalizedRankingInput { + s.Context = v + return s +} + // SetInputList sets the InputList field's value. func (s *GetPersonalizedRankingInput) SetInputList(v []*string) *GetPersonalizedRankingInput { s.InputList = v @@ -255,7 +268,8 @@ func (s *GetPersonalizedRankingInput) SetUserId(v string) *GetPersonalizedRankin type GetPersonalizedRankingOutput struct { _ struct{} `type:"structure"` - // A list of items in order of most likely interest to the user. + // A list of items in order of most likely interest to the user. The maximum + // is 500. PersonalizedRanking []*PredictedItem `locationName:"personalizedRanking" type:"list"` } @@ -283,12 +297,18 @@ type GetRecommendationsInput struct { // CampaignArn is a required field CampaignArn *string `locationName:"campaignArn" type:"string" required:"true"` + // The contextual metadata to use when getting recommendations. Contextual metadata + // includes any interaction information that might be relevant when getting + // a user's recommendations, such as the user's current location or device type. + // For more information, see Contextual Metadata. + Context map[string]*string `locationName:"context" type:"map"` + // The item ID to provide recommendations for. // // Required for RELATED_ITEMS recipe type. ItemId *string `locationName:"itemId" type:"string"` - // The number of results to return. The default is 25. The maximum is 100. + // The number of results to return. The default is 25. The maximum is 500. NumResults *int64 `locationName:"numResults" type:"integer"` // The user ID to provide recommendations for. @@ -326,6 +346,12 @@ func (s *GetRecommendationsInput) SetCampaignArn(v string) *GetRecommendationsIn return s } +// SetContext sets the Context field's value. +func (s *GetRecommendationsInput) SetContext(v map[string]*string) *GetRecommendationsInput { + s.Context = v + return s +} + // SetItemId sets the ItemId field's value. func (s *GetRecommendationsInput) SetItemId(v string) *GetRecommendationsInput { s.ItemId = &v @@ -347,7 +373,8 @@ func (s *GetRecommendationsInput) SetUserId(v string) *GetRecommendationsInput { type GetRecommendationsOutput struct { _ struct{} `type:"structure"` - // A list of recommendations. + // A list of recommendations sorted in ascending order by prediction score. + // There can be a maximum of 500 items in the list. ItemList []*PredictedItem `locationName:"itemList" type:"list"` } diff --git a/service/ssm/api.go b/service/ssm/api.go index d70003fc4c9..249158bf31e 100644 --- a/service/ssm/api.go +++ b/service/ssm/api.go @@ -35145,6 +35145,19 @@ type StartAutomationExecutionInput struct { // in the Automation document. Parameters map[string][]*string `min:"1" type:"map"` + // Optional metadata that you assign to a resource. You can specify a maximum + // of five tags for an automation. Tags enable you to categorize a resource + // in different ways, such as by purpose, owner, or environment. For example, + // you might want to tag an automation to identify an environment or operating + // system. In this case, you could specify the following key name/value pairs: + // + // * Key=environment,Value=test + // + // * Key=OS,Value=Windows + // + // To add tags to an existing patch baseline, use the AddTagsToResource action. + Tags []*Tag `type:"list"` + // A location is a combination of AWS Regions and/or AWS accounts where you // want to run the Automation. Use this action to start an Automation in multiple // Regions and multiple accounts. For more information, see Executing Automations @@ -35198,6 +35211,16 @@ func (s *StartAutomationExecutionInput) Validate() error { if s.TargetParameterName != nil && len(*s.TargetParameterName) < 1 { invalidParams.Add(request.NewErrParamMinLen("TargetParameterName", 1)) } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) + } + } + } if s.TargetLocations != nil { for i, v := range s.TargetLocations { if v == nil { @@ -35267,6 +35290,12 @@ func (s *StartAutomationExecutionInput) SetParameters(v map[string][]*string) *S return s } +// SetTags sets the Tags field's value. +func (s *StartAutomationExecutionInput) SetTags(v []*Tag) *StartAutomationExecutionInput { + s.Tags = v + return s +} + // SetTargetLocations sets the TargetLocations field's value. func (s *StartAutomationExecutionInput) SetTargetLocations(v []*TargetLocation) *StartAutomationExecutionInput { s.TargetLocations = v @@ -38368,6 +38397,9 @@ const ( // AutomationExecutionFilterKeyAutomationType is a AutomationExecutionFilterKey enum value AutomationExecutionFilterKeyAutomationType = "AutomationType" + + // AutomationExecutionFilterKeyTagKey is a AutomationExecutionFilterKey enum value + AutomationExecutionFilterKeyTagKey = "TagKey" ) const ( diff --git a/service/transcribeservice/api.go b/service/transcribeservice/api.go index 797661e6d94..ae62d147ecb 100644 --- a/service/transcribeservice/api.go +++ b/service/transcribeservice/api.go @@ -1424,6 +1424,53 @@ func (s *GetVocabularyOutput) SetVocabularyState(v string) *GetVocabularyOutput return s } +// Provides information about when a transcription job should be executed. +type JobExecutionSettings struct { + _ struct{} `type:"structure"` + + // Indicates whether a job should be queued by Amazon Transcribe when the concurrent + // execution limit is exceeded. When the AllowDeferredExecution field is true, + // jobs are queued and will be executed when the number of executing jobs falls + // below the concurrent execution limit. If the field is false, Amazon Transcribe + // returns a LimitExceededException exception. + // + // If you specify the AllowDeferredExecution field, you must specify the DataAccessRoleArn + // field. + AllowDeferredExecution *bool `type:"boolean"` + + // The Amazon Resource Name (ARN) of a role that has access to the S3 bucket + // that contains the input files. Amazon Transcribe will assume this role to + // read queued media files. If you have specified an output S3 bucket for the + // transcription results, this role should have access to the output bucket + // as well. + // + // If you specify the AllowDeferredExecution field, you must specify the DataAccessRoleArn + // field. + DataAccessRoleArn *string `type:"string"` +} + +// String returns the string representation +func (s JobExecutionSettings) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s JobExecutionSettings) GoString() string { + return s.String() +} + +// SetAllowDeferredExecution sets the AllowDeferredExecution field's value. +func (s *JobExecutionSettings) SetAllowDeferredExecution(v bool) *JobExecutionSettings { + s.AllowDeferredExecution = &v + return s +} + +// SetDataAccessRoleArn sets the DataAccessRoleArn field's value. +func (s *JobExecutionSettings) SetDataAccessRoleArn(v string) *JobExecutionSettings { + s.DataAccessRoleArn = &v + return s +} + type ListTranscriptionJobsInput struct { _ struct{} `type:"structure"` @@ -1821,6 +1868,12 @@ func (s *Settings) SetVocabularyName(v string) *Settings { type StartTranscriptionJobInput struct { _ struct{} `type:"structure"` + // Provides information about how a transcription job is executed. Use this + // field to indicate that the job can be queued for deferred execution if the + // concurrency limit is reached and there are no slots available to immediately + // run the job. + JobExecutionSettings *JobExecutionSettings `type:"structure"` + // The language code for the language used in the input media file. // // LanguageCode is a required field @@ -1946,6 +1999,12 @@ func (s *StartTranscriptionJobInput) Validate() error { return nil } +// SetJobExecutionSettings sets the JobExecutionSettings field's value. +func (s *StartTranscriptionJobInput) SetJobExecutionSettings(v *JobExecutionSettings) *StartTranscriptionJobInput { + s.JobExecutionSettings = v + return s +} + // SetLanguageCode sets the LanguageCode field's value. func (s *StartTranscriptionJobInput) SetLanguageCode(v string) *StartTranscriptionJobInput { s.LanguageCode = &v @@ -2091,6 +2150,9 @@ type TranscriptionJob struct { // in the Amazon Web Services General Reference. FailureReason *string `type:"string"` + // Provides information about how a transcription job is executed. + JobExecutionSettings *JobExecutionSettings `type:"structure"` + // The language code for the input speech. LanguageCode *string `type:"string" enum:"LanguageCode"` @@ -2109,6 +2171,9 @@ type TranscriptionJob struct { // transcription job. Settings *Settings `type:"structure"` + // A timestamp that shows with the job was started processing. + StartTime *time.Time `type:"timestamp"` + // An object that describes the output of the transcription job. Transcript *Transcript `type:"structure"` @@ -2147,6 +2212,12 @@ func (s *TranscriptionJob) SetFailureReason(v string) *TranscriptionJob { return s } +// SetJobExecutionSettings sets the JobExecutionSettings field's value. +func (s *TranscriptionJob) SetJobExecutionSettings(v *JobExecutionSettings) *TranscriptionJob { + s.JobExecutionSettings = v + return s +} + // SetLanguageCode sets the LanguageCode field's value. func (s *TranscriptionJob) SetLanguageCode(v string) *TranscriptionJob { s.LanguageCode = &v @@ -2177,6 +2248,12 @@ func (s *TranscriptionJob) SetSettings(v *Settings) *TranscriptionJob { return s } +// SetStartTime sets the StartTime field's value. +func (s *TranscriptionJob) SetStartTime(v time.Time) *TranscriptionJob { + s.StartTime = &v + return s +} + // SetTranscript sets the Transcript field's value. func (s *TranscriptionJob) SetTranscript(v *Transcript) *TranscriptionJob { s.Transcript = v @@ -2222,6 +2299,9 @@ type TranscriptionJobSummary struct { // TranscriptFileUri field. OutputLocationType *string `type:"string" enum:"OutputLocationType"` + // A timestamp that shows when the job started processing. + StartTime *time.Time `type:"timestamp"` + // The name of the transcription job. TranscriptionJobName *string `min:"1" type:"string"` @@ -2270,6 +2350,12 @@ func (s *TranscriptionJobSummary) SetOutputLocationType(v string) *Transcription return s } +// SetStartTime sets the StartTime field's value. +func (s *TranscriptionJobSummary) SetStartTime(v time.Time) *TranscriptionJobSummary { + s.StartTime = &v + return s +} + // SetTranscriptionJobName sets the TranscriptionJobName field's value. func (s *TranscriptionJobSummary) SetTranscriptionJobName(v string) *TranscriptionJobSummary { s.TranscriptionJobName = &v @@ -2592,6 +2678,9 @@ const ( ) const ( + // TranscriptionJobStatusQueued is a TranscriptionJobStatus enum value + TranscriptionJobStatusQueued = "QUEUED" + // TranscriptionJobStatusInProgress is a TranscriptionJobStatus enum value TranscriptionJobStatusInProgress = "IN_PROGRESS"