From c27499a2c2f8ec01610506d590c946ea6c7075e6 Mon Sep 17 00:00:00 2001 From: aws-sdk-python-automation Date: Thu, 2 Jan 2025 19:07:35 +0000 Subject: [PATCH] Update to latest models --- .../api-change-appsync-47042.json | 5 + .../api-change-gamelift-89376.json | 5 + .../api-change-mediaconnect-31956.json | 5 + .../api-change-mediaconvert-40551.json | 5 + .../api-change-organizations-53414.json | 5 + .../api-change-sagemaker-77619.json | 5 + .../next-release/api-change-sqs-20663.json | 5 + .../data/appsync/2017-07-25/service-2.json | 3 +- .../data/gamelift/2015-10-01/service-2.json | 198 +++++++++++------- .../mediaconnect/2018-11-14/service-2.json | 109 ++++++++++ .../mediaconvert/2017-08-29/service-2.json | 23 +- .../organizations/2016-11-28/service-2.json | 6 +- .../data/sagemaker/2017-07-24/service-2.json | 20 ++ botocore/data/sqs/2012-11-05/service-2.json | 37 ++-- 14 files changed, 332 insertions(+), 99 deletions(-) create mode 100644 .changes/next-release/api-change-appsync-47042.json create mode 100644 .changes/next-release/api-change-gamelift-89376.json create mode 100644 .changes/next-release/api-change-mediaconnect-31956.json create mode 100644 .changes/next-release/api-change-mediaconvert-40551.json create mode 100644 .changes/next-release/api-change-organizations-53414.json create mode 100644 .changes/next-release/api-change-sagemaker-77619.json create mode 100644 .changes/next-release/api-change-sqs-20663.json diff --git a/.changes/next-release/api-change-appsync-47042.json b/.changes/next-release/api-change-appsync-47042.json new file mode 100644 index 0000000000..49b4902fbd --- /dev/null +++ b/.changes/next-release/api-change-appsync-47042.json @@ -0,0 +1,5 @@ +{ + "type": "api-change", + "category": "``appsync``", + "description": "Modify UpdateGraphQLAPI operation and flag authenticationType as required." +} diff --git a/.changes/next-release/api-change-gamelift-89376.json b/.changes/next-release/api-change-gamelift-89376.json new file mode 100644 index 0000000000..a63531dedc --- /dev/null +++ b/.changes/next-release/api-change-gamelift-89376.json @@ -0,0 +1,5 @@ +{ + "type": "api-change", + "category": "``gamelift``", + "description": "Amazon GameLift releases a new game session shutdown feature. Use the Amazon GameLift console or AWS CLI to terminate an in-progress game session that's entered a bad state or is no longer needed." +} diff --git a/.changes/next-release/api-change-mediaconnect-31956.json b/.changes/next-release/api-change-mediaconnect-31956.json new file mode 100644 index 0000000000..12e8a8fc91 --- /dev/null +++ b/.changes/next-release/api-change-mediaconnect-31956.json @@ -0,0 +1,5 @@ +{ + "type": "api-change", + "category": "``mediaconnect``", + "description": "AWS Elemental MediaConnect now supports Content Quality Analysis for enhanced source stream monitoring. This enables you to track specific audio and video metrics in transport stream source flows, ensuring your content meets quality standards." +} diff --git a/.changes/next-release/api-change-mediaconvert-40551.json b/.changes/next-release/api-change-mediaconvert-40551.json new file mode 100644 index 0000000000..63a0df0353 --- /dev/null +++ b/.changes/next-release/api-change-mediaconvert-40551.json @@ -0,0 +1,5 @@ +{ + "type": "api-change", + "category": "``mediaconvert``", + "description": "This release adds support for the AVC3 codec and fixes an alignment issue with Japanese vertical captions." +} diff --git a/.changes/next-release/api-change-organizations-53414.json b/.changes/next-release/api-change-organizations-53414.json new file mode 100644 index 0000000000..a1c726dc5c --- /dev/null +++ b/.changes/next-release/api-change-organizations-53414.json @@ -0,0 +1,5 @@ +{ + "type": "api-change", + "category": "``organizations``", + "description": "Added ALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED to ConstraintViolationException for the EnableAllFeatures operation." +} diff --git a/.changes/next-release/api-change-sagemaker-77619.json b/.changes/next-release/api-change-sagemaker-77619.json new file mode 100644 index 0000000000..331e233a5c --- /dev/null +++ b/.changes/next-release/api-change-sagemaker-77619.json @@ -0,0 +1,5 @@ +{ + "type": "api-change", + "category": "``sagemaker``", + "description": "Adding ETag information with Model Artifacts for Model Registry" +} diff --git a/.changes/next-release/api-change-sqs-20663.json b/.changes/next-release/api-change-sqs-20663.json new file mode 100644 index 0000000000..5967d6d2e7 --- /dev/null +++ b/.changes/next-release/api-change-sqs-20663.json @@ -0,0 +1,5 @@ +{ + "type": "api-change", + "category": "``sqs``", + "description": "In-flight message typo fix from 20k to 120k." +} diff --git a/botocore/data/appsync/2017-07-25/service-2.json b/botocore/data/appsync/2017-07-25/service-2.json index 92f851bf5d..dfc9fae8d0 100644 --- a/botocore/data/appsync/2017-07-25/service-2.json +++ b/botocore/data/appsync/2017-07-25/service-2.json @@ -5602,7 +5602,8 @@ "type":"structure", "required":[ "apiId", - "name" + "name", + "authenticationType" ], "members":{ "apiId":{ diff --git a/botocore/data/gamelift/2015-10-01/service-2.json b/botocore/data/gamelift/2015-10-01/service-2.json index 828fd575a9..e456a70e3b 100644 --- a/botocore/data/gamelift/2015-10-01/service-2.json +++ b/botocore/data/gamelift/2015-10-01/service-2.json @@ -81,7 +81,7 @@ {"shape":"TaggingFailedException"}, {"shape":"InternalServiceException"} ], - "documentation":"

Creates an Amazon GameLift build resource for your game server software and stores the software for deployment to hosting resources. Combine game server binaries and dependencies into a single .zip file

Use the CLI command upload-build to quickly and simply create a new build and upload your game build .zip file to Amazon GameLift Amazon S3. This helper command eliminates the need to explicitly manage access permissions.

Alternatively, use the CreateBuild action for the following scenarios:

If successful, this action creates a new build resource with a unique build ID and places it in INITIALIZED status. When the build reaches READY status, you can create fleets with it.

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

All APIs by task

" + "documentation":"

Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.

When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource.

You can use the CreateBuild operation in the following scenarios:

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

All APIs by task

" }, "CreateContainerFleet":{ "name":"CreateContainerFleet", @@ -119,7 +119,7 @@ {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

Creates a ContainerGroupDefinition that describes a set of containers for hosting your game server with Amazon GameLift managed containers hosting. An Amazon GameLift container group is similar to a container task or pod. Use container group definitions when you create a container fleet with CreateContainerFleet.

A container group definition determines how Amazon GameLift deploys your containers to each instance in a container fleet. You can maintain multiple versions of a container group definition.

There are two types of container groups:

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

Request options

Use this operation to make the following types of requests. You can specify values for the minimum required parameters and customize optional values later.

Results

If successful, this request creates a ContainerGroupDefinition resource and assigns a unique ARN value. You can update most properties of a container group definition by calling UpdateContainerGroupDefinition, and optionally save the update as a new version.

" + "documentation":"

Creates a ContainerGroupDefinition that describes a set of containers for hosting your game server with Amazon GameLift managed containers hosting. An Amazon GameLift container group is similar to a container task or pod. Use container group definitions when you create a container fleet with CreateContainerFleet.

A container group definition determines how Amazon GameLift deploys your containers to each instance in a container fleet. You can maintain multiple versions of a container group definition.

There are two types of container groups:

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

Request options

Use this operation to make the following types of requests. You can specify values for the minimum required parameters and customize optional values later.

Results

If successful, this request creates a ContainerGroupDefinition resource and assigns a unique ARN value. You can update most properties of a container group definition by calling UpdateContainerGroupDefinition, and optionally save the update as a new version.

" }, "CreateFleet":{ "name":"CreateFleet", @@ -161,7 +161,7 @@ {"shape":"ConflictException"}, {"shape":"LimitExceededException"} ], - "documentation":"

Adds remote locations to a managed EC2 fleet or managed container fleet and begins populating the new locations with instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.

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

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

If successful, this operation returns the list of added locations with their status set to NEW. Amazon GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents.

Learn more

Setting up fleets

Update fleet locations

Amazon GameLift service locations for managed hosting.

" + "documentation":"

Adds remote locations to an EC2 and begins populating the new locations with instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.

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

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

If successful, this operation returns the list of added locations with their status set to NEW. Amazon GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents.

Learn more

Setting up fleets

Update fleet locations

Amazon GameLift service locations for managed hosting.

" }, "CreateGameServerGroup":{ "name":"CreateGameServerGroup", @@ -201,7 +201,7 @@ {"shape":"IdempotentParameterMismatchException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses the FleetIQ algorithm and queues to optimize the placement process.

When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in ACTIVE status.

You can use this operation in the following ways:

If successful, Amazon GameLift initiates a workflow to start a new game session and returns a GameSession object containing the game session configuration and status. When the game session status is ACTIVE, it is updated with connection information and you can create player sessions for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

Learn more

Start a game session

All APIs by task

" + "documentation":"

Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement, which uses the FleetIQ algorithm and queues to optimize the placement process.

When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in ACTIVE status.

You can use this operation in the following ways:

If successful, Amazon GameLift initiates a workflow to start a new game session and returns a GameSession object containing the game session configuration and status. When the game session status is ACTIVE, it is updated with connection information and you can create player sessions for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

Learn more

Start a game session

All APIs by task

" }, "CreateGameSessionQueue":{ "name":"CreateGameSessionQueue", @@ -327,7 +327,7 @@ {"shape":"TaggingFailedException"}, {"shape":"InternalServiceException"} ], - "documentation":"

Creates a script resource for your Realtime Servers script. Realtime scripts are JavaScript files that provide configuration settings and optional custom game logic for your game. Script logic is executed during an active game session. To deploy Realtime Servers for hosting, create an Amazon GameLift managed fleet with the script.

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

If the call is successful, Amazon GameLift creates a new script resource with a unique script ID. The script is uploaded to an Amazon S3 bucket that is owned by Amazon GameLift.

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related actions

All APIs by task

" + "documentation":"

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

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

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

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related actions

All APIs by task

" }, "CreateVpcPeeringAuthorization":{ "name":"CreateVpcPeeringAuthorization", @@ -427,7 +427,7 @@ {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

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

Request options:

Learn more

" + "documentation":"

Deletes a container group definition.

Request options:

Result

If successful, Amazon GameLift removes the container group definition versions that you request deletion for. This request will fail for any requested versions if the following is true:

Learn more

" }, "DeleteFleet":{ "name":"DeleteFleet", @@ -688,7 +688,7 @@ {"shape":"InternalServiceException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

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

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

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

" + "documentation":"

Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all computes in a fleet, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute.html.

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

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

" }, "DescribeContainerFleet":{ "name":"DescribeContainerFleet", @@ -771,7 +771,7 @@ {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

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

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

This operation can be used in the following ways:

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. Capacity values are returned only for fleets that currently exist.

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

Learn more

Setting up Amazon GameLift fleets

GameLift metrics for fleets

" + "documentation":"

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

With multi-location fleets, this operation retrieves data for the fleet's home Region only. To retrieve capacity for remote locations, see https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html.

This operation can be used in the following ways:

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. Capacity values are returned only for fleets that currently exist.

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

Learn more

Setting up Amazon GameLift fleets

GameLift metrics for fleets

" }, "DescribeFleetDeployment":{ "name":"DescribeFleetDeployment", @@ -873,7 +873,7 @@ {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

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

Use this operation in the following ways:

If successful, a set of IpPermission objects is returned for the requested fleet ID. When specifying a location, this operation returns a pending status. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up Amazon GameLift fleets

" + "documentation":"

Retrieves a fleet's inbound connection permissions. Connection permissions specify IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game server processes that are running in the fleet must use a port that falls within this range.

Use this operation in the following ways:

If successful, a set of IpPermission objects is returned for the requested fleet ID. When specifying a location, this operation returns a pending status. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up Amazon GameLift fleets

" }, "DescribeFleetUtilization":{ "name":"DescribeFleetUtilization", @@ -1022,7 +1022,7 @@ {"shape":"InternalServiceException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations ListCompute and DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets.

You can call this operation in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, this operation returns Instance objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException.

Learn more

Remotely connect to fleet instances

Debug fleet issues

Related actions

All APIs by task

" + "documentation":"

Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute and https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets.

You can call this operation in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, this operation returns Instance objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException.

Learn more

Remotely connect to fleet instances

Debug fleet issues

Related actions

All APIs by task

" }, "DescribeMatchmaking":{ "name":"DescribeMatchmaking", @@ -1100,7 +1100,7 @@ {"shape":"InternalServiceException"}, {"shape":"InvalidRequestException"} ], - "documentation":"

Retrieves a fleet's runtime configuration settings. The runtime configuration determines which server processes run, and how they run, and how many run concurrently on computes in managed EC2 and Anywhere fleets. You can update a fleet's runtime configuration at any time using UpdateRuntimeConfiguration.

To get the current runtime configuration for a fleet, provide the fleet ID.

If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up Amazon GameLift fleets

Running multiple processes on a fleet

" + "documentation":"

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

To get the current runtime configuration for a fleet, provide the fleet ID.

If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up Amazon GameLift fleets

Running multiple processes on a fleet

" }, "DescribeScalingPolicies":{ "name":"DescribeScalingPolicies", @@ -1230,7 +1230,7 @@ {"shape":"NotFoundException"}, {"shape":"InternalServiceException"} ], - "documentation":"

Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call GetComputeAccess.

To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID.

If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows:

Learn more

Remotely connect to fleet instances

Debug fleet issues

Related actions

All APIs by task

" + "documentation":"

Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess.

To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID.

If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows:

Learn more

Remotely connect to fleet instances

Debug fleet issues

Related actions

All APIs by task

" }, "ListAliases":{ "name":"ListAliases", @@ -1325,7 +1325,7 @@ {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

Retrieves container group definitions for the Amazon Web Services account and Amazon Web Services Region. Use the pagination parameters to retrieve results in a set of sequential pages.

This operation returns only the latest version of each definition. To retrieve all versions of a container group definition, use ListContainerGroupDefinitionVersions.

Request options:

Results:

If successful, this operation returns the complete properties of a set of container group definition versions that match the request.

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

Learn more

" + "documentation":"

Retrieves container group definitions for the Amazon Web Services account and Amazon Web Services Region. Use the pagination parameters to retrieve results in a set of sequential pages.

This operation returns only the latest version of each definition. To retrieve all versions of a container group definition, use ListContainerGroupDefinitionVersions.

Request options:

Results:

If successful, this operation returns the complete properties of a set of container group definition versions that match the request.

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

" }, "ListFleetDeployments":{ "name":"ListFleetDeployments", @@ -1342,7 +1342,7 @@ {"shape":"InvalidRequestException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

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

Request options

Use the pagination parameters to retrieve results as a set of sequential pages.

Results

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

Fleet IDs are returned in no particular order.

" + "documentation":"

Retrieves a collection of container fleet deployments in an Amazon Web Services Region. Use the pagination parameters to retrieve results as a set of sequential pages.

Request options

Results

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

Deployments are returned starting with the latest.

" }, "ListFleets":{ "name":"ListFleets", @@ -1554,7 +1554,7 @@ {"shape":"TerminalRoutingStrategyException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or a game session placement queue.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions .

To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.

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.

All APIs by task

" + "documentation":"

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or a game session placement queue.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.

To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.

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.

All APIs by task

" }, "StartFleetActions":{ "name":"StartFleetActions", @@ -1587,7 +1587,7 @@ {"shape":"NotFoundException"}, {"shape":"UnauthorizedException"} ], - "documentation":"

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

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

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

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

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

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, submit a new request to the same queue or a different queue.

" + "documentation":"

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

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

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

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

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

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":{ "name":"StartMatchBackfill", @@ -1703,6 +1703,24 @@ ], "documentation":"

Assigns a tag to an Amazon GameLift resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.

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

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

" }, + "TerminateGameSession":{ + "name":"TerminateGameSession", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"TerminateGameSessionInput"}, + "output":{"shape":"TerminateGameSessionOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"InvalidRequestException"}, + {"shape":"NotFoundException"}, + {"shape":"UnauthorizedException"}, + {"shape":"InvalidGameSessionStatusException"}, + {"shape":"NotReadyException"} + ], + "documentation":"

Ends a game session that's currently in progress. You can use this action to terminate any game session that isn't in TERMINATED or TERMINATING status. Terminating a game session is the most efficient way to free up a server process when it's hosting a game session that's in a bad state or not ending naturally. You can use this action to terminate a game session that's being hosted on any type of Amazon GameLift fleet compute, including computes for managed EC2, managed container, and Anywhere fleets.

There are two potential methods for terminating a game session:

Request options

Results

If successful, game session termination is initiated, which includes changing the game session status to TERMINATING. As a result of this action, and depending on the implementation of OnProcessTerminate(), the server process either becomes available to host a new game session, or it's recycled and a new server process started with availability to host a game session. The game session status is changed to TERMINATED, with a status reason that indicates the termination method used.

" + }, "UntagResource":{ "name":"UntagResource", "http":{ @@ -1769,7 +1787,7 @@ {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

Updates the properties of a managed container fleet. Depending on the properties being updated, this operation might initiate a fleet deployment. You can track deployments for a fleet using DescribeFleetDeployment.

Request options

As with CreateContainerFleet, many fleet properties use common defaults or are calculated based on the fleet's container group definitions.

Changes to the following properties initiate a fleet deployment:

Results

If successful, this operation updates the container fleet resource, and might initiate a new deployment of fleet resources using the deployment configuration provided. A deployment replaces existing fleet instances with new instances that are deployed with the updated fleet properties. The fleet is placed in UPDATING status until the deployment is complete, then return to ACTIVE.

You can have only one update deployment active at a time for a fleet. If a second update request initiates a deployment while another deployment is in progress, the first deployment is cancelled.

" + "documentation":"

Updates the properties of a managed container fleet. Depending on the properties being updated, this operation might initiate a fleet deployment. You can track deployments for a fleet using https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetDeployment.html.

Request options

As with CreateContainerFleet, many fleet properties use common defaults or are calculated based on the fleet's container group definitions.

Changes to the following properties initiate a fleet deployment:

Results

If successful, this operation updates the container fleet resource, and might initiate a new deployment of fleet resources using the deployment configuration provided. A deployment replaces existing fleet instances with new instances that are deployed with the updated fleet properties. The fleet is placed in UPDATING status until the deployment is complete, then return to ACTIVE.

You can have only one update deployment active at a time for a fleet. If a second update request initiates a deployment while another deployment is in progress, the first deployment is cancelled.

" }, "UpdateContainerGroupDefinition":{ "name":"UpdateContainerGroupDefinition", @@ -1787,7 +1805,7 @@ {"shape":"UnauthorizedException"}, {"shape":"UnsupportedRegionException"} ], - "documentation":"

Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain.

The only property you can't update is the container group type.

Request options:

Results:

If successful, this operation returns the complete properties of the new container group definition version.

If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments.

" + "documentation":"

Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain.

The only property you can't update is the container group type.

Request options:

Results:

If successful, this operation returns the complete properties of the new container group definition version.

If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments.

" }, "UpdateFleetAttributes":{ "name":"UpdateFleetAttributes", @@ -1845,7 +1863,7 @@ {"shape":"InvalidRequestException"}, {"shape":"UnauthorizedException"} ], - "documentation":"

Updates permissions that allow inbound traffic to connect to game sessions in the fleet.

To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions.

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

If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name.

Learn more

Setting up Amazon GameLift fleets

" + "documentation":"

Updates permissions that allow inbound traffic to connect to game sessions in the fleet.

To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions.

If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name.

Learn more

Setting up Amazon GameLift fleets

" }, "UpdateGameServer":{ "name":"UpdateGameServer", @@ -2130,7 +2148,7 @@ "documentation":"

The token that users must pass to the service API to use the temporary credentials.

" } }, - "documentation":"

Amazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time.

Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests.

You need Amazon Web Services credentials for the following tasks:

", + "documentation":"

Amazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time.

Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests.

You need Amazon Web Services credentials for the following tasks:

", "sensitive":true }, "BackfillMode":{ @@ -2221,7 +2239,7 @@ "members":{ "CertificateType":{ "shape":"CertificateType", - "documentation":"

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

Valid values include:

" + "documentation":"

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

Valid values include:

" } }, "documentation":"

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

" @@ -2433,7 +2451,7 @@ "documentation":"

The runtime ID for the container that's running in a compute. This value is unique within the compute.

" } }, - "documentation":"

A unique identifier for a container in a container fleet compute.

Returned by: DescribeCompute

" + "documentation":"

A unique identifier for a container in a container fleet compute.

Returned by: DescribeCompute

" }, "ContainerAttributes":{ "type":"list", @@ -2463,7 +2481,7 @@ "documentation":"

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

" } }, - "documentation":"

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

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

eiifcbfhgrdurhnucnufkgbnbnnerrvbtjvljdetkehcPart of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

" + "documentation":"

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

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

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

" }, "ContainerDependencyCondition":{ "type":"string", @@ -2496,7 +2514,7 @@ "documentation":"

The environment variable value.

" } }, - "documentation":"

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

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

" + "documentation":"

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

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

" }, "ContainerEnvironmentList":{ "type":"list", @@ -2713,10 +2731,10 @@ }, "StatusReason":{ "shape":"NonZeroAndMaxString", - "documentation":"

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

" + "documentation":"

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

" } }, - "documentation":"

The properties that describe a container group resource. You can update all properties of a container group definition properties. Updates to a container group definition are saved as new versions.

Used with: CreateContainerGroupDefinition

Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition

" + "documentation":"

The properties that describe a container group resource. You can update all properties of a container group definition properties. Updates to a container group definition are saved as new versions.

Used with: CreateContainerGroupDefinition

Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition

" }, "ContainerGroupDefinitionArn":{ "type":"string", @@ -2780,7 +2798,7 @@ "documentation":"

The time period (in seconds) to wait for a health check to succeed before counting a failed health check.

" } }, - "documentation":"

Instructions on when and how to check the health of a support container in a container fleet. These properties override any Docker health checks that are set in the container image. For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API. Game server containers don't have a health check parameter; Amazon GameLift automatically handles health checks for these containers.

The following example instructs the container to initiate a health check command every 60 seconds and wait 10 seconds for it to succeed. If it fails, retry the command 3 times before flagging the container as unhealthy. It also tells the container to wait 100 seconds after launch before counting failed health checks.

{\"Command\": [ \"CMD-SHELL\", \"ps cax | grep \"processmanager\" || exit 1\" ], \"Interval\": 60, \"Timeout\": 10, \"Retries\": 3, \"StartPeriod\": 100 }

Part of: SupportContainerDefinition, SupportContainerDefinitionInput

" + "documentation":"

Instructions on when and how to check the health of a support container in a container fleet. These properties override any Docker health checks that are set in the container image. For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API. Game server containers don't have a health check parameter; Amazon GameLift automatically handles health checks for these containers.

The following example instructs the container to initiate a health check command every 60 seconds and wait 10 seconds for it to succeed. If it fails, retry the command 3 times before flagging the container as unhealthy. It also tells the container to wait 100 seconds after launch before counting failed health checks.

{\"Command\": [ \"CMD-SHELL\", \"ps cax | grep \"processmanager\" || exit 1\" ], \"Interval\": 60, \"Timeout\": 10, \"Retries\": 3, \"StartPeriod\": 100 }

Part of: SupportContainerDefinition, SupportContainerDefinitionInput

" }, "ContainerHealthCheckInterval":{ "type":"integer", @@ -2814,7 +2832,7 @@ "documentation":"

The runtime ID for the container that's running in a compute. This value is unique within the compute. It is returned as a ContainerAttribute value in a Compute object.

" } }, - "documentation":"

A unique identifier for a container in a compute on a managed container fleet instance. This information makes it possible to remotely connect to a specific container on a fleet instance.

Related to: ContainerAttribute

Use with: GetComputeAccess

" + "documentation":"

A unique identifier for a container in a compute on a managed container fleet instance. This information makes it possible to remotely connect to a specific container on a fleet instance.

Related to: ContainerAttribute

Use with: GetComputeAccess

" }, "ContainerIdentifierList":{ "type":"list", @@ -2844,7 +2862,7 @@ "documentation":"

The type of access for the container.

" } }, - "documentation":"

A mount point that binds a container to a file or directory on the host system.

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

" + "documentation":"

A mount point that binds a container to a file or directory on the host system.

Part of: GameServerContainerDefinition, https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerContainerDefinitionInput.html, SupportContainerDefinition, https://docs.aws.amazon.com/gamelift/latest/apireference/API_SupportContainerDefinitionInput.html

" }, "ContainerMountPointAccessLevel":{ "type":"string", @@ -2878,7 +2896,7 @@ "documentation":"

A set of one or more container port number ranges. The ranges can't overlap.

" } }, - "documentation":"

A set of port ranges that can be opened on the container. A process that's running in the container can bind to a port number, making it accessible to inbound traffic. Container ports map to a container fleet's connection ports.

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

" + "documentation":"

A set of port ranges that can be opened on the container. A process that's running in the container can bind to a port number, making it accessible to inbound traffic. Container ports map to a container fleet's connection ports.

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

" }, "ContainerPortRange":{ "type":"structure", @@ -2901,7 +2919,7 @@ "documentation":"

The network protocol that these ports support.

" } }, - "documentation":"

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

Part of: ContainerPortConfiguration

" + "documentation":"

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

Part of: ContainerPortConfiguration

" }, "ContainerPortRangeList":{ "type":"list", @@ -2975,7 +2993,7 @@ }, "OperatingSystem":{ "shape":"OperatingSystem", - "documentation":"

The environment that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. This parameter is required, and there's no default value. You can't change a build's operating system later.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" + "documentation":"

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

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" }, "Tags":{ "shape":"TagList", @@ -3018,11 +3036,11 @@ }, "GameServerContainerGroupDefinitionName":{ "shape":"ContainerGroupDefinitionNameOrArn", - "documentation":"

A container group definition resource that describes how to deploy containers with your game server build and support software onto each fleet instance. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.

" + "documentation":"

A container group definition resource that describes how to deploy containers with your game server build and support software onto each fleet instance. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.

" }, "PerInstanceContainerGroupDefinitionName":{ "shape":"ContainerGroupDefinitionNameOrArn", - "documentation":"

The name of a container group definition resource that describes a set of axillary software. A fleet instance has one process for executables in this container group. A per-instance container group is optional. You can update the fleet to add or remove a per-instance container group at any time. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.

" + "documentation":"

The name of a container group definition resource that describes a set of axillary software. A fleet instance has one process for executables in this container group. A per-instance container group is optional. You can update the fleet to add or remove a per-instance container group at any time. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateContainerGroupDefinition.html. This operation creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_ContainerGroupDefinition.html resource.

" }, "InstanceConnectionPortRange":{ "shape":"ConnectionPortRange", @@ -3173,7 +3191,7 @@ }, "EC2InboundPermissions":{ "shape":"IpPermissionsList", - "documentation":"

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

" + "documentation":"

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

" }, "NewGameSessionProtectionPolicy":{ "shape":"ProtectionPolicy", @@ -3221,7 +3239,7 @@ }, "ComputeType":{ "shape":"ComputeType", - "documentation":"

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

" + "documentation":"

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

" }, "AnywhereConfiguration":{ "shape":"AnywhereConfiguration", @@ -5298,7 +5316,7 @@ }, "EventCode":{ "shape":"EventCode", - "documentation":"

The type of event being logged.

Fleet state transition events:

Fleet creation events (ordered by fleet creation activity):

VPC peering events:

Container group events:

Spot instance events:

Server process events:

Game session events:

Other fleet events:

" + "documentation":"

The type of event being logged.

Fleet state transition events:

Fleet creation events (ordered by fleet creation activity):

VPC peering events:

Spot instance events:

Server process events:

Game session events:

Other fleet events:

" }, "Message":{ "shape":"NonEmptyString", @@ -5443,7 +5461,7 @@ }, "InstanceType":{ "shape":"EC2InstanceType", - "documentation":"

The Amazon EC2 instance type that the fleet uses. Instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions. This attribute is used with fleets where ComputeType is \"EC2\".

" + "documentation":"

The Amazon EC2 instance type that the fleet uses. Instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions. This attribute is used with fleets where ComputeType is EC2.

" }, "Description":{ "shape":"NonZeroAndMaxString", @@ -5495,24 +5513,24 @@ }, "NewGameSessionProtectionPolicy":{ "shape":"ProtectionPolicy", - "documentation":"

The type of game session protection to set on all new instances that are started in the fleet. This attribute is used with fleets where ComputeType is \"EC2\".

" + "documentation":"

The type of game session protection to set on all new instances that are started in the fleet. This attribute is used with fleets where ComputeType is EC2.

" }, "OperatingSystem":{ "shape":"OperatingSystem", - "documentation":"

The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet. This attribute is used with fleets where ComputeType is \"EC2\".

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" + "documentation":"

The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet. This attribute is used with fleets where ComputeType is EC2.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" }, "ResourceCreationLimitPolicy":{"shape":"ResourceCreationLimitPolicy"}, "MetricGroups":{ "shape":"MetricGroupList", - "documentation":"

Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time. This attribute is used with fleets where ComputeType is \"EC2\".

" + "documentation":"

Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time. This attribute is used with fleets where ComputeType is EC2.

" }, "StoppedActions":{ "shape":"FleetActionList", - "documentation":"

A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling. This attribute is used with fleets where ComputeType is \"EC2\".

" + "documentation":"

A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling. This attribute is used with fleets where ComputeType is EC2.

" }, "InstanceRoleArn":{ "shape":"NonEmptyString", - "documentation":"

A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This attribute is used with fleets where ComputeType is \"EC2\".

" + "documentation":"

A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This attribute is used with fleets where ComputeType is EC2.

" }, "CertificateConfiguration":{ "shape":"CertificateConfiguration", @@ -5524,14 +5542,14 @@ }, "AnywhereConfiguration":{ "shape":"AnywhereConfiguration", - "documentation":"

Amazon GameLift Anywhere configuration options.

" + "documentation":"

A set of attributes that are specific to an Anywhere fleet.

" }, "InstanceRoleCredentialsProvider":{ "shape":"InstanceRoleCredentialsProvider", - "documentation":"

Indicates that fleet instances maintain a shared credentials file for the IAM role defined in InstanceRoleArn. Shared credentials allow applications that are deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used only when the game server is integrated with the server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets. This attribute is used with fleets where ComputeType is \"EC2\".

" + "documentation":"

Indicates that fleet instances maintain a shared credentials file for the IAM role defined in InstanceRoleArn. Shared credentials allow applications that are deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used only when the game server is integrated with the server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets. This attribute is used with fleets where ComputeType is EC2.

" } }, - "documentation":"

Describes an Amazon GameLift fleet of game hosting resources. Attributes differ based on the fleet's compute type, as follows:

Returned by: DescribeFleetAttributes

" + "documentation":"

Describes an Amazon GameLift fleet of game hosting resources. Attributes differ based on the fleet's compute type, as follows:

Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetAttributes

" }, "FleetAttributesList":{ "type":"list", @@ -5602,15 +5620,15 @@ }, "RollbackGameServerBinaryArn":{ "shape":"FleetBinaryArn", - "documentation":"

The unique identifier for the version of the game server container group definition to roll back to if deployment fails.

" + "documentation":"

The unique identifier for the version of the game server container group definition to roll back to if deployment fails. Amazon GameLift sets this property to the container group definition version that the fleet used when it was last active.

" }, "PerInstanceBinaryArn":{ "shape":"FleetBinaryArn", - "documentation":"

The unique identifier for the version of the per-instance container group definition that is being deployed.

" + "documentation":"

The unique identifier for the version of the per-instance container group definition that is being deployed.

" }, "RollbackPerInstanceBinaryArn":{ "shape":"FleetBinaryArn", - "documentation":"

The unique identifier for the version of the per-instance container group definition to roll back to if deployment fails.

" + "documentation":"

The unique identifier for the version of the per-instance container group definition to roll back to if deployment fails. Amazon GameLift sets this property to the container group definition version that the fleet used when it was last active.

" }, "DeploymentStatus":{ "shape":"DeploymentStatus", @@ -5859,7 +5877,7 @@ "documentation":"

The Amazon GameLift server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.

" } }, - "documentation":"

Describes the game server container in an existing game server container group. A game server container identifies a container image with your game server build. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.

You can update a container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput.

Part of: ContainerGroupDefinition

Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition

" + "documentation":"

Describes the game server container in an existing game server container group. A game server container identifies a container image with your game server build. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.

You can update a container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerContainerDefinitionInput.

Part of: ContainerGroupDefinition

Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition

" }, "GameServerContainerDefinitionInput":{ "type":"structure", @@ -5899,7 +5917,7 @@ "documentation":"

The Amazon GameLift server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.

" } }, - "documentation":"

Describes the configuration for a container that runs your game server executable. This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a game server container group definition. For properties of a deployed container, see GameServerContainerDefinition. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.

Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition

" + "documentation":"

Describes the configuration for a container that runs your game server executable. This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a game server container group definition. For properties of a deployed container, see GameServerContainerDefinition. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.

Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition

" }, "GameServerContainerGroupCounts":{ "type":"structure", @@ -5921,7 +5939,7 @@ "documentation":"

The number of container groups that are in the process of shutting down.

" } }, - "documentation":"

The number and status of game server container groups that are deployed across a container fleet. Combine this count with the number of server processes that each game server container group runs to learn how many game sessions the fleet is capable of hosting concurrently. For example, if a fleet has 50 game server container groups, and the game server container in each group runs 1 game server process, then the fleet has the capacity to run host 50 game sessions at a time.

Returned by: DescribeFleetCapacity, DescribeFleetLocationCapacity

" + "documentation":"

The number and status of game server container groups that are deployed across a container fleet. Combine this count with the number of server processes that each game server container group runs to learn how many game sessions the fleet is capable of hosting concurrently. For example, if a fleet has 50 game server container groups, and the game server container in each group runs 1 game server process, then the fleet has the capacity to run host 50 game sessions at a time.

Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html, https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html

" }, "GameServerContainerGroupsPerInstance":{ "type":"integer", @@ -6263,7 +6281,7 @@ }, "StatusReason":{ "shape":"GameSessionStatusReason", - "documentation":"

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

" + "documentation":"

Provides additional information about game session status.

" }, "GameProperties":{ "shape":"GamePropertyList", @@ -6283,7 +6301,7 @@ }, "PlayerSessionCreationPolicy":{ "shape":"PlayerSessionCreationPolicy", - "documentation":"

Indicates whether or not the game session is accepting new players.

" + "documentation":"

Indicates whether the game session is accepting new players.

" }, "CreatorId":{ "shape":"NonZeroAndMaxString", @@ -6397,7 +6415,7 @@ }, "Status":{ "shape":"GameSessionPlacementState", - "documentation":"

Current status of the game session placement request.

" + "documentation":"

Current status of the game session placement request.

" }, "GameProperties":{ "shape":"GamePropertyList", @@ -6460,7 +6478,7 @@ "documentation":"

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

" } }, - "documentation":"

Represents a potential game session placement, including the full details of the original placement request and the current status.

If the game session placement status is PENDING, the properties for game session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not active and ready to accept players until placement status reaches FULFILLED. When the placement is in PENDING status, Amazon GameLift may attempt to place a game session multiple times before succeeding. With each attempt it creates a GameSession object and updates this placement object with the new game session properties..

" + "documentation":"

Represents a potential game session placement, including the full details of the original placement request and the current status.

If the game session placement status is PENDING, the properties for game session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not active and ready to accept players until placement status reaches FULFILLED. When the placement is in PENDING status, Amazon GameLift may attempt to place a game session multiple times before succeeding. With each attempt it creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameSession object and updates this placement object with the new game session properties..

" }, "GameSessionPlacementState":{ "type":"string", @@ -6566,7 +6584,11 @@ }, "GameSessionStatusReason":{ "type":"string", - "enum":["INTERRUPTED"] + "enum":[ + "INTERRUPTED", + "TRIGGERED_ON_PROCESS_TERMINATE", + "FORCE_TERMINATED" + ] }, "GetComputeAccessInput":{ "type":"structure", @@ -6581,7 +6603,7 @@ }, "ComputeName":{ "shape":"ComputeNameOrArn", - "documentation":"

A unique identifier for the compute resource that you want to connect to. For an EC2 fleet compute, use the instance ID. Use ListCompute to retrieve compute identifiers.

" + "documentation":"

A unique identifier for the compute resource that you want to connect to. For an EC2 fleet compute, use the instance ID. Use https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute.html to retrieve compute identifiers.

" } } }, @@ -6805,7 +6827,7 @@ "documentation":"

Security credentials that are required to access the instance.

" } }, - "documentation":"

Information and credentials that you can use to remotely connect to an instance in an EC2 managed fleet. This data type is returned in response to a call to GetInstanceAccess.

" + "documentation":"

Information and credentials that you can use to remotely connect to an instance in an EC2 managed fleet. This data type is returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess.

" }, "InstanceCredentials":{ "type":"structure", @@ -6819,7 +6841,7 @@ "documentation":"

Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it's a private key for use with SSH.

" } }, - "documentation":"

A set of credentials that allow remote access to an instance in an EC2 managed fleet. These credentials are returned in response to a call to GetInstanceAccess, which requests access for instances that are running game servers with the Amazon GameLift server SDK version 4.x or earlier.

", + "documentation":"

A set of credentials that allow remote access to an instance in an EC2 managed fleet. These credentials are returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess, which requests access for instances that are running game servers with the Amazon GameLift server SDK version 4.x or earlier.

", "sensitive":true }, "InstanceDefinition":{ @@ -6936,7 +6958,7 @@ "documentation":"

The network communication protocol used by the fleet.

" } }, - "documentation":"

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

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

" + "documentation":"

A range of IP addresses and port settings that allow inbound traffic to connect to processes on an instance in a fleet. Processes are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges.

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

" }, "IpPermissionsList":{ "type":"list", @@ -7517,7 +7539,7 @@ "documentation":"

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

" } }, - "documentation":"

Properties of a custom location for use in an Amazon GameLift Anywhere fleet. This data type is returned in response to a call to CreateLocation.

" + "documentation":"

Properties of a custom location for use in an Amazon GameLift Anywhere fleet. This data type is returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateLocation.

" }, "LocationModelList":{ "type":"list", @@ -8508,7 +8530,7 @@ }, "MaxConcurrentGameSessionActivations":{ "shape":"MaxConcurrentGameSessionActivations", - "documentation":"

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

" + "documentation":"

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

" }, "GameSessionActivationTimeoutSeconds":{ "shape":"GameSessionActivationTimeoutSeconds", @@ -9032,7 +9054,7 @@ }, "MemoryHardLimitMebibytes":{ "shape":"ContainerMemoryLimit", - "documentation":"

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

Related data type: ContainerGroupDefinition$TotalMemoryLimitMebibytes

" + "documentation":"

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

Related data type: ContainerGroupDefinition TotalMemoryLimitMebibytes

" }, "PortConfiguration":{ "shape":"ContainerPortConfiguration", @@ -9044,10 +9066,10 @@ }, "Vcpu":{ "shape":"ContainerVcpu", - "documentation":"

The number of vCPU units that are reserved for the container. If no resources are reserved, the container shares the total vCPU limit for the container group.

Related data type: ContainerGroupDefinition$TotalVcpuLimit

" + "documentation":"

The number of vCPU units that are reserved for the container. If no resources are reserved, the container shares the total vCPU limit for the container group.

Related data type: ContainerGroupDefinition TotalVcpuLimit

" } }, - "documentation":"

Describes a support container in a container group. A support container might be in a game server container group or a per-instance container group. Support containers don't run game server processes.

You can update a support container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput.

Part of: ContainerGroupDefinition

Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition

" + "documentation":"

Describes a support container in a container group. A support container might be in a game server container group or a per-instance container group. Support containers don't run game server processes.

You can update a support container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput.

Part of: ContainerGroupDefinition

Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition

" }, "SupportContainerDefinitionInput":{ "type":"structure", @@ -9086,7 +9108,7 @@ }, "MemoryHardLimitMebibytes":{ "shape":"ContainerMemoryLimit", - "documentation":"

A specified amount of memory (in MiB) to reserve for this container. If you don't specify a container-specific memory limit, the container shares the container group's total memory allocation.

Related data type: ContainerGroupDefinition TotalMemoryLimitMebibytes

" + "documentation":"

A specified amount of memory (in MiB) to reserve for this container. If you don't specify a container-specific memory limit, the container shares the container group's total memory allocation.

Related data type: ContainerGroupDefinitionTotalMemoryLimitMebibytes

" }, "PortConfiguration":{ "shape":"ContainerPortConfiguration", @@ -9094,10 +9116,10 @@ }, "Vcpu":{ "shape":"ContainerVcpu", - "documentation":"

The number of vCPU units to reserve for this container. The container can use more resources when needed, if available. If you don't reserve CPU units for this container, it shares the container group's total vCPU limit.

Related data type: ContainerGroupDefinition TotalCpuLimit

" + "documentation":"

The number of vCPU units to reserve for this container. The container can use more resources when needed, if available. If you don't reserve CPU units for this container, it shares the container group's total vCPU limit.

Related data type: ContainerGroupDefinition TotalCpuLimit

" } }, - "documentation":"

Describes a support container in a container group. You can define a support container in either a game server container group or a per-instance container group. Support containers don't run game server processes.

This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a container group definition. For properties of a deployed support container, see SupportContainerDefinition.

Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition

" + "documentation":"

Describes a support container in a container group. You can define a support container in either a game server container group or a per-instance container group. Support containers don't run game server processes.

This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a container group definition. For properties of a deployed support container, see SupportContainerDefinition.

Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition

" }, "SupportContainerDefinitionInputList":{ "type":"list", @@ -9237,6 +9259,36 @@ "documentation":"

The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

", "exception":true }, + "TerminateGameSessionInput":{ + "type":"structure", + "required":[ + "GameSessionId", + "TerminationMode" + ], + "members":{ + "GameSessionId":{ + "shape":"ArnStringModel", + "documentation":"

A unique identifier for the game session to be terminated. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

" + }, + "TerminationMode":{ + "shape":"TerminationMode", + "documentation":"

The method to use to terminate the game session. Available methods include:

  • TRIGGER_ON_PROCESS_TERMINATE – Sends an OnProcessTerminate() callback to the server process to initiate the normal game session shutdown sequence. At a minimum, the callback method must include a call to the server SDK action ProcessEnding(), which is how the server process signals that a game session is ending. If the server process doesn't call ProcessEnding(), this termination method won't be successful.

  • FORCE_TERMINATE – Takes action to stop the server process, using existing methods to control how server processes run on an Amazon GameLift managed compute.

    This method is not available for game sessions that are running on Anywhere fleets unless the fleet is deployed with the Amazon GameLift Agent. In this scenario, a force terminate request results in an invalid or bad request exception.

" + } + } + }, + "TerminateGameSessionOutput":{ + "type":"structure", + "members":{ + "GameSession":{"shape":"GameSession"} + } + }, + "TerminationMode":{ + "type":"string", + "enum":[ + "TRIGGER_ON_PROCESS_TERMINATE", + "FORCE_TERMINATE" + ] + }, "Timestamp":{"type":"timestamp"}, "UnauthorizedException":{ "type":"structure", @@ -9344,11 +9396,11 @@ }, "GameServerContainerGroupDefinitionName":{ "shape":"ContainerGroupDefinitionNameOrArn", - "documentation":"

The name or ARN value of a new game server container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value. You can't remove a fleet's game server container group definition, you can only update or replace it with another definition.

Update a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.

" + "documentation":"

The name or ARN value of a new game server container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value. You can't remove a fleet's game server container group definition, you can only update or replace it with another definition.

Update a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.

" }, "PerInstanceContainerGroupDefinitionName":{ "shape":"ContainerGroupDefinitionNameOrArn", - "documentation":"

The name or ARN value of a new per-instance container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value.

Update a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.

To remove a fleet's per-instance container group definition, leave this parameter empty and use the parameter RemoveAttributes.

" + "documentation":"

The name or ARN value of a new per-instance container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value.

Update a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.

To remove a fleet's per-instance container group definition, leave this parameter empty and use the parameter RemoveAttributes.

" }, "GameServerContainerGroupsPerInstance":{ "shape":"GameServerContainerGroupsPerInstance", @@ -9470,7 +9522,7 @@ }, "NewGameSessionProtectionPolicy":{ "shape":"ProtectionPolicy", - "documentation":"

The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession.

  • NoProtection -- The game session can be terminated during a scale-down event.

  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

" + "documentation":"

The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession .

  • NoProtection -- The game session can be terminated during a scale-down event.

  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

" }, "ResourceCreationLimitPolicy":{ "shape":"ResourceCreationLimitPolicy", @@ -9668,7 +9720,7 @@ }, "ProtectionPolicy":{ "shape":"ProtectionPolicy", - "documentation":"

Game session protection policy to apply to this game session only.

  • NoProtection -- The game session can be terminated during a scale-down event.

  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

" + "documentation":"

Game session protection policy to apply to this game session only.

  • NoProtection -- The game session can be terminated during a scale-down event.

  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

" }, "GameProperties":{ "shape":"GamePropertyList", diff --git a/botocore/data/mediaconnect/2018-11-14/service-2.json b/botocore/data/mediaconnect/2018-11-14/service-2.json index b8953a842e..152291721c 100644 --- a/botocore/data/mediaconnect/2018-11-14/service-2.json +++ b/botocore/data/mediaconnect/2018-11-14/service-2.json @@ -2751,6 +2751,17 @@ "aes256" ] }, + "AudioMonitoringSetting": { + "type": "structure", + "members": { + "SilentAudio": { + "shape": "SilentAudio", + "locationName": "silentAudio", + "documentation": "Detects periods of silence." + } + }, + "documentation": "Specifies the configuration for audio stream metrics monitoring." + }, "BadRequestException": { "type": "structure", "members": { @@ -2769,6 +2780,22 @@ "httpStatusCode": 400 } }, + "BlackFrames": { + "type": "structure", + "members": { + "State": { + "shape": "State", + "locationName": "state", + "documentation": "Indicates whether the BlackFrames metric is enabled or disabled." + }, + "ThresholdSeconds": { + "shape": "__integer", + "locationName": "thresholdSeconds", + "documentation": "Specifies the number of consecutive seconds of black frames that triggers an event or alert." + } + }, + "documentation": "Configures settings for the BlackFrames metric." + }, "Bridge": { "type": "structure", "members": { @@ -3057,6 +3084,13 @@ "DISCONNECTED" ] }, + "ContentQualityAnalysisState": { + "type": "string", + "enum": [ + "ENABLED", + "DISABLED" + ] + }, "CreateBridge420Exception": { "type": "structure", "members": { @@ -4082,6 +4116,22 @@ "FrameHeight" ] }, + "FrozenFrames": { + "type": "structure", + "members": { + "State": { + "shape": "State", + "locationName": "state", + "documentation": "Indicates whether the FrozenFrames metric is enabled or disabled." + }, + "ThresholdSeconds": { + "shape": "__integer", + "locationName": "thresholdSeconds", + "documentation": "Specifies the number of consecutive seconds of a static image that triggers an event or alert." + } + }, + "documentation": "Configures settings for the FrozenFrames metric." + }, "Gateway": { "type": "structure", "members": { @@ -5175,6 +5225,21 @@ "shape": "ThumbnailState", "locationName": "thumbnailState", "documentation": "The state of thumbnail monitoring." + }, + "AudioMonitoringSettings": { + "shape": "__listOfAudioMonitoringSetting", + "locationName": "audioMonitoringSettings", + "documentation": "Contains the settings for audio stream metrics monitoring." + }, + "ContentQualityAnalysisState": { + "shape": "ContentQualityAnalysisState", + "locationName": "contentQualityAnalysisState", + "documentation": "Indicates whether content quality analysis is enabled or disabled." + }, + "VideoMonitoringSettings": { + "shape": "__listOfVideoMonitoringSetting", + "locationName": "videoMonitoringSettings", + "documentation": "Contains the settings for video stream metrics monitoring." } }, "documentation": "The settings for source monitoring." @@ -5979,6 +6044,22 @@ }, "documentation": "The settings for the source of the flow." }, + "SilentAudio": { + "type": "structure", + "members": { + "State": { + "shape": "State", + "locationName": "state", + "documentation": "Indicates whether the SilentAudio metric is enabled or disabled." + }, + "ThresholdSeconds": { + "shape": "__integer", + "locationName": "thresholdSeconds", + "documentation": "Specifies the number of consecutive seconds of silence that triggers an event or alert." + } + }, + "documentation": "Configures settings for the SilentAudio metric." + }, "Source": { "type": "structure", "members": { @@ -7272,6 +7353,22 @@ }, "documentation": "Update maintenance setting for a flow" }, + "VideoMonitoringSetting": { + "type": "structure", + "members": { + "BlackFrames": { + "shape": "BlackFrames", + "locationName": "blackFrames", + "documentation": "Detects video frames that are black." + }, + "FrozenFrames": { + "shape": "FrozenFrames", + "locationName": "frozenFrames", + "documentation": "Detects video frames that have not changed." + } + }, + "documentation": "Specifies the configuration for video stream metrics monitoring." + }, "VpcInterface": { "type": "structure", "members": { @@ -7397,6 +7494,12 @@ "shape": "AddOutputRequest" } }, + "__listOfAudioMonitoringSetting": { + "type": "list", + "member": { + "shape": "AudioMonitoringSetting" + } + }, "__listOfBridgeOutput": { "type": "list", "member": { @@ -7559,6 +7662,12 @@ "shape": "TransportStreamProgram" } }, + "__listOfVideoMonitoringSetting": { + "type": "list", + "member": { + "shape": "VideoMonitoringSetting" + } + }, "__listOfVpcInterface": { "type": "list", "member": { diff --git a/botocore/data/mediaconvert/2017-08-29/service-2.json b/botocore/data/mediaconvert/2017-08-29/service-2.json index 958f2056cb..518a698cc4 100644 --- a/botocore/data/mediaconvert/2017-08-29/service-2.json +++ b/botocore/data/mediaconvert/2017-08-29/service-2.json @@ -6306,6 +6306,11 @@ "shape": "H264UnregisteredSeiTimecode", "locationName": "unregisteredSeiTimecode", "documentation": "Inserts timecode for each frame as 4 bytes of an unregistered SEI message." + }, + "WriteMp4PackagingType": { + "shape": "H264WriteMp4PackagingType", + "locationName": "writeMp4PackagingType", + "documentation": "Specify how SPS and PPS NAL units are written in your output MP4 container, according to ISO/IEC 14496-15. If the location of these parameters doesn't matter in your workflow: Keep the default value, AVC1. MediaConvert writes SPS and PPS NAL units in the sample description ('stsd') box (but not into samples directly). To write SPS and PPS NAL units directly into samples (but not in the 'stsd' box): Choose AVC3. When you do, note that your output might not play properly with some downstream systems or players." } }, "documentation": "Required when you set Codec to the value H_264." @@ -6359,6 +6364,14 @@ "ENABLED" ] }, + "H264WriteMp4PackagingType": { + "type": "string", + "documentation": "Specify how SPS and PPS NAL units are written in your output MP4 container, according to ISO/IEC 14496-15. If the location of these parameters doesn't matter in your workflow: Keep the default value, AVC1. MediaConvert writes SPS and PPS NAL units in the sample description ('stsd') box (but not into samples directly). To write SPS and PPS NAL units directly into samples (but not in the 'stsd' box): Choose AVC3. When you do, note that your output might not play properly with some downstream systems or players.", + "enum": [ + "AVC1", + "AVC3" + ] + }, "H265AdaptiveQuantization": { "type": "string", "documentation": "When you set Adaptive Quantization to Auto, or leave blank, MediaConvert automatically applies quantization to improve the video quality of your output. Set Adaptive Quantization to Low, Medium, High, Higher, or Max to manually control the strength of the quantization filter. When you do, you can specify a value for Spatial Adaptive Quantization, Temporal Adaptive Quantization, and Flicker Adaptive Quantization, to further control the quantization filter. Set Adaptive Quantization to Off to apply no quantization to your output.", @@ -8281,7 +8294,7 @@ "FollowSource": { "shape": "__integerMin1Max150", "locationName": "followSource", - "documentation": "Specify the input that MediaConvert references for your default output settings. MediaConvert uses this input's Resolution, Frame rate, and Pixel aspect ratio for all outputs that you don't manually specify different output settings for. Enabling this setting will disable \"Follow source\" for all other inputs. If MediaConvert cannot follow your source, for example if you specify an audio-only input, MediaConvert uses the first followable input instead. In your JSON job specification, enter an integer from 1 to 150 corresponding to the order of your inputs." + "documentation": "Specify the input that MediaConvert references for your default output settings. MediaConvert uses this input's Resolution, Frame rate, and Pixel aspect ratio for all outputs that you don't manually specify different output settings for. Enabling this setting will disable \"Follow source\" for all other inputs. If MediaConvert cannot follow your source, for example if you specify an audio-only input, MediaConvert uses the first followable input instead. In your JSON job specification, enter an integer from 1 to 150 corresponding to the order of your inputs." }, "Inputs": { "shape": "__listOfInput", @@ -8452,7 +8465,7 @@ "FollowSource": { "shape": "__integerMin1Max150", "locationName": "followSource", - "documentation": "Specify the input that MediaConvert references for your default output settings. MediaConvert uses this input's Resolution, Frame rate, and Pixel aspect ratio for all outputs that you don't manually specify different output settings for. Enabling this setting will disable \"Follow source\" for all other inputs. If MediaConvert cannot follow your source, for example if you specify an audio-only input, MediaConvert uses the first followable input instead. In your JSON job specification, enter an integer from 1 to 150 corresponding to the order of your inputs." + "documentation": "Specify the input that MediaConvert references for your default output settings. MediaConvert uses this input's Resolution, Frame rate, and Pixel aspect ratio for all outputs that you don't manually specify different output settings for. Enabling this setting will disable \"Follow source\" for all other inputs. If MediaConvert cannot follow your source, for example if you specify an audio-only input, MediaConvert uses the first followable input instead. In your JSON job specification, enter an integer from 1 to 150 corresponding to the order of your inputs." }, "Inputs": { "shape": "__listOfInputTemplate", @@ -8511,7 +8524,7 @@ "documentation": "Specify a unique identifier for Kantar to use for this piece of content." }, "CredentialsSecretName": { - "shape": "__stringMin1Max2048PatternArnAwsAwsUsGovAwsCnSecretsmanagerUsGovApCaCnEuSaCentralNorthSouthEastWestDD12SecretAZAZ09", + "shape": "__stringMin1Max2048PatternArnAZSecretsmanagerWD12SecretAZAZ09", "locationName": "credentialsSecretName", "documentation": "Provide the name of the AWS Secrets Manager secret where your Kantar credentials are stored. Note that your MediaConvert service role must provide access to this secret. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/granting-permissions-for-mediaconvert-to-access-secrets-manager-secret.html. For instructions on creating a secret, see https://docs.aws.amazon.com/secretsmanager/latest/userguide/tutorials_basic.html, in the AWS Secrets Manager User Guide." }, @@ -14720,11 +14733,11 @@ "min": 1, "max": 20 }, - "__stringMin1Max2048PatternArnAwsAwsUsGovAwsCnSecretsmanagerUsGovApCaCnEuSaCentralNorthSouthEastWestDD12SecretAZAZ09": { + "__stringMin1Max2048PatternArnAZSecretsmanagerWD12SecretAZAZ09": { "type": "string", "min": 1, "max": 2048, - "pattern": "^(arn:(aws|aws-us-gov|aws-cn):secretsmanager:(us(-gov)?|ap|ca|cn|eu|sa)-(central|(north|south)?(east|west)?)-\\d:\\d{12}:secret:)?[a-zA-Z0-9_\\/_+=.@-]*$" + "pattern": "^(arn:[a-z-]+:secretsmanager:[\\w-]+:\\d{12}:secret:)?[a-zA-Z0-9_\\/_+=.@-]*$" }, "__stringMin1Max256": { "type": "string", diff --git a/botocore/data/organizations/2016-11-28/service-2.json b/botocore/data/organizations/2016-11-28/service-2.json index 103cd0302d..f001307998 100644 --- a/botocore/data/organizations/2016-11-28/service-2.json +++ b/botocore/data/organizations/2016-11-28/service-2.json @@ -568,6 +568,7 @@ {"shape":"AccessDeniedException"}, {"shape":"AWSOrganizationsNotInUseException"}, {"shape":"ConcurrentModificationException"}, + {"shape":"ConstraintViolationException"}, {"shape":"HandshakeConstraintViolationException"}, {"shape":"InvalidInputException"}, {"shape":"ServiceException"}, @@ -1380,7 +1381,7 @@ "Message":{"shape":"ExceptionMessage"}, "Reason":{"shape":"ConstraintViolationExceptionReason"} }, - "documentation":"

Performing this operation violates a minimum or maximum value limit. For example, attempting to remove the last service control policy (SCP) from an OU or root, inviting or creating too many accounts to the organization, or attaching too many policies to an account, OU, or root. This exception includes a reason that contains additional information about the violated limit:

Some of the reasons in the following list might not be applicable to this specific API or operation.

  • ACCOUNT_CANNOT_LEAVE_ORGANIZATION: You attempted to remove the management account from the organization. You can't remove the management account. Instead, after you remove all member accounts, delete the organization itself.

  • ACCOUNT_CANNOT_LEAVE_WITHOUT_PHONE_VERIFICATION: You attempted to remove an account from the organization that doesn't yet have enough information to exist as a standalone account. This account requires you to first complete phone verification. Follow the steps at Removing a member account from your organization in the Organizations User Guide.

  • ACCOUNT_CREATION_RATE_LIMIT_EXCEEDED: You attempted to exceed the number of accounts that you can create in one day.

  • ACCOUNT_CREATION_NOT_COMPLETE: Your account setup isn't complete or your account isn't fully active. You must complete the account setup before you create an organization.

  • ACCOUNT_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the limit on the number of accounts in an organization. If you need more accounts, contact Amazon Web Services Support to request an increase in your limit.

    Or the number of invitations that you tried to send would cause you to exceed the limit of accounts in your organization. Send fewer invitations or contact Amazon Web Services Support to request an increase in the number of accounts.

    Deleted and closed accounts still count toward your limit.

    If you get this exception when running a command immediately after creating the organization, wait one hour and try again. After an hour, if the command continues to fail with this error, contact Amazon Web Services Support.

  • CANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR: You cannot register a suspended account as a delegated administrator.

  • CANNOT_REGISTER_MASTER_AS_DELEGATED_ADMINISTRATOR: You attempted to register the management account of the organization as a delegated administrator for an Amazon Web Services service integrated with Organizations. You can designate only a member account as a delegated administrator.

  • CANNOT_CLOSE_MANAGEMENT_ACCOUNT: You attempted to close the management account. To close the management account for the organization, you must first either remove or close all member accounts in the organization. Follow standard account closure process using root credentials.​

  • CANNOT_REMOVE_DELEGATED_ADMINISTRATOR_FROM_ORG: You attempted to remove an account that is registered as a delegated administrator for a service integrated with your organization. To complete this operation, you must first deregister this account as a delegated administrator.

  • CLOSE_ACCOUNT_QUOTA_EXCEEDED: You have exceeded close account quota for the past 30 days.

  • CLOSE_ACCOUNT_REQUESTS_LIMIT_EXCEEDED: You attempted to exceed the number of accounts that you can close at a time. ​

  • CREATE_ORGANIZATION_IN_BILLING_MODE_UNSUPPORTED_REGION: To create an organization in the specified region, you must enable all features mode.

  • DELEGATED_ADMINISTRATOR_EXISTS_FOR_THIS_SERVICE: You attempted to register an Amazon Web Services account as a delegated administrator for an Amazon Web Services service that already has a delegated administrator. To complete this operation, you must first deregister any existing delegated administrators for this service.

  • EMAIL_VERIFICATION_CODE_EXPIRED: The email verification code is only valid for a limited period of time. You must resubmit the request and generate a new verfication code.

  • HANDSHAKE_RATE_LIMIT_EXCEEDED: You attempted to exceed the number of handshakes that you can send in one day.

  • INVALID_PAYMENT_INSTRUMENT: You cannot remove an account because no supported payment method is associated with the account. Amazon Web Services does not support cards issued by financial institutions in Russia or Belarus. For more information, see Managing your Amazon Web Services payments.

  • MASTER_ACCOUNT_ADDRESS_DOES_NOT_MATCH_MARKETPLACE: To create an account in this organization, you first must migrate the organization's management account to the marketplace that corresponds to the management account's address. All accounts in an organization must be associated with the same marketplace.

  • MASTER_ACCOUNT_MISSING_BUSINESS_LICENSE: Applies only to the Amazon Web Services Regions in China. To create an organization, the master must have a valid business license. For more information, contact customer support.

  • MASTER_ACCOUNT_MISSING_CONTACT_INFO: To complete this operation, you must first provide a valid contact address and phone number for the management account. Then try the operation again.

  • MASTER_ACCOUNT_NOT_GOVCLOUD_ENABLED: To complete this operation, the management account must have an associated account in the Amazon Web Services GovCloud (US-West) Region. For more information, see Organizations in the Amazon Web Services GovCloud User Guide.

  • MASTER_ACCOUNT_PAYMENT_INSTRUMENT_REQUIRED: To create an organization with this management account, you first must associate a valid payment instrument, such as a credit card, with the account. For more information, see Considerations before removing an account from an organization in the Organizations User Guide.

  • MAX_DELEGATED_ADMINISTRATORS_FOR_SERVICE_LIMIT_EXCEEDED: You attempted to register more delegated administrators than allowed for the service principal.

  • MAX_POLICY_TYPE_ATTACHMENT_LIMIT_EXCEEDED: You attempted to exceed the number of policies of a certain type that can be attached to an entity at one time.

  • MAX_TAG_LIMIT_EXCEEDED: You have exceeded the number of tags allowed on this resource.

  • MEMBER_ACCOUNT_PAYMENT_INSTRUMENT_REQUIRED: To complete this operation with this member account, you first must associate a valid payment instrument, such as a credit card, with the account. For more information, see Considerations before removing an account from an organization in the Organizations User Guide.

  • MIN_POLICY_TYPE_ATTACHMENT_LIMIT_EXCEEDED: You attempted to detach a policy from an entity that would cause the entity to have fewer than the minimum number of policies of a certain type required.

  • ORGANIZATION_NOT_IN_ALL_FEATURES_MODE: You attempted to perform an operation that requires the organization to be configured to support all features. An organization that supports only consolidated billing features can't perform this operation.

  • OU_DEPTH_LIMIT_EXCEEDED: You attempted to create an OU tree that is too many levels deep.

  • OU_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the number of OUs that you can have in an organization.

  • POLICY_CONTENT_LIMIT_EXCEEDED: You attempted to create a policy that is larger than the maximum size.

  • POLICY_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the number of policies that you can have in an organization.

  • SERVICE_ACCESS_NOT_ENABLED: You attempted to register a delegated administrator before you enabled service access. Call the EnableAWSServiceAccess API first.

  • TAG_POLICY_VIOLATION: You attempted to create or update a resource with tags that are not compliant with the tag policy requirements for this account.

  • WAIT_PERIOD_ACTIVE: After you create an Amazon Web Services account, you must wait until at least seven days after the account was created. Invited accounts aren't subject to this waiting period.

", + "documentation":"

Performing this operation violates a minimum or maximum value limit. For example, attempting to remove the last service control policy (SCP) from an OU or root, inviting or creating too many accounts to the organization, or attaching too many policies to an account, OU, or root. This exception includes a reason that contains additional information about the violated limit:

Some of the reasons in the following list might not be applicable to this specific API or operation.

  • ACCOUNT_CANNOT_LEAVE_ORGANIZATION: You attempted to remove the management account from the organization. You can't remove the management account. Instead, after you remove all member accounts, delete the organization itself.

  • ACCOUNT_CANNOT_LEAVE_WITHOUT_PHONE_VERIFICATION: You attempted to remove an account from the organization that doesn't yet have enough information to exist as a standalone account. This account requires you to first complete phone verification. Follow the steps at Removing a member account from your organization in the Organizations User Guide.

  • ACCOUNT_CREATION_RATE_LIMIT_EXCEEDED: You attempted to exceed the number of accounts that you can create in one day.

  • ACCOUNT_CREATION_NOT_COMPLETE: Your account setup isn't complete or your account isn't fully active. You must complete the account setup before you create an organization.

  • ACCOUNT_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the limit on the number of accounts in an organization. If you need more accounts, contact Amazon Web Services Support to request an increase in your limit.

    Or the number of invitations that you tried to send would cause you to exceed the limit of accounts in your organization. Send fewer invitations or contact Amazon Web Services Support to request an increase in the number of accounts.

    Deleted and closed accounts still count toward your limit.

    If you get this exception when running a command immediately after creating the organization, wait one hour and try again. After an hour, if the command continues to fail with this error, contact Amazon Web Services Support.

  • ALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED: Your organization has more than 5000 accounts, and you can only use the standard migration process for organizations with less than 5000 accounts. Use the assisted migration process to enable all features mode, or create a support case for assistance if you are unable to use assisted migration.

  • CANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR: You cannot register a suspended account as a delegated administrator.

  • CANNOT_REGISTER_MASTER_AS_DELEGATED_ADMINISTRATOR: You attempted to register the management account of the organization as a delegated administrator for an Amazon Web Services service integrated with Organizations. You can designate only a member account as a delegated administrator.

  • CANNOT_CLOSE_MANAGEMENT_ACCOUNT: You attempted to close the management account. To close the management account for the organization, you must first either remove or close all member accounts in the organization. Follow standard account closure process using root credentials.​

  • CANNOT_REMOVE_DELEGATED_ADMINISTRATOR_FROM_ORG: You attempted to remove an account that is registered as a delegated administrator for a service integrated with your organization. To complete this operation, you must first deregister this account as a delegated administrator.

  • CLOSE_ACCOUNT_QUOTA_EXCEEDED: You have exceeded close account quota for the past 30 days.

  • CLOSE_ACCOUNT_REQUESTS_LIMIT_EXCEEDED: You attempted to exceed the number of accounts that you can close at a time. ​

  • CREATE_ORGANIZATION_IN_BILLING_MODE_UNSUPPORTED_REGION: To create an organization in the specified region, you must enable all features mode.

  • DELEGATED_ADMINISTRATOR_EXISTS_FOR_THIS_SERVICE: You attempted to register an Amazon Web Services account as a delegated administrator for an Amazon Web Services service that already has a delegated administrator. To complete this operation, you must first deregister any existing delegated administrators for this service.

  • EMAIL_VERIFICATION_CODE_EXPIRED: The email verification code is only valid for a limited period of time. You must resubmit the request and generate a new verfication code.

  • HANDSHAKE_RATE_LIMIT_EXCEEDED: You attempted to exceed the number of handshakes that you can send in one day.

  • INVALID_PAYMENT_INSTRUMENT: You cannot remove an account because no supported payment method is associated with the account. Amazon Web Services does not support cards issued by financial institutions in Russia or Belarus. For more information, see Managing your Amazon Web Services payments.

  • MASTER_ACCOUNT_ADDRESS_DOES_NOT_MATCH_MARKETPLACE: To create an account in this organization, you first must migrate the organization's management account to the marketplace that corresponds to the management account's address. All accounts in an organization must be associated with the same marketplace.

  • MASTER_ACCOUNT_MISSING_BUSINESS_LICENSE: Applies only to the Amazon Web Services Regions in China. To create an organization, the master must have a valid business license. For more information, contact customer support.

  • MASTER_ACCOUNT_MISSING_CONTACT_INFO: To complete this operation, you must first provide a valid contact address and phone number for the management account. Then try the operation again.

  • MASTER_ACCOUNT_NOT_GOVCLOUD_ENABLED: To complete this operation, the management account must have an associated account in the Amazon Web Services GovCloud (US-West) Region. For more information, see Organizations in the Amazon Web Services GovCloud User Guide.

  • MASTER_ACCOUNT_PAYMENT_INSTRUMENT_REQUIRED: To create an organization with this management account, you first must associate a valid payment instrument, such as a credit card, with the account. For more information, see Considerations before removing an account from an organization in the Organizations User Guide.

  • MAX_DELEGATED_ADMINISTRATORS_FOR_SERVICE_LIMIT_EXCEEDED: You attempted to register more delegated administrators than allowed for the service principal.

  • MAX_POLICY_TYPE_ATTACHMENT_LIMIT_EXCEEDED: You attempted to exceed the number of policies of a certain type that can be attached to an entity at one time.

  • MAX_TAG_LIMIT_EXCEEDED: You have exceeded the number of tags allowed on this resource.

  • MEMBER_ACCOUNT_PAYMENT_INSTRUMENT_REQUIRED: To complete this operation with this member account, you first must associate a valid payment instrument, such as a credit card, with the account. For more information, see Considerations before removing an account from an organization in the Organizations User Guide.

  • MIN_POLICY_TYPE_ATTACHMENT_LIMIT_EXCEEDED: You attempted to detach a policy from an entity that would cause the entity to have fewer than the minimum number of policies of a certain type required.

  • ORGANIZATION_NOT_IN_ALL_FEATURES_MODE: You attempted to perform an operation that requires the organization to be configured to support all features. An organization that supports only consolidated billing features can't perform this operation.

  • OU_DEPTH_LIMIT_EXCEEDED: You attempted to create an OU tree that is too many levels deep.

  • OU_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the number of OUs that you can have in an organization.

  • POLICY_CONTENT_LIMIT_EXCEEDED: You attempted to create a policy that is larger than the maximum size.

  • POLICY_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the number of policies that you can have in an organization.

  • SERVICE_ACCESS_NOT_ENABLED: You attempted to register a delegated administrator before you enabled service access. Call the EnableAWSServiceAccess API first.

  • TAG_POLICY_VIOLATION: You attempted to create or update a resource with tags that are not compliant with the tag policy requirements for this account.

  • WAIT_PERIOD_ACTIVE: After you create an Amazon Web Services account, you must wait until at least seven days after the account was created. Invited accounts aren't subject to this waiting period.

", "exception":true }, "ConstraintViolationExceptionReason":{ @@ -1420,7 +1421,8 @@ "SERVICE_ACCESS_NOT_ENABLED", "INVALID_PAYMENT_INSTRUMENT", "ACCOUNT_CREATION_NOT_COMPLETE", - "CANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR" + "CANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR", + "ALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED" ] }, "CreateAccountFailureReason":{ diff --git a/botocore/data/sagemaker/2017-07-24/service-2.json b/botocore/data/sagemaker/2017-07-24/service-2.json index bd50b452d7..e391d196cc 100644 --- a/botocore/data/sagemaker/2017-07-24/service-2.json +++ b/botocore/data/sagemaker/2017-07-24/service-2.json @@ -4636,6 +4636,10 @@ "CompressionType":{ "shape":"CompressionType", "documentation":"

The type of compression used for an additional data source used in inference or training. Specify None if your additional data source is not compressed.

" + }, + "ETag":{ + "shape":"String", + "documentation":"

The ETag associated with S3 URI.

" } }, "documentation":"

A data source used for training or inference that is in addition to the input dataset or model data.

" @@ -29935,6 +29939,10 @@ "AdditionalS3DataSource":{ "shape":"AdditionalS3DataSource", "documentation":"

The additional data source that is used during inference in the Docker container for your model package.

" + }, + "ModelDataETag":{ + "shape":"String", + "documentation":"

The ETag associated with Model Data URL.

" } }, "documentation":"

Describes the Docker container for the model package.

" @@ -35891,6 +35899,14 @@ "ManifestS3Uri":{ "shape":"S3ModelUri", "documentation":"

The Amazon S3 URI of the manifest file. The manifest file is a CSV file that stores the artifact locations.

" + }, + "ETag":{ + "shape":"String", + "documentation":"

The ETag associated with S3 URI.

" + }, + "ManifestEtag":{ + "shape":"String", + "documentation":"

The ETag associated with Manifest S3URI.

" } }, "documentation":"

Specifies the S3 location of ML model data to deploy.

" @@ -36769,6 +36785,10 @@ "shape":"ModelDataSource", "documentation":"

Specifies the location of ML model data to deploy during endpoint creation.

" }, + "ModelDataETag":{ + "shape":"String", + "documentation":"

The ETag associated with Model Data URL.

" + }, "AlgorithmName":{ "shape":"ArnOrName", "documentation":"

The name of an algorithm that was used to create the model package. The algorithm must be either an algorithm resource in your SageMaker account or an algorithm in Amazon Web Services Marketplace that you are subscribed to.

" diff --git a/botocore/data/sqs/2012-11-05/service-2.json b/botocore/data/sqs/2012-11-05/service-2.json index f544283aca..17c6357650 100644 --- a/botocore/data/sqs/2012-11-05/service-2.json +++ b/botocore/data/sqs/2012-11-05/service-2.json @@ -13,7 +13,8 @@ "serviceId":"SQS", "signatureVersion":"v4", "targetPrefix":"AmazonSQS", - "uid":"sqs-2012-11-05" + "uid":"sqs-2012-11-05", + "auth":["aws.auth#sigv4"] }, "operations":{ "AddPermission":{ @@ -66,7 +67,7 @@ {"shape":"InvalidAddress"}, {"shape":"InvalidSecurity"} ], - "documentation":"

Changes the visibility timeout of a specified message in a queue to a new value. The default visibility timeout for a message is 30 seconds. The minimum is 0 seconds. The maximum is 12 hours. For more information, see Visibility Timeout in the Amazon SQS Developer Guide.

For example, if the default timeout for a queue is 60 seconds, 15 seconds have elapsed since you received the message, and you send a ChangeMessageVisibility call with VisibilityTimeout set to 10 seconds, the 10 seconds begin to count from the time that you make the ChangeMessageVisibility call. Thus, any attempt to change the visibility timeout or to delete that message 10 seconds after you initially change the visibility timeout (a total of 25 seconds) might result in an error.

An Amazon SQS message has three basic states:

  1. Sent to a queue by a producer.

  2. Received from the queue by a consumer.

  3. Deleted from the queue.

A message is considered to be stored after it is sent to a queue by a producer, but not yet received from the queue by a consumer (that is, between states 1 and 2). There is no limit to the number of stored messages. A message is considered to be in flight after it is received from a queue by a consumer, but not yet deleted from the queue (that is, between states 2 and 3). There is a limit to the number of in flight messages.

Limits that apply to in flight messages are unrelated to the unlimited number of stored messages.

For most standard queues (depending on queue traffic and message backlog), there can be a maximum of approximately 120,000 in flight messages (received from a queue by a consumer, but not yet deleted from the queue). If you reach this limit, Amazon SQS returns the OverLimit error message. To avoid reaching the limit, you should delete messages from the queue after they're processed. You can also increase the number of queues you use to process your messages. To request a limit increase, file a support request.

For FIFO queues, there can be a maximum of 20,000 in flight messages (received from a queue by a consumer, but not yet deleted from the queue). If you reach this limit, Amazon SQS returns no error messages.

If you attempt to set the VisibilityTimeout to a value greater than the maximum time left, Amazon SQS returns an error. Amazon SQS doesn't automatically recalculate and increase the timeout to the maximum remaining time.

Unlike with a queue, when you change the visibility timeout for a specific message the timeout value is applied immediately but isn't saved in memory for that message. If you don't delete a message after it is received, the visibility timeout for the message reverts to the original timeout value (not to the value you set using the ChangeMessageVisibility action) the next time the message is received.

" + "documentation":"

Changes the visibility timeout of a specified message in a queue to a new value. The default visibility timeout for a message is 30 seconds. The minimum is 0 seconds. The maximum is 12 hours. For more information, see Visibility Timeout in the Amazon SQS Developer Guide.

For example, if the default timeout for a queue is 60 seconds, 15 seconds have elapsed since you received the message, and you send a ChangeMessageVisibility call with VisibilityTimeout set to 10 seconds, the 10 seconds begin to count from the time that you make the ChangeMessageVisibility call. Thus, any attempt to change the visibility timeout or to delete that message 10 seconds after you initially change the visibility timeout (a total of 25 seconds) might result in an error.

An Amazon SQS message has three basic states:

  1. Sent to a queue by a producer.

  2. Received from the queue by a consumer.

  3. Deleted from the queue.

A message is considered to be stored after it is sent to a queue by a producer, but not yet received from the queue by a consumer (that is, between states 1 and 2). There is no limit to the number of stored messages. A message is considered to be in flight after it is received from a queue by a consumer, but not yet deleted from the queue (that is, between states 2 and 3). There is a limit to the number of in flight messages.

Limits that apply to in flight messages are unrelated to the unlimited number of stored messages.

For most standard queues (depending on queue traffic and message backlog), there can be a maximum of approximately 120,000 in flight messages (received from a queue by a consumer, but not yet deleted from the queue). If you reach this limit, Amazon SQS returns the OverLimit error message. To avoid reaching the limit, you should delete messages from the queue after they're processed. You can also increase the number of queues you use to process your messages. To request a limit increase, file a support request.

For FIFO queues, there can be a maximum of 120,000 in flight messages (received from a queue by a consumer, but not yet deleted from the queue). If you reach this limit, Amazon SQS returns no error messages.

If you attempt to set the VisibilityTimeout to a value greater than the maximum time left, Amazon SQS returns an error. Amazon SQS doesn't automatically recalculate and increase the timeout to the maximum remaining time.

Unlike with a queue, when you change the visibility timeout for a specific message the timeout value is applied immediately but isn't saved in memory for that message. If you don't delete a message after it is received, the visibility timeout for the message reverts to the original timeout value (not to the value you set using the ChangeMessageVisibility action) the next time the message is received.

" }, "ChangeMessageVisibilityBatch":{ "name":"ChangeMessageVisibilityBatch", @@ -107,7 +108,7 @@ {"shape":"UnsupportedOperation"}, {"shape":"InvalidSecurity"} ], - "documentation":"

Creates a new standard or FIFO queue. You can pass one or more attributes in the request. Keep the following in mind:

  • If you don't specify the FifoQueue attribute, Amazon SQS creates a standard queue.

    You can't change the queue type after you create it and you can't convert an existing standard queue into a FIFO queue. You must either create a new FIFO queue for your application or delete your existing standard queue and recreate it as a FIFO queue. For more information, see Moving From a Standard Queue to a FIFO Queue in the Amazon SQS Developer Guide.

  • If you don't provide a value for an attribute, the queue is created with the default value for the attribute.

  • If you delete a queue, you must wait at least 60 seconds before creating a queue with the same name.

To successfully create a new queue, you must provide a queue name that adheres to the limits related to queues and is unique within the scope of your queues.

After you create a queue, you must wait at least one second after the queue is created to be able to use the queue.

To get the queue URL, use the GetQueueUrl action. GetQueueUrl requires only the QueueName parameter. be aware of existing queue names:

  • If you provide the name of an existing queue along with the exact names and values of all the queue's attributes, CreateQueue returns the queue URL for the existing queue.

  • If the queue name, attribute names, or attribute values don't match an existing queue, CreateQueue returns an error.

Cross-account permissions don't apply to this action. For more information, see Grant cross-account permissions to a role and a username in the Amazon SQS Developer Guide.

" + "documentation":"

Creates a new standard or FIFO queue. You can pass one or more attributes in the request. Keep the following in mind:

  • If you don't specify the FifoQueue attribute, Amazon SQS creates a standard queue.

    You can't change the queue type after you create it and you can't convert an existing standard queue into a FIFO queue. You must either create a new FIFO queue for your application or delete your existing standard queue and recreate it as a FIFO queue. For more information, see Moving From a Standard Queue to a FIFO Queue in the Amazon SQS Developer Guide.

  • If you don't provide a value for an attribute, the queue is created with the default value for the attribute.

  • If you delete a queue, you must wait at least 60 seconds before creating a queue with the same name.

To successfully create a new queue, you must provide a queue name that adheres to the limits related to queues and is unique within the scope of your queues.

After you create a queue, you must wait at least one second after the queue is created to be able to use the queue.

To retrieve the URL of a queue, use the GetQueueUrl action. This action only requires the QueueName parameter.

When creating queues, keep the following points in mind:

  • If you specify the name of an existing queue and provide the exact same names and values for all its attributes, the CreateQueue action will return the URL of the existing queue instead of creating a new one.

  • If you attempt to create a queue with a name that already exists but with different attribute names or values, the CreateQueue action will return an error. This ensures that existing queues are not inadvertently altered.

Cross-account permissions don't apply to this action. For more information, see Grant cross-account permissions to a role and a username in the Amazon SQS Developer Guide.

" }, "DeleteMessage":{ "name":"DeleteMessage", @@ -125,7 +126,7 @@ {"shape":"InvalidSecurity"}, {"shape":"InvalidAddress"} ], - "documentation":"

Deletes the specified message from the specified queue. To select the message to delete, use the ReceiptHandle of the message (not the MessageId which you receive when you send the message). Amazon SQS can delete a message from a queue even if a visibility timeout setting causes the message to be locked by another consumer. Amazon SQS automatically deletes messages left in a queue longer than the retention period configured for the queue.

The ReceiptHandle is associated with a specific instance of receiving a message. If you receive a message more than once, the ReceiptHandle is different each time you receive a message. When you use the DeleteMessage action, you must provide the most recently received ReceiptHandle for the message (otherwise, the request succeeds, but the message will not be deleted).

For standard queues, it is possible to receive a message even after you delete it. This might happen on rare occasions if one of the servers which stores a copy of the message is unavailable when you send the request to delete the message. The copy remains on the server and might be returned to you during a subsequent receive request. You should ensure that your application is idempotent, so that receiving a message more than once does not cause issues.

" + "documentation":"

Deletes the specified message from the specified queue. To select the message to delete, use the ReceiptHandle of the message (not the MessageId which you receive when you send the message). Amazon SQS can delete a message from a queue even if a visibility timeout setting causes the message to be locked by another consumer. Amazon SQS automatically deletes messages left in a queue longer than the retention period configured for the queue.

Each time you receive a message, meaning when a consumer retrieves a message from the queue, it comes with a unique ReceiptHandle. If you receive the same message more than once, you will get a different ReceiptHandle each time. When you want to delete a message using the DeleteMessage action, you must use the ReceiptHandle from the most recent time you received the message. If you use an old ReceiptHandle, the request will succeed, but the message might not be deleted.

For standard queues, it is possible to receive a message even after you delete it. This might happen on rare occasions if one of the servers which stores a copy of the message is unavailable when you send the request to delete the message. The copy remains on the server and might be returned to you during a subsequent receive request. You should ensure that your application is idempotent, so that receiving a message more than once does not cause issues.

" }, "DeleteMessageBatch":{ "name":"DeleteMessageBatch", @@ -197,7 +198,7 @@ {"shape":"InvalidSecurity"}, {"shape":"UnsupportedOperation"} ], - "documentation":"

Returns the URL of an existing Amazon SQS queue.

To access a queue that belongs to another AWS account, use the QueueOwnerAWSAccountId parameter to specify the account ID of the queue's owner. The queue's owner must grant you permission to access the queue. For more information about shared queue access, see AddPermission or see Allow Developers to Write Messages to a Shared Queue in the Amazon SQS Developer Guide.

" + "documentation":"

The GetQueueUrl API returns the URL of an existing Amazon SQS queue. This is useful when you know the queue's name but need to retrieve its URL for further operations.

To access a queue owned by another Amazon Web Services account, use the QueueOwnerAWSAccountId parameter to specify the account ID of the queue's owner. Note that the queue owner must grant you the necessary permissions to access the queue. For more information about accessing shared queues, see the AddPermission API or Allow developers to write messages to a shared queue in the Amazon SQS Developer Guide.

" }, "ListDeadLetterSourceQueues":{ "name":"ListDeadLetterSourceQueues", @@ -306,7 +307,7 @@ {"shape":"KmsInvalidKeyUsage"}, {"shape":"InvalidAddress"} ], - "documentation":"

Retrieves one or more messages (up to 10), from the specified queue. Using the WaitTimeSeconds parameter enables long-poll support. For more information, see Amazon SQS Long Polling in the Amazon SQS Developer Guide.

Short poll is the default behavior where a weighted random set of machines is sampled on a ReceiveMessage call. Thus, only the messages on the sampled machines are returned. If the number of messages in the queue is small (fewer than 1,000), you most likely get fewer messages than you requested per ReceiveMessage call. If the number of messages in the queue is extremely small, you might not receive any messages in a particular ReceiveMessage response. If this happens, repeat the request.

For each message returned, the response includes the following:

  • The message body.

  • An MD5 digest of the message body. For information about MD5, see RFC1321.

  • The MessageId you received when you sent the message to the queue.

  • The receipt handle.

  • The message attributes.

  • An MD5 digest of the message attributes.

The receipt handle is the identifier you must provide when deleting the message. For more information, see Queue and Message Identifiers in the Amazon SQS Developer Guide.

You can provide the VisibilityTimeout parameter in your request. The parameter is applied to the messages that Amazon SQS returns in the response. If you don't include the parameter, the overall visibility timeout for the queue is used for the returned messages. For more information, see Visibility Timeout in the Amazon SQS Developer Guide.

A message that isn't deleted or a message whose visibility isn't extended before the visibility timeout expires counts as a failed receive. Depending on the configuration of the queue, the message might be sent to the dead-letter queue.

In the future, new attributes might be added. If you write code that calls this action, we recommend that you structure your code so that it can handle new attributes gracefully.

" + "documentation":"

Retrieves one or more messages (up to 10), from the specified queue. Using the WaitTimeSeconds parameter enables long-poll support. For more information, see Amazon SQS Long Polling in the Amazon SQS Developer Guide.

Short poll is the default behavior where a weighted random set of machines is sampled on a ReceiveMessage call. Therefore, only the messages on the sampled machines are returned. If the number of messages in the queue is small (fewer than 1,000), you most likely get fewer messages than you requested per ReceiveMessage call. If the number of messages in the queue is extremely small, you might not receive any messages in a particular ReceiveMessage response. If this happens, repeat the request.

For each message returned, the response includes the following:

  • The message body.

  • An MD5 digest of the message body. For information about MD5, see RFC1321.

  • The MessageId you received when you sent the message to the queue.

  • The receipt handle.

  • The message attributes.

  • An MD5 digest of the message attributes.

The receipt handle is the identifier you must provide when deleting the message. For more information, see Queue and Message Identifiers in the Amazon SQS Developer Guide.

You can provide the VisibilityTimeout parameter in your request. The parameter is applied to the messages that Amazon SQS returns in the response. If you don't include the parameter, the overall visibility timeout for the queue is used for the returned messages. The default visibility timeout for a queue is 30 seconds.

In the future, new attributes might be added. If you write code that calls this action, we recommend that you structure your code so that it can handle new attributes gracefully.

" }, "RemovePermission":{ "name":"RemovePermission", @@ -842,14 +843,14 @@ "members":{ "QueueName":{ "shape":"String", - "documentation":"

The name of the queue whose URL must be fetched. Maximum 80 characters. Valid values: alphanumeric characters, hyphens (-), and underscores (_).

Queue URLs and names are case-sensitive.

" + "documentation":"

(Required) The name of the queue for which you want to fetch the URL. The name can be up to 80 characters long and can include alphanumeric characters, hyphens (-), and underscores (_). Queue URLs and names are case-sensitive.

" }, "QueueOwnerAWSAccountId":{ "shape":"String", - "documentation":"

The Amazon Web Services account ID of the account that created the queue.

" + "documentation":"

(Optional) The Amazon Web Services account ID of the account that created the queue. This is only required when you are attempting to access a queue owned by another Amazon Web Services account.

" } }, - "documentation":"

" + "documentation":"

Retrieves the URL of an existing queue based on its name and, optionally, the Amazon Web Services account ID.

" }, "GetQueueUrlResult":{ "type":"structure", @@ -866,7 +867,7 @@ "members":{ "message":{"shape":"ExceptionMessage"} }, - "documentation":"

The accountId is invalid.

", + "documentation":"

The specified ID is invalid.

", "exception":true }, "InvalidAttributeName":{ @@ -915,7 +916,7 @@ "members":{ "message":{"shape":"ExceptionMessage"} }, - "documentation":"

When the request to a queue is not HTTPS and SigV4.

", + "documentation":"

The request was not made over HTTPS or did not use SigV4 for signing.

", "exception":true }, "KmsAccessDenied":{ @@ -1358,7 +1359,7 @@ "members":{ "message":{"shape":"ExceptionMessage"} }, - "documentation":"

The specified queue doesn't exist.

", + "documentation":"

Ensure that the QueueUrl is correct and that the queue has not been deleted.

", "exception":true }, "QueueNameExists":{ @@ -1392,7 +1393,7 @@ }, "AttributeNames":{ "shape":"AttributeNameList", - "documentation":"

This parameter has been deprecated but will be supported for backward compatibility. To provide attribute names, you are encouraged to use MessageSystemAttributeNames.

A list of attributes that need to be returned along with each message. These attributes include:

  • All – Returns all values.

  • ApproximateFirstReceiveTimestamp – Returns the time the message was first received from the queue (epoch time in milliseconds).

  • ApproximateReceiveCount – Returns the number of times a message has been received across all queues but not deleted.

  • AWSTraceHeader – Returns the X-Ray trace header string.

  • SenderId

    • For a user, returns the user ID, for example ABCDEFGHI1JKLMNOPQ23R.

    • For an IAM role, returns the IAM role ID, for example ABCDE1F2GH3I4JK5LMNOP:i-a123b456.

  • SentTimestamp – Returns the time the message was sent to the queue (epoch time in milliseconds).

  • SqsManagedSseEnabled – Enables server-side queue encryption using SQS owned encryption keys. Only one server-side encryption option is supported per queue (for example, SSE-KMS or SSE-SQS).

  • MessageDeduplicationId – Returns the value provided by the producer that calls the SendMessage action.

  • MessageGroupId – Returns the value provided by the producer that calls the SendMessage action. Messages with the same MessageGroupId are returned in sequence.

  • SequenceNumber – Returns the value provided by Amazon SQS.

", + "documentation":"

This parameter has been discontinued but will be supported for backward compatibility. To provide attribute names, you are encouraged to use MessageSystemAttributeNames.

A list of attributes that need to be returned along with each message. These attributes include:

  • All – Returns all values.

  • ApproximateFirstReceiveTimestamp – Returns the time the message was first received from the queue (epoch time in milliseconds).

  • ApproximateReceiveCount – Returns the number of times a message has been received across all queues but not deleted.

  • AWSTraceHeader – Returns the X-Ray trace header string.

  • SenderId

    • For a user, returns the user ID, for example ABCDEFGHI1JKLMNOPQ23R.

    • For an IAM role, returns the IAM role ID, for example ABCDE1F2GH3I4JK5LMNOP:i-a123b456.

  • SentTimestamp – Returns the time the message was sent to the queue (epoch time in milliseconds).

  • SqsManagedSseEnabled – Enables server-side queue encryption using SQS owned encryption keys. Only one server-side encryption option is supported per queue (for example, SSE-KMS or SSE-SQS).

  • MessageDeduplicationId – Returns the value provided by the producer that calls the SendMessage action.

  • MessageGroupId – Returns the value provided by the producer that calls the SendMessage action. Messages with the same MessageGroupId are returned in sequence.

  • SequenceNumber – Returns the value provided by Amazon SQS.

", "deprecated":true, "deprecatedMessage":"AttributeNames has been replaced by MessageSystemAttributeNames" }, @@ -1410,18 +1411,18 @@ }, "VisibilityTimeout":{ "shape":"NullableInteger", - "documentation":"

The duration (in seconds) that the received messages are hidden from subsequent retrieve requests after being retrieved by a ReceiveMessage request.

" + "documentation":"

The duration (in seconds) that the received messages are hidden from subsequent retrieve requests after being retrieved by a ReceiveMessage request. If not specified, the default visibility timeout for the queue is used, which is 30 seconds.

Understanding VisibilityTimeout:

  • When a message is received from a queue, it becomes temporarily invisible to other consumers for the duration of the visibility timeout. This prevents multiple consumers from processing the same message simultaneously. If the message is not deleted or its visibility timeout is not extended before the timeout expires, it becomes visible again and can be retrieved by other consumers.

  • Setting an appropriate visibility timeout is crucial. If it's too short, the message might become visible again before processing is complete, leading to duplicate processing. If it's too long, it delays the reprocessing of messages if the initial processing fails.

  • You can adjust the visibility timeout using the --visibility-timeout parameter in the receive-message command to match the processing time required by your application.

  • A message that isn't deleted or a message whose visibility isn't extended before the visibility timeout expires counts as a failed receive. Depending on the configuration of the queue, the message might be sent to the dead-letter queue.

For more information, see Visibility Timeout in the Amazon SQS Developer Guide.

" }, "WaitTimeSeconds":{ "shape":"NullableInteger", - "documentation":"

The duration (in seconds) for which the call waits for a message to arrive in the queue before returning. If a message is available, the call returns sooner than WaitTimeSeconds. If no messages are available and the wait time expires, the call does not return a message list.

To avoid HTTP errors, ensure that the HTTP response timeout for ReceiveMessage requests is longer than the WaitTimeSeconds parameter. For example, with the Java SDK, you can set HTTP transport settings using the NettyNioAsyncHttpClient for asynchronous clients, or the ApacheHttpClient for synchronous clients.

" + "documentation":"

The duration (in seconds) for which the call waits for a message to arrive in the queue before returning. If a message is available, the call returns sooner than WaitTimeSeconds. If no messages are available and the wait time expires, the call does not return a message list. If you are using the Java SDK, it returns a ReceiveMessageResponse object, which has a empty list instead of a Null object.

To avoid HTTP errors, ensure that the HTTP response timeout for ReceiveMessage requests is longer than the WaitTimeSeconds parameter. For example, with the Java SDK, you can set HTTP transport settings using the NettyNioAsyncHttpClient for asynchronous clients, or the ApacheHttpClient for synchronous clients.

" }, "ReceiveRequestAttemptId":{ "shape":"String", "documentation":"

This parameter applies only to FIFO (first-in-first-out) queues.

The token used for deduplication of ReceiveMessage calls. If a networking issue occurs after a ReceiveMessage action, and instead of a response you receive a generic error, it is possible to retry the same action with an identical ReceiveRequestAttemptId to retrieve the same set of messages, even if their visibility timeout has not yet expired.

  • You can use ReceiveRequestAttemptId only for 5 minutes after a ReceiveMessage action.

  • When you set FifoQueue, a caller of the ReceiveMessage action can provide a ReceiveRequestAttemptId explicitly.

  • It is possible to retry the ReceiveMessage action with the same ReceiveRequestAttemptId if none of the messages have been modified (deleted or had their visibility changes).

  • During a visibility timeout, subsequent calls with the same ReceiveRequestAttemptId return the same messages and receipt handles. If a retry occurs within the deduplication interval, it resets the visibility timeout. For more information, see Visibility Timeout in the Amazon SQS Developer Guide.

    If a caller of the ReceiveMessage action still processes messages when the visibility timeout expires and messages become visible, another worker consuming from the same queue can receive the same messages and therefore process duplicates. Also, if a consumer whose message processing time is longer than the visibility timeout tries to delete the processed messages, the action fails with an error.

    To mitigate this effect, ensure that your application observes a safe threshold before the visibility timeout expires and extend the visibility timeout as necessary.

  • While messages with a particular MessageGroupId are invisible, no more messages belonging to the same MessageGroupId are returned until the visibility timeout expires. You can still receive messages with another MessageGroupId as long as it is also visible.

  • If a caller of ReceiveMessage can't track the ReceiveRequestAttemptId, no retries work until the original visibility timeout expires. As a result, delays might occur but the messages in the queue remain in a strict order.

The maximum length of ReceiveRequestAttemptId is 128 characters. ReceiveRequestAttemptId can contain alphanumeric characters (a-z, A-Z, 0-9) and punctuation (!\"#$%&'()*+,-./:;<=>?@[\\]^_`{|}~).

For best practices of using ReceiveRequestAttemptId, see Using the ReceiveRequestAttemptId Request Parameter in the Amazon SQS Developer Guide.

" } }, - "documentation":"

" + "documentation":"

Retrieves one or more messages from a specified queue.

" }, "ReceiveMessageResult":{ "type":"structure", @@ -1456,7 +1457,7 @@ "members":{ "message":{"shape":"ExceptionMessage"} }, - "documentation":"

The request was denied due to request throttling.

  • The rate of requests per second exceeds the Amazon Web Services KMS request quota for an account and Region.

  • A burst or sustained high rate of requests to change the state of the same KMS key. This condition is often known as a \"hot key.\"

  • Requests for operations on KMS keys in a Amazon Web Services CloudHSM key store might be throttled at a lower-than-expected rate when the Amazon Web Services CloudHSM cluster associated with the Amazon Web Services CloudHSM key store is processing numerous commands, including those unrelated to the Amazon Web Services CloudHSM key store.

", + "documentation":"

The request was denied due to request throttling.

  • Exceeds the permitted request rate for the queue or for the recipient of the request.

  • Ensure that the request rate is within the Amazon SQS limits for sending messages. For more information, see Amazon SQS quotas in the Amazon SQS Developer Guide.

", "exception":true }, "ResourceNotFoundException":{ @@ -1736,7 +1737,7 @@ "members":{ "message":{"shape":"ExceptionMessage"} }, - "documentation":"

The batch request contains more entries than permissible.

", + "documentation":"

The batch request contains more entries than permissible. For Amazon SQS, the maximum number of entries you can include in a single SendMessageBatch, DeleteMessageBatch, or ChangeMessageVisibilityBatch request is 10.

", "exception":true }, "UnsupportedOperation":{