From b5ec369cbaeba612a33e3d3cc67ec67eabba2741 Mon Sep 17 00:00:00 2001
From: aws-sdk-cpp-automation 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 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
- * 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
- * You want to create a build and upload a game build zip file from in an Amazon
- * S3 location that you control. In this scenario, you need to give Amazon GameLift
- * permission to access to the Amazon S3 bucket. With permission in place, call
- * You want to create a build and upload a local game build zip file
- * to an Amazon S3 location that's controlled by Amazon GameLift. (See the
- * You can use the
+ * Create a new game build with build files that are in an Amazon S3 location
+ * under an Amazon Web Services account that you control. To use this option, you
+ * give Amazon GameLift access to the Amazon S3 bucket. With permissions in place,
+ * specify a build name, operating system, and the Amazon S3 storage location of
+ * your game build. Upload your build files to a Amazon GameLift
+ * Amazon S3 location. To use this option, specify a build name and operating
+ * system. This operation creates a new build resource and also returns an Amazon
+ * S3 location with temporary access credentials. Use the credentials to manually
+ * upload your build files to the specified Amazon S3 location. For more
+ * information, see Uploading
- * Objects in the Amazon S3 Developer Guide). You can't update build
- * files after uploading them to Amazon GameLift Amazon S3. If
- * successful, this action creates a new build resource with a unique build ID and
- * places it in Learn
- * more If successful, this operation creates a new build resource with a
+ * unique build ID and places it in
+ * Learn more
@@ -386,31 +383,32 @@ namespace GameLift
* Creates a A container group definition determines how
- * Amazon GameLift deploys your containers to each instance in a container fleet.
- * You can maintain multiple versions of a container group definition. There
- * are two types of container groups: A game server container
- * group has the containers that run your game server application and
- * supporting software. A game server container group can have these container
- * types: Game server container. This container runs your game
- * server. You can define one game server container in a game server container
- * group. Support container. This container runs software in
- * parallel with your game server. You can define up to 8 support containers in a
- * game server group. When building a game server container
- * group definition, you can choose to bundle your game server executable and all
- * dependent software into a single game server container. Alternatively, you can
- * separate the software into one game server container and one or more support
- * containers. On a container fleet instance, a game server container group
- * can be deployed multiple times (depending on the compute resources of the
- * instance). This means that all containers in the container group are replicated
- * together. A per-instance container group has containers
- * for processes that aren't replicated on a container fleet instance. This might
- * include background services, logging, test processes, or processes that need to
- * persist independently of the game server container group. When building a
- * per-instance container group, you can define up to 10 support containers. This operation requires Identity and Access Management
- * (IAM) permissions to access container images in Amazon ECR repositories. See CreateContainerFleet.
+ * A container group definition determines how Amazon GameLift deploys your
+ * containers to each instance in a container fleet. You can maintain multiple
+ * versions of a container group definition. There are two types of
+ * container groups: A game server container group has the
+ * containers that run your game server application and supporting software. A game
+ * server container group can have these container types: Game
+ * server container. This container runs your game server. You can define one game
+ * server container in a game server container group. Support
+ * container. This container runs software in parallel with your game server. You
+ * can define up to 8 support containers in a game server group. When building a game server container group definition, you can choose to
+ * bundle your game server executable and all dependent software into a single game
+ * server container. Alternatively, you can separate the software into one game
+ * server container and one or more support containers. On a container fleet
+ * instance, a game server container group can be deployed multiple times
+ * (depending on the compute resources of the instance). This means that all
+ * containers in the container group are replicated together. A
+ * per-instance container group has containers for processes that aren't
+ * replicated on a container fleet instance. This might include background
+ * services, logging, test processes, or processes that need to persist
+ * independently of the game server container group. When building a per-instance
+ * container group, you can define up to 10 support containers. This operation requires Identity and Access Management (IAM)
+ * permissions to access container images in Amazon ECR repositories. See
* IAM permissions for Amazon GameLift for help setting the appropriate
* permissions. Request options Use this operation
@@ -438,8 +436,9 @@ namespace GameLift
* Results If successful, this
* request creates a CreateBuild
action for the following scenarios:
CreateBuild
and specify a build name, the build's runtime operating
- * system, and the Amazon S3 storage location where the build file is stored.upload-build
CLI command for this scenario.) In this scenario, you
- * need to request temporary access credentials to the Amazon GameLift Amazon S3
- * location. Specify a build name and the build's runtime operating system. The
- * response provides an Amazon S3 location and a set of temporary access
- * credentials. Use the credentials to upload your build files to the specified
- * Amazon S3 location (see . 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.CreateBuild
operation in the following scenarios:
INITIALIZED
status. When the build reaches
- * READY
status, you can create fleets with it.INITIALIZED
status. A build must
+ * be in READY
status before you can create fleets with it.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.
+ *
+ * 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.See Also:
UpdateContainerGroupDefinition,
+ * and optionally save the update as a new version.See Also:
AWS
* API Reference
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 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 @@ -636,8 +635,8 @@ namespace GameLift * 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 + * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">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 @@ -945,22 +944,24 @@ namespace GameLift } /** - *
Creates a script resource for your Realtime Servers script. Realtime scripts - * are JavaScript files that provide configuration settings and optional custom - * game logic for your game. Script logic is executed during an active game - * session. To deploy Realtime Servers for hosting, create an Amazon GameLift - * managed fleet with the script.
To create a script resource, specify a - * script name and provide the script file(s). The script files and all - * dependencies must be combined into a single .zip file. You can upload the .zip - * file from either of these locations:
A locally available - * directory. Use the ZipFile parameter for this option.
An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web - * Services account. Use the StorageLocation parameter for this option. - * You'll need to have an Identity Access Management (IAM) role that allows the - * Amazon GameLift service to access your S3 bucket.
If the - * call is successful, Amazon GameLift creates a new script resource with a unique - * script ID. The script is uploaded to an Amazon S3 bucket that is owned by Amazon - * GameLift.
Learn more
To create a new script record, specify a script + * name and provide the script file(s). The script files and all dependencies must + * be zipped into a single file. You can pull the zip file from either of these + * locations:
A locally available directory. Use the + * ZipFile parameter for this option.
An Amazon Simple + * Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use + * the StorageLocation parameter for this option. You'll need to have an + * Identity Access Management (IAM) role that allows the Amazon GameLift service to + * access your S3 bucket.
If the call is successful, a new + * script record is created with a unique script ID. If the script file is provided + * as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and + * the script record's storage location reflects this location. If the script file + * is provided as an S3 bucket, Amazon GameLift accesses the file at this storage + * location as needed for deployment.
Learn more
Amazon * GameLift Realtime Servers
Set
@@ -1191,17 +1192,23 @@ namespace GameLift
}
/**
- * Deletes a container group definition. You can delete a container group
- * definition if there are no fleets using the definition. Request
- * options: Delete an entire container group definition,
- * including all versions. Specify the container group definition name, or use an
- * ARN value without the version number. Delete a particular
- * version. Specify the container group definition name and a version number, or
- * use an ARN value that includes the version number. Keep the
- * newest versions and delete all older versions. Specify the container group
- * definition name and the number of versions to retain. For example, set
+ * Deletes a container group definition. Request options: Delete an entire container group definition, including all
+ * versions. Specify the container group definition name, or use an ARN value
+ * without the version number. Delete a particular version.
+ * Specify the container group definition name and a version number, or use an ARN
+ * value that includes the version number. Keep the newest
+ * versions and delete all older versions. Specify the container group definition
+ * name and the number of versions to retain. For example, set
* Learn more 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: If the version is being used in an active fleet If the version is being deployed to a fleet in a deployment that's
+ * currently in progress. If the version is designated as a
+ * rollback definition in a fleet deployment that's currently in progress. Learn more Retrieves properties for a compute resource in an Amazon GameLift fleet. To
- * get a list of all computes in a fleet, call ListCompute. To
- * request information on a specific compute, provide the fleet ID and compute
- * name. If successful, this operation returns details for the requested
- * compute resource. Depending on the fleet's compute type, the result includes the
- * following information: For managed EC2 fleets, this operation
- * returns information about the EC2 instance. For Anywhere
- * fleets, this operation returns information about the registered compute.
VersionCountToRetain
to 5 to delete all but the five most recent
- * versions.
See Also:
AWS
@@ -1713,14 +1720,15 @@ namespace GameLift
/**
*
See Also:
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:
For managed EC2 fleets, + * this operation returns information about the EC2 instance.
For + * Anywhere fleets, this operation returns information about the registered + * compute.
Retrieves the resource capacity settings for one or more fleets. For a * container fleet, this operation also returns counts for game server container * groups.
With multi-location fleets, this operation retrieves data for the - * fleet's home Region only. To retrieve capacity for remote locations, see - * DescribeFleetLocationCapacity.
This operation can be used in the - * following ways:
To get capacity data for one or more specific - * fleets, provide a list of fleet IDs or fleet ARNs.
To get - * capacity data for all fleets, do not provide a fleet identifier.
When requesting multiple fleets, use the pagination parameters to - * retrieve results as a set of sequential pages.
If successful, a
- * FleetCapacity
object is returned for each requested fleet ID. Each
- * FleetCapacity
object includes a Location
property,
- * which is set to the fleet's home Region. Capacity values are returned only for
- * fleets that currently exist.
Some API operations may limit the - * number of fleet IDs that are allowed in one request. If a request exceeds this - * limit, the request fails and the error message includes the maximum allowed.
- *Learn more
https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html.
+ *This operation can be used in the following ways:
To get + * capacity data for one or more specific fleets, provide a list of fleet IDs or + * fleet ARNs.
To get capacity data for all fleets, do not + * provide a fleet identifier.
When requesting multiple fleets, + * use the pagination parameters to retrieve results as a set of sequential pages. + *
If successful, a FleetCapacity
object is returned for each
+ * requested fleet ID. Each FleetCapacity
object includes a
+ * Location
property, which is set to the fleet's home Region.
+ * Capacity values are returned only for fleets that currently exist.
Some API operations may limit the number of fleet IDs that are allowed in one + * request. If a request exceeds this limit, the request fails and the error + * message includes the maximum allowed.
Learn more
+ * Setting * up Amazon GameLift fleets
GameLift
@@ -2147,15 +2156,13 @@ namespace GameLift
}
/**
- * Retrieves a fleet's inbound connection permissions. Inbound permissions
+ * Retrieves a fleet's inbound connection permissions. Connection permissions
* specify IP addresses and port settings that incoming traffic can use to access
* server processes in the fleet. Game server processes that are running in the
- * fleet must use a port that falls within this range. To connect to game server
- * processes on a managed container fleet, the port settings should include one or
- * more of the container fleet's connection ports. Use this operation in
- * the following ways: To retrieve the port settings for a fleet,
- * identify the fleet's unique identifier. To check the status
- * of recent updates to a fleet remote location, specify the fleet ID and a
+ * fleet must use a port that falls within this range. Use this operation
+ * in the following ways: To retrieve the port settings for a
+ * fleet, identify the fleet's unique identifier. To check the
+ * status of recent updates to a fleet remote location, specify the fleet ID and a
* location. Port setting updates can take time to propagate across all locations.
* If successful, a set of Retrieves information about the EC2 instances in an Amazon GameLift managed
* fleet, including instance ID, connection data, and status. You can use this
* operation with a multi-location fleet to get location-specific instance
- * information. As an alternative, use the operations ListCompute and
- * DescribeCompute to retrieve information for compute resources, including
- * EC2 and Anywhere fleets. You can call this operation in the following
- * ways: To get information on all instances in a fleet's home
- * Region, specify the fleet ID. To get information on all
- * instances in a fleet's remote location, specify the fleet ID and location
- * name. To get information on a specific instance in a fleet,
- * specify the fleet ID and instance ID. Use the pagination
- * parameters to retrieve results as a set of sequential pages. If
- * successful, this operation returns Learn
- * more 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: To get information on all instances in a fleet's home Region, specify the
+ * fleet ID. To get information on all instances in a fleet's
+ * remote location, specify the fleet ID and location name. To
+ * get information on a specific instance in a fleet, specify the fleet ID and
+ * instance ID. Use the pagination parameters to retrieve
+ * results as a set of sequential pages. If successful, this operation
+ * returns Learn more Remotely
* connect to fleet instances Debug
@@ -2686,14 +2695,15 @@ namespace GameLift
/**
* 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
- * Learn
- * more To get the current runtime configuration for a fleet, provide the fleet ID.
+ * If successful, a Learn more Setting
* up Amazon GameLift fleets Running
@@ -2966,10 +2976,10 @@ namespace GameLift
* 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 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
@@ -3193,17 +3203,16 @@ namespace GameLift
* Amazon Web Services Region. Use the pagination parameters to retrieve results in
* a set of sequential pages. This operation returns only the latest version
* of each definition. To retrieve all versions of a container group definition,
- * use ListContainerGroupDefinitionVersions. Request options:
- * Retrieve the most recent versions of all container group
- * definitions. Retrieve the most recent versions of all
- * container group definitions, filtered by type. Specify the container group type
- * to filter on. Results: If successful, this
- * operation returns the complete properties of a set of container group definition
- * versions that match the request. This operation returns the list
- * of container group definitions in no particular order. Learn
- * more Request options: Retrieve the most recent versions
+ * of all container group definitions. Retrieve the most recent
+ * versions of all container group definitions, filtered by type. Specify the
+ * container group type to filter on. Results: If successful, this operation returns the complete properties of a set of
+ * container group definition versions that match the request. This
+ * operation returns the list of container group definitions in no particular
+ * order. Retrieves a collection of container fleet deployments in an Amazon Web
- * Services Region. Request options Get a list of
- * all deployments. Call this operation without specifying a fleet ID. Get a list of all deployments for a fleet. Specify the container fleet
- * ID or ARN value. To get a list of all Realtime Servers fleets
- * with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential
- * pages. Results If successful, this operation returns a
- * list of deployments that match the request parameters. A NextToken value is also
- * returned if there are more result pages to retrieve. Fleet IDs are
- * returned in no particular order. Request options Get a list
+ * of all deployments. Call this operation without specifying a fleet ID. Get a list of all deployments for a fleet. Specify the container
+ * fleet ID or ARN value. 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.
IpPermission
objects is
* returned for the requested fleet ID. When specifying a location, this operation
@@ -2501,19 +2508,21 @@ namespace GameLift
*
Instance
objects for each
- * requested instance, listed in no particular order. If you call this operation
- * for an Anywhere fleet, you receive an InvalidRequestException.
Instance
objects for each requested instance, listed in no
+ * particular order. If you call this operation for an Anywhere fleet, you receive
+ * an InvalidRequestException.RuntimeConfiguration
object is returned for the requested fleet. If
- * the requested fleet has been deleted, the result set is empty.RuntimeConfiguration
object is returned
+ * for the requested fleet. If the requested fleet has been deleted, the result set
+ * is empty.
See Also:
ListContainerGroupDefinitionVersions.
See Also:
AWS
* API Reference
- * See Also:
See Also:
AWS
* API Reference
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 + * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessions.html">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.
gameSessionId -- A * unique identifier for the game session. You can use either a @@ -3753,8 +3761,9 @@ namespace GameLift * names do not need to be unique to a game session.
* gameSessionProperties -- A set of key-value pairs that can store custom
* data in a game session. For example: {"Key": "difficulty", "Value":
- * "novice"}
. The filter expression must specify the GameProperty --
- * a Key
and a string Value
to search for the game
+ * "novice"}. The filter expression must specify the https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameProperty
+ * -- a Key
and a string Value
to search for the game
* sessions.
For example, to search for the above key-value pair, specify
* the following search filter: gameSessionProperties.difficulty =
* "novice"
. All game property values are searched as strings.
For
@@ -3870,8 +3879,8 @@ namespace GameLift
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionPlacement.html">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.
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:
With a graceful termination, the Amazon GameLift + * service prompts the server process to initiate its normal game session shutdown + * sequence. This sequence is implemented in the game server code and might involve + * a variety of actions to gracefully end a game session, such as notifying + * players, and stop the server process.
With a forceful + * termination, the Amazon GameLift service takes immediate action to terminate the + * game session by stopping the server process. Termination occurs without the + * normal game session shutdown sequence.
Request + * options
Request termination for a single game session. + * Provide the game session ID and the termination method.
+ * 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.
Removes a tag assigned to a Amazon GameLift resource. You can use resource * tags to organize Amazon Web Services resources for a range of purposes. This @@ -4292,8 +4351,9 @@ namespace GameLift /** *
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 + * 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.
Update fleet properties that result in a * fleet deployment. Include only those properties that you want to change. Specify @@ -4363,8 +4423,9 @@ namespace GameLift * 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.
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
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
+ * Learn
+ * more Setting
* up Amazon GameLift fleets DescribeFleetPortSettings
with a location name.See Also:
AWS
diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/GameLiftServiceClientModel.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/GameLiftServiceClientModel.h
index 53f6e155e91..44659ce4d2c 100644
--- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/GameLiftServiceClientModel.h
+++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/GameLiftServiceClientModel.h
@@ -113,6 +113,7 @@
#include
You need Amazon Web Services * credentials for the following tasks:
To upload a game server
* build directly to Amazon GameLift S3 storage using CreateBuild
. To
- * get access for this task, call RequestUploadCredentials.
To remotely connect to an active Amazon GameLift fleet instances. To get - * remote access, call GetComputeAccess.
To remotely connect to an active Amazon GameLift fleet instances. + * To get remote access, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess.html.
+ *Indicates whether a TLS/SSL certificate is generated for a fleet.
- *Valid values include:
GENERATED -- Generate a - * TLS/SSL certificate for this fleet.
DISABLED -- + *
Valid values include:
GENERATED - Generate a + * TLS/SSL certificate for this fleet.
DISABLED - * (default) Do not generate a TLS/SSL certificate for this fleet.
A unique identifier for a container in a container fleet compute.
- * Returned by: DescribeCompute
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 + * down before ContainerB.
Part of: GameServerContainerDefinition, + * GameServerContainerDefinitionInput, + * SupportContainerDefinition, + * SupportContainerDefinitionInput *
An environment variable to set inside a container, in the form of a key-value - * pair.
Part of: GameServerContainerDefinition, - * GameServerContainerDefinitionInput, SupportContainerDefinition, - * SupportContainerDefinitionInput
Part of: GameServerContainerDefinition, + * GameServerContainerDefinitionInput, + * SupportContainerDefinition, + * SupportContainerDefinitionInput + *
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
Used with: CreateContainerGroupDefinition + *
Returned by: DescribeContainerGroupDefinition, + * ListContainerGroupDefinitions, + * UpdateContainerGroupDefinition + *
Additional information about a container group definition that's in
* FAILED
status. Possible reasons include:
An * internal issue prevented Amazon GameLift from creating the container group - * definition resource. Delete the failed resource and call - * CreateContainerGroupDefinitionagain.
An access-denied - * message means that you don't have permissions to access the container image on - * ECR. See + * definition resource. Delete the failed resource and call CreateContainerGroupDefinitionagain. + *
An access-denied message means that you don't have + * permissions to access the container image on ECR. See * IAM permission examples for help setting up required IAM permissions for * Amazon GameLift.
The ImageUri
value for at least
* one of the containers in the container group definition was invalid or not found
diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/ContainerHealthCheck.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/ContainerHealthCheck.h
index a81538b2a52..a7269741f5c 100644
--- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/ContainerHealthCheck.h
+++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/ContainerHealthCheck.h
@@ -38,8 +38,11 @@ namespace Model
* 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
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 + * container on a fleet instance.
Related to: ContainerAttribute + *
Use with: GetComputeAccess *
A mount point that binds a container to a file or directory on the host - * system.
Part of: GameServerContainerDefinition, - * GameServerContainerDefinitionInput, SupportContainerDefinition, - * SupportContainerDefinitionInput
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 + *
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
Part of: GameServerContainerDefinition, + * GameServerContainerDefinitionInput, + * SupportContainerDefinition, + * SupportContainerDefinitionInput + *
A set of one or more port numbers that can be opened on the container.
- *Part of: ContainerPortConfiguration
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 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.
*/ diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateContainerFleetRequest.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateContainerFleetRequest.h index 919606674d3..d8550cc5fc0 100644 --- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateContainerFleetRequest.h +++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateContainerFleetRequest.h @@ -85,9 +85,11 @@ namespace Model * 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.
+ *Create a container group definition by calling CreateContainerGroupDefinition. + * This operation creates a ContainerGroupDefinition + * resource.
*/ inline const Aws::String& GetGameServerContainerGroupDefinitionName() const{ return m_gameServerContainerGroupDefinitionName; } inline bool GameServerContainerGroupDefinitionNameHasBeenSet() const { return m_gameServerContainerGroupDefinitionNameHasBeenSet; } @@ -107,9 +109,11 @@ namespace Model * 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.
+ *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.
*/ inline const Aws::String& GetPerInstanceContainerGroupDefinitionName() const{ return m_perInstanceContainerGroupDefinitionName; } inline bool PerInstanceContainerGroupDefinitionNameHasBeenSet() const { return m_perInstanceContainerGroupDefinitionNameHasBeenSet; } diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateFleetRequest.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateFleetRequest.h index bebb626dcfd..5f871f5bcbf 100644 --- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateFleetRequest.h +++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateFleetRequest.h @@ -184,11 +184,12 @@ namespace Model *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.
+ * 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. */ inline const Aws::VectorThe type of compute resource used to host your game servers.
EC2
– The game server build is deployed to Amazon EC2 instances
* for cloud hosting. This is the default setting.
- * ANYWHERE
– Your game server and supporting software is deployed to
- * compute resources that are provided and managed by you. With this compute type,
- * you can also set the AnywhereConfiguration
parameter.
ANYWHERE
– Game servers and supporting software are deployed to
+ * compute resources that you provide and manage. With this compute type, you can
+ * also set the AnywhereConfiguration
parameter. FLEET_VPC_PEERING_DELETED -- A VPC peering connection has - * been successfully deleted.
Container group events: - *
CONTAINER_GROUP_REGISTRATION_FAILED – A game server container
- * group started, but timed out before calling RegisterCompute
.
CONTAINER_GROUP_CRASHED A game server container group started and
- * terminated without calling RegisterCompute
.
- * Spot instance events:
INSTANCE_INTERRUPTED -- A spot - * instance was interrupted by EC2 with a two-minute notification.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of - * interruption and is scheduled to be recycled once it has no active game - * sessions.
Server process events:
SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not - * be found based on the Fleet runtime configuration. Check that the launch path is - * correct based on the operating system of the Fleet.
SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call
- * InitSDK()
within the time expected (5 minutes). Check your game
- * session log to see why InitSDK()
was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call + * been successfully deleted.
Spot instance events:
+ *INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 + * with a two-minute notification.
INSTANCE_RECYCLED -- A spot + * instance was determined to have a high risk of interruption and is scheduled to + * be recycled once it has no active game sessions.
Server + * process events:
SERVER_PROCESS_INVALID_PATH -- The game + * server executable or script could not be found based on the Fleet runtime + * configuration. Check that the launch path is correct based on the operating + * system of the Fleet.
SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT
+ * -- The server process did not call InitSDK()
within the time
+ * expected (5 minutes). Check your game session log to see why
+ * InitSDK()
was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call
* ProcessReady()
within the time expected (5 minutes) after calling
* InitSDK()
. Check your game session log to see why
* ProcessReady()
was not called in time.
- * Returned by: DescribeFleetAttributes
ComputeType
is "EC2".
+ * where ComputeType
is EC2
.
*/
inline const EC2InstanceType& GetInstanceType() const{ return m_instanceType; }
inline bool InstanceTypeHasBeenSet() const { return m_instanceTypeHasBeenSet; }
@@ -332,10 +333,11 @@ namespace Model
/**
* The type of game session protection to set on all new instances that are
* started in the fleet. This attribute is used with fleets where
- * ComputeType
is "EC2".
NoProtection -- The - * game session can be terminated during a scale-down event.
- * FullProtection -- If the game session is in an ACTIVE
- * status, it cannot be terminated during a scale-down event.
ComputeType
is EC2
. + * NoProtection -- The game session can be terminated during a scale-down + * event.
FullProtection -- If the game session is in an
+ * ACTIVE
status, it cannot be terminated during a scale-down
+ * event.
The operating system of the fleet's computing resources. A fleet's operating
* system is determined by the OS of the build or script that is deployed on this
* fleet. This attribute is used with fleets where ComputeType
is
- * "EC2".
Amazon Linux 2 (AL2) will reach end of support on - * 6/30/2025. See more details in the 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,
+ * 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
@@ -382,7 +384,8 @@ namespace Model
* 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".ComputeType
is
+ * EC2
.
A list of fleet activity that has been suspended using StopFleetActions.
* This includes fleet auto-scaling. This attribute is used with fleets where
- * ComputeType
is "EC2".
ComputeType
is EC2
.
*/
inline const Aws::VectorComputeType
is "EC2".
+ * fleets where ComputeType
is EC2
.
*/
inline const Aws::String& GetInstanceRoleArn() const{ return m_instanceRoleArn; }
inline bool InstanceRoleArnHasBeenSet() const { return m_instanceRoleArnHasBeenSet; }
@@ -465,7 +468,7 @@ namespace Model
///@{
/**
- * Amazon GameLift Anywhere configuration options.
+ *A set of attributes that are specific to an Anywhere fleet.
*/ inline const AnywhereConfiguration& GetAnywhereConfiguration() const{ return m_anywhereConfiguration; } inline bool AnywhereConfigurationHasBeenSet() const { return m_anywhereConfigurationHasBeenSet; } @@ -485,7 +488,8 @@ namespace Model * about using shared credentials, see * Communicate with other Amazon Web Services resources from your fleets. This - * attribute is used with fleets whereComputeType
is "EC2".
+ * attribute is used with fleets where ComputeType
is
+ * EC2
.
*/
inline const InstanceRoleCredentialsProvider& GetInstanceRoleCredentialsProvider() const{ return m_instanceRoleCredentialsProvider; }
inline bool InstanceRoleCredentialsProviderHasBeenSet() const { return m_instanceRoleCredentialsProviderHasBeenSet; }
diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/FleetDeployment.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/FleetDeployment.h
index a3cdfcb66b0..25e9d5ff3ac 100644
--- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/FleetDeployment.h
+++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/FleetDeployment.h
@@ -87,7 +87,9 @@ namespace Model
///@{
/**
* The unique identifier for the version of the game server container group - * definition to roll back to if deployment fails.
+ * 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. */ inline const Aws::String& GetRollbackGameServerBinaryArn() const{ return m_rollbackGameServerBinaryArn; } inline bool RollbackGameServerBinaryArnHasBeenSet() const { return m_rollbackGameServerBinaryArnHasBeenSet; } @@ -102,7 +104,7 @@ namespace Model ///@{ /** *The unique identifier for the version of the per-instance container group - * definition that is being deployed.
+ * definition that is being deployed. */ inline const Aws::String& GetPerInstanceBinaryArn() const{ return m_perInstanceBinaryArn; } inline bool PerInstanceBinaryArnHasBeenSet() const { return m_perInstanceBinaryArnHasBeenSet; } @@ -117,7 +119,9 @@ namespace Model ///@{ /** *The unique identifier for the version of the per-instance container group - * definition to roll back to if deployment fails.
+ * 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. */ inline const Aws::String& GetRollbackPerInstanceBinaryArn() const{ return m_rollbackPerInstanceBinaryArn; } inline bool RollbackPerInstanceBinaryArnHasBeenSet() const { return m_rollbackPerInstanceBinaryArnHasBeenSet; } diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameServerContainerDefinition.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameServerContainerDefinition.h index 231d1f17fe2..70cf42b8b0f 100644 --- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameServerContainerDefinition.h +++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameServerContainerDefinition.h @@ -35,10 +35,17 @@ namespace Model * 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
Part of: ContainerGroupDefinition + *
Returned by: DescribeContainerGroupDefinition, + * ListContainerGroupDefinitions, + * UpdateContainerGroupDefinition + *
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
Use with: + * CreateContainerGroupDefinition, + * UpdateContainerGroupDefinition + *
Returned by: DescribeFleetCapacity, - * DescribeFleetLocationCapacity
Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html, + * https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html + *
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.
Provides additional information about game session status.
+ * INTERRUPTED
-- The game session was hosted on an EC2 Spot instance
+ * that was reclaimed, causing the active game session to be stopped.
TRIGGERED_ON_PROCESS_TERMINATE
– The game session was
+ * stopped by calling TerminateGameSession
with the termination mode
+ * TRIGGER_ON_PROCESS_TERMINATE
.
+ * FORCE_TERMINATED
– The game session was stopped by calling
+ * TerminateGameSession
with the termination mode
+ * FORCE_TERMINATE
.
Indicates whether or not the game session is accepting new players.
+ *Indicates whether the game session is accepting new players.
*/ inline const PlayerSessionCreationPolicy& GetPlayerSessionCreationPolicy() const{ return m_playerSessionCreationPolicy; } inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; } diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionPlacement.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionPlacement.h index 0e13b8708d2..52b2a4f3eda 100644 --- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionPlacement.h +++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionPlacement.h @@ -37,9 +37,10 @@ namespace Model * 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..
- * CANCELLED -- The placement request was * canceled.
TIMED_OUT -- A new game session was not - * successfully created before the time limit expired. You can resubmit as a new + * successfully created before the time limit expired. You can resubmit the * placement request as needed.
FAILED -- Amazon GameLift * is not able to complete the process of placing the game session. Common reasons * are the game session terminated before the placement process was completed, or diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionStatusReason.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionStatusReason.h index 7202c12474f..d0892e0d3b0 100644 --- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionStatusReason.h +++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionStatusReason.h @@ -16,7 +16,9 @@ namespace Model enum class GameSessionStatusReason { NOT_SET, - INTERRUPTED + INTERRUPTED, + TRIGGERED_ON_PROCESS_TERMINATE, + FORCE_TERMINATED }; namespace GameSessionStatusReasonMapper diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GetComputeAccessRequest.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GetComputeAccessRequest.h index 115f7f5a517..b5d7b7a3c1d 100644 --- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GetComputeAccessRequest.h +++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GetComputeAccessRequest.h @@ -52,8 +52,9 @@ namespace Model ///@{ /** *
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.
+ * an EC2 fleet compute, use the instance ID. Use https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute.html + * to retrieve compute identifiers. */ inline const Aws::String& GetComputeName() const{ return m_computeName; } inline bool ComputeNameHasBeenSet() const { return m_computeNameHasBeenSet; } diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/InstanceAccess.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/InstanceAccess.h index b5496284212..fc4308c20e9 100644 --- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/InstanceAccess.h +++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/InstanceAccess.h @@ -28,7 +28,9 @@ namespace Model /** *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.
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.
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.
For Realtime Servers fleets, Amazon GameLift automatically opens + * two port ranges, one for TCP messaging and one for UDP.
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.
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.
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
Part of: ContainerGroupDefinition + *
Returned by: DescribeContainerGroupDefinition, + * ListContainerGroupDefinitions, + * UpdateContainerGroupDefinition + *
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$TotalMemoryLimitMebibytes
+ * ContainerGroupDefinition + * TotalMemoryLimitMebibytes */ inline int GetMemoryHardLimitMebibytes() const{ return m_memoryHardLimitMebibytes; } inline bool MemoryHardLimitMebibytesHasBeenSet() const { return m_memoryHardLimitMebibytesHasBeenSet; } @@ -202,8 +210,9 @@ namespace Model /** *The number of vCPU units that are reserved for the container. If no resources * are reserved, the container shares the total vCPU limit for the container - * group.
Related data type: - * ContainerGroupDefinition$TotalVcpuLimit
+ * group.Related data type: ContainerGroupDefinition + * TotalVcpuLimit
*/ inline double GetVcpu() const{ return m_vcpu; } inline bool VcpuHasBeenSet() const { return m_vcpuHasBeenSet; } diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/SupportContainerDefinitionInput.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/SupportContainerDefinitionInput.h index e4700758f7c..8a46778bfd4 100644 --- a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/SupportContainerDefinitionInput.h +++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/SupportContainerDefinitionInput.h @@ -35,9 +35,12 @@ namespace Model * 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 + * properties of a deployed support container, see SupportContainerDefinition.
+ *Use with: CreateContainerGroupDefinition, + * UpdateContainerGroupDefinition *
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
+ *
*/
inline int GetMemoryHardLimitMebibytes() const{ return m_memoryHardLimitMebibytes; }
inline bool MemoryHardLimitMebibytesHasBeenSet() const { return m_memoryHardLimitMebibytesHasBeenSet; }
@@ -211,7 +216,9 @@ namespace Model
* 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
+ * Related data type: ContainerGroupDefinition + * TotalCpuLimit */ inline double GetVcpu() const{ return m_vcpu; } inline bool VcpuHasBeenSet() const { return m_vcpuHasBeenSet; } diff --git a/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/TerminateGameSessionRequest.h b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/TerminateGameSessionRequest.h new file mode 100644 index 00000000000..cabfea040b5 --- /dev/null +++ b/generated/src/aws-cpp-sdk-gamelift/include/aws/gamelift/model/TerminateGameSessionRequest.h @@ -0,0 +1,89 @@ +/** + * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. + * SPDX-License-Identifier: Apache-2.0. + */ + +#pragma once +#includeA 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>
.
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.
Update a container group definition by calling - * UpdateContainerGroupDefinition. This operation creates a - * ContainerGroupDefinition resource with an incremented version.
+ *Update a container group definition by calling UpdateContainerGroupDefinition. + * This operation creates a ContainerGroupDefinition + * resource with an incremented version.
*/ inline const Aws::String& GetGameServerContainerGroupDefinitionName() const{ return m_gameServerContainerGroupDefinitionName; } inline bool GameServerContainerGroupDefinitionNameHasBeenSet() const { return m_gameServerContainerGroupDefinitionNameHasBeenSet; } @@ -86,10 +88,13 @@ namespace Model * 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
.
To remove a fleet's per-instance
+ * container group definition, leave this parameter empty and use the parameter
+ * RemoveAttributes
.
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.
NoProtection -- The game session can be terminated + * during a scale-down event.
FullProtection -- If the
+ * game session is in an ACTIVE
status, it cannot be terminated during
+ * a scale-down event.
Game session protection policy to apply to this game session only.
NoProtection -- The game session can be terminated during a - * scale-down event.
FullProtection -- If the game
- * session is in an ACTIVE
status, it cannot be terminated during a
- * scale-down event.
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.
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 diff --git a/generated/src/aws-cpp-sdk-organizations/include/aws/organizations/model/ConstraintViolationExceptionReason.h b/generated/src/aws-cpp-sdk-organizations/include/aws/organizations/model/ConstraintViolationExceptionReason.h index 9e0d3c61a9c..6c14b7b1f85 100644 --- a/generated/src/aws-cpp-sdk-organizations/include/aws/organizations/model/ConstraintViolationExceptionReason.h +++ b/generated/src/aws-cpp-sdk-organizations/include/aws/organizations/model/ConstraintViolationExceptionReason.h @@ -50,7 +50,8 @@ namespace Model 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 }; namespace ConstraintViolationExceptionReasonMapper diff --git a/generated/src/aws-cpp-sdk-organizations/source/model/ConstraintViolationExceptionReason.cpp b/generated/src/aws-cpp-sdk-organizations/source/model/ConstraintViolationExceptionReason.cpp index f22afca5ee8..b43e0678dd8 100644 --- a/generated/src/aws-cpp-sdk-organizations/source/model/ConstraintViolationExceptionReason.cpp +++ b/generated/src/aws-cpp-sdk-organizations/source/model/ConstraintViolationExceptionReason.cpp @@ -55,6 +55,7 @@ namespace Aws static const int INVALID_PAYMENT_INSTRUMENT_HASH = HashingUtils::HashString("INVALID_PAYMENT_INSTRUMENT"); static const int ACCOUNT_CREATION_NOT_COMPLETE_HASH = HashingUtils::HashString("ACCOUNT_CREATION_NOT_COMPLETE"); static const int CANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR_HASH = HashingUtils::HashString("CANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR"); + static const int ALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED_HASH = HashingUtils::HashString("ALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED"); ConstraintViolationExceptionReason GetConstraintViolationExceptionReasonForName(const Aws::String& name) @@ -200,6 +201,10 @@ namespace Aws { return ConstraintViolationExceptionReason::CANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR; } + else if (hashCode == ALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED_HASH) + { + return ConstraintViolationExceptionReason::ALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED; + } EnumParseOverflowContainer* overflowContainer = Aws::GetEnumOverflowContainer(); if(overflowContainer) { @@ -286,6 +291,8 @@ namespace Aws return "ACCOUNT_CREATION_NOT_COMPLETE"; case ConstraintViolationExceptionReason::CANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR: return "CANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR"; + case ConstraintViolationExceptionReason::ALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED: + return "ALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED"; default: EnumParseOverflowContainer* overflowContainer = Aws::GetEnumOverflowContainer(); if(overflowContainer) diff --git a/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/AdditionalS3DataSource.h b/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/AdditionalS3DataSource.h index b0a0374fb53..ff17821a2d4 100644 --- a/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/AdditionalS3DataSource.h +++ b/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/AdditionalS3DataSource.h @@ -81,6 +81,20 @@ namespace Model inline AdditionalS3DataSource& WithCompressionType(const CompressionType& value) { SetCompressionType(value); return *this;} inline AdditionalS3DataSource& WithCompressionType(CompressionType&& value) { SetCompressionType(std::move(value)); return *this;} ///@} + + ///@{ + /** + *
The ETag associated with S3 URI.
+ */ + inline const Aws::String& GetETag() const{ return m_eTag; } + inline bool ETagHasBeenSet() const { return m_eTagHasBeenSet; } + inline void SetETag(const Aws::String& value) { m_eTagHasBeenSet = true; m_eTag = value; } + inline void SetETag(Aws::String&& value) { m_eTagHasBeenSet = true; m_eTag = std::move(value); } + inline void SetETag(const char* value) { m_eTagHasBeenSet = true; m_eTag.assign(value); } + inline AdditionalS3DataSource& WithETag(const Aws::String& value) { SetETag(value); return *this;} + inline AdditionalS3DataSource& WithETag(Aws::String&& value) { SetETag(std::move(value)); return *this;} + inline AdditionalS3DataSource& WithETag(const char* value) { SetETag(value); return *this;} + ///@} private: AdditionalS3DataSourceDataType m_s3DataType; @@ -91,6 +105,9 @@ namespace Model CompressionType m_compressionType; bool m_compressionTypeHasBeenSet = false; + + Aws::String m_eTag; + bool m_eTagHasBeenSet = false; }; } // namespace Model diff --git a/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/ModelPackageContainerDefinition.h b/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/ModelPackageContainerDefinition.h index 080ef971de1..011478ce9cf 100644 --- a/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/ModelPackageContainerDefinition.h +++ b/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/ModelPackageContainerDefinition.h @@ -226,6 +226,20 @@ namespace Model inline ModelPackageContainerDefinition& WithAdditionalS3DataSource(const AdditionalS3DataSource& value) { SetAdditionalS3DataSource(value); return *this;} inline ModelPackageContainerDefinition& WithAdditionalS3DataSource(AdditionalS3DataSource&& value) { SetAdditionalS3DataSource(std::move(value)); return *this;} ///@} + + ///@{ + /** + *The ETag associated with Model Data URL.
+ */ + inline const Aws::String& GetModelDataETag() const{ return m_modelDataETag; } + inline bool ModelDataETagHasBeenSet() const { return m_modelDataETagHasBeenSet; } + inline void SetModelDataETag(const Aws::String& value) { m_modelDataETagHasBeenSet = true; m_modelDataETag = value; } + inline void SetModelDataETag(Aws::String&& value) { m_modelDataETagHasBeenSet = true; m_modelDataETag = std::move(value); } + inline void SetModelDataETag(const char* value) { m_modelDataETagHasBeenSet = true; m_modelDataETag.assign(value); } + inline ModelPackageContainerDefinition& WithModelDataETag(const Aws::String& value) { SetModelDataETag(value); return *this;} + inline ModelPackageContainerDefinition& WithModelDataETag(Aws::String&& value) { SetModelDataETag(std::move(value)); return *this;} + inline ModelPackageContainerDefinition& WithModelDataETag(const char* value) { SetModelDataETag(value); return *this;} + ///@} private: Aws::String m_containerHostname; @@ -263,6 +277,9 @@ namespace Model AdditionalS3DataSource m_additionalS3DataSource; bool m_additionalS3DataSourceHasBeenSet = false; + + Aws::String m_modelDataETag; + bool m_modelDataETagHasBeenSet = false; }; } // namespace Model diff --git a/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/S3ModelDataSource.h b/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/S3ModelDataSource.h index 955d61e8ae9..796fd2b242c 100644 --- a/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/S3ModelDataSource.h +++ b/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/S3ModelDataSource.h @@ -168,6 +168,34 @@ namespace Model inline S3ModelDataSource& WithManifestS3Uri(Aws::String&& value) { SetManifestS3Uri(std::move(value)); return *this;} inline S3ModelDataSource& WithManifestS3Uri(const char* value) { SetManifestS3Uri(value); return *this;} ///@} + + ///@{ + /** + *The ETag associated with S3 URI.
+ */ + inline const Aws::String& GetETag() const{ return m_eTag; } + inline bool ETagHasBeenSet() const { return m_eTagHasBeenSet; } + inline void SetETag(const Aws::String& value) { m_eTagHasBeenSet = true; m_eTag = value; } + inline void SetETag(Aws::String&& value) { m_eTagHasBeenSet = true; m_eTag = std::move(value); } + inline void SetETag(const char* value) { m_eTagHasBeenSet = true; m_eTag.assign(value); } + inline S3ModelDataSource& WithETag(const Aws::String& value) { SetETag(value); return *this;} + inline S3ModelDataSource& WithETag(Aws::String&& value) { SetETag(std::move(value)); return *this;} + inline S3ModelDataSource& WithETag(const char* value) { SetETag(value); return *this;} + ///@} + + ///@{ + /** + *The ETag associated with Manifest S3URI.
+ */ + inline const Aws::String& GetManifestEtag() const{ return m_manifestEtag; } + inline bool ManifestEtagHasBeenSet() const { return m_manifestEtagHasBeenSet; } + inline void SetManifestEtag(const Aws::String& value) { m_manifestEtagHasBeenSet = true; m_manifestEtag = value; } + inline void SetManifestEtag(Aws::String&& value) { m_manifestEtagHasBeenSet = true; m_manifestEtag = std::move(value); } + inline void SetManifestEtag(const char* value) { m_manifestEtagHasBeenSet = true; m_manifestEtag.assign(value); } + inline S3ModelDataSource& WithManifestEtag(const Aws::String& value) { SetManifestEtag(value); return *this;} + inline S3ModelDataSource& WithManifestEtag(Aws::String&& value) { SetManifestEtag(std::move(value)); return *this;} + inline S3ModelDataSource& WithManifestEtag(const char* value) { SetManifestEtag(value); return *this;} + ///@} private: Aws::String m_s3Uri; @@ -187,6 +215,12 @@ namespace Model Aws::String m_manifestS3Uri; bool m_manifestS3UriHasBeenSet = false; + + Aws::String m_eTag; + bool m_eTagHasBeenSet = false; + + Aws::String m_manifestEtag; + bool m_manifestEtagHasBeenSet = false; }; } // namespace Model diff --git a/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/SourceAlgorithm.h b/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/SourceAlgorithm.h index 5144655a603..3dc8b9e8c63 100644 --- a/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/SourceAlgorithm.h +++ b/generated/src/aws-cpp-sdk-sagemaker/include/aws/sagemaker/model/SourceAlgorithm.h @@ -72,6 +72,20 @@ namespace Model inline SourceAlgorithm& WithModelDataSource(ModelDataSource&& value) { SetModelDataSource(std::move(value)); return *this;} ///@} + ///@{ + /** + *The ETag associated with Model Data URL.
+ */ + inline const Aws::String& GetModelDataETag() const{ return m_modelDataETag; } + inline bool ModelDataETagHasBeenSet() const { return m_modelDataETagHasBeenSet; } + inline void SetModelDataETag(const Aws::String& value) { m_modelDataETagHasBeenSet = true; m_modelDataETag = value; } + inline void SetModelDataETag(Aws::String&& value) { m_modelDataETagHasBeenSet = true; m_modelDataETag = std::move(value); } + inline void SetModelDataETag(const char* value) { m_modelDataETagHasBeenSet = true; m_modelDataETag.assign(value); } + inline SourceAlgorithm& WithModelDataETag(const Aws::String& value) { SetModelDataETag(value); return *this;} + inline SourceAlgorithm& WithModelDataETag(Aws::String&& value) { SetModelDataETag(std::move(value)); return *this;} + inline SourceAlgorithm& WithModelDataETag(const char* value) { SetModelDataETag(value); return *this;} + ///@} + ///@{ /** *The name of an algorithm that was used to create the model package. The @@ -95,6 +109,9 @@ namespace Model ModelDataSource m_modelDataSource; bool m_modelDataSourceHasBeenSet = false; + Aws::String m_modelDataETag; + bool m_modelDataETagHasBeenSet = false; + Aws::String m_algorithmName; bool m_algorithmNameHasBeenSet = false; }; diff --git a/generated/src/aws-cpp-sdk-sagemaker/source/model/AdditionalS3DataSource.cpp b/generated/src/aws-cpp-sdk-sagemaker/source/model/AdditionalS3DataSource.cpp index 7226efbf3bc..4938231b47f 100644 --- a/generated/src/aws-cpp-sdk-sagemaker/source/model/AdditionalS3DataSource.cpp +++ b/generated/src/aws-cpp-sdk-sagemaker/source/model/AdditionalS3DataSource.cpp @@ -23,7 +23,8 @@ AdditionalS3DataSource::AdditionalS3DataSource() : m_s3DataTypeHasBeenSet(false), m_s3UriHasBeenSet(false), m_compressionType(CompressionType::NOT_SET), - m_compressionTypeHasBeenSet(false) + m_compressionTypeHasBeenSet(false), + m_eTagHasBeenSet(false) { } @@ -56,6 +57,13 @@ AdditionalS3DataSource& AdditionalS3DataSource::operator =(JsonView jsonValue) m_compressionTypeHasBeenSet = true; } + if(jsonValue.ValueExists("ETag")) + { + m_eTag = jsonValue.GetString("ETag"); + + m_eTagHasBeenSet = true; + } + return *this; } @@ -79,6 +87,12 @@ JsonValue AdditionalS3DataSource::Jsonize() const payload.WithString("CompressionType", CompressionTypeMapper::GetNameForCompressionType(m_compressionType)); } + if(m_eTagHasBeenSet) + { + payload.WithString("ETag", m_eTag); + + } + return payload; } diff --git a/generated/src/aws-cpp-sdk-sagemaker/source/model/ModelPackageContainerDefinition.cpp b/generated/src/aws-cpp-sdk-sagemaker/source/model/ModelPackageContainerDefinition.cpp index 7286c27063c..87c308d3fb9 100644 --- a/generated/src/aws-cpp-sdk-sagemaker/source/model/ModelPackageContainerDefinition.cpp +++ b/generated/src/aws-cpp-sdk-sagemaker/source/model/ModelPackageContainerDefinition.cpp @@ -30,7 +30,8 @@ ModelPackageContainerDefinition::ModelPackageContainerDefinition() : m_frameworkHasBeenSet(false), m_frameworkVersionHasBeenSet(false), m_nearestModelNameHasBeenSet(false), - m_additionalS3DataSourceHasBeenSet(false) + m_additionalS3DataSourceHasBeenSet(false), + m_modelDataETagHasBeenSet(false) { } @@ -129,6 +130,13 @@ ModelPackageContainerDefinition& ModelPackageContainerDefinition::operator =(Jso m_additionalS3DataSourceHasBeenSet = true; } + if(jsonValue.ValueExists("ModelDataETag")) + { + m_modelDataETag = jsonValue.GetString("ModelDataETag"); + + m_modelDataETagHasBeenSet = true; + } + return *this; } @@ -213,6 +221,12 @@ JsonValue ModelPackageContainerDefinition::Jsonize() const } + if(m_modelDataETagHasBeenSet) + { + payload.WithString("ModelDataETag", m_modelDataETag); + + } + return payload; } diff --git a/generated/src/aws-cpp-sdk-sagemaker/source/model/S3ModelDataSource.cpp b/generated/src/aws-cpp-sdk-sagemaker/source/model/S3ModelDataSource.cpp index 85b829a0a86..bd08ba8f849 100644 --- a/generated/src/aws-cpp-sdk-sagemaker/source/model/S3ModelDataSource.cpp +++ b/generated/src/aws-cpp-sdk-sagemaker/source/model/S3ModelDataSource.cpp @@ -26,7 +26,9 @@ S3ModelDataSource::S3ModelDataSource() : m_compressionTypeHasBeenSet(false), m_modelAccessConfigHasBeenSet(false), m_hubAccessConfigHasBeenSet(false), - m_manifestS3UriHasBeenSet(false) + m_manifestS3UriHasBeenSet(false), + m_eTagHasBeenSet(false), + m_manifestEtagHasBeenSet(false) { } @@ -80,6 +82,20 @@ S3ModelDataSource& S3ModelDataSource::operator =(JsonView jsonValue) m_manifestS3UriHasBeenSet = true; } + if(jsonValue.ValueExists("ETag")) + { + m_eTag = jsonValue.GetString("ETag"); + + m_eTagHasBeenSet = true; + } + + if(jsonValue.ValueExists("ManifestEtag")) + { + m_manifestEtag = jsonValue.GetString("ManifestEtag"); + + m_manifestEtagHasBeenSet = true; + } + return *this; } @@ -121,6 +137,18 @@ JsonValue S3ModelDataSource::Jsonize() const } + if(m_eTagHasBeenSet) + { + payload.WithString("ETag", m_eTag); + + } + + if(m_manifestEtagHasBeenSet) + { + payload.WithString("ManifestEtag", m_manifestEtag); + + } + return payload; } diff --git a/generated/src/aws-cpp-sdk-sagemaker/source/model/SourceAlgorithm.cpp b/generated/src/aws-cpp-sdk-sagemaker/source/model/SourceAlgorithm.cpp index 5cabe73f751..253e8643cf4 100644 --- a/generated/src/aws-cpp-sdk-sagemaker/source/model/SourceAlgorithm.cpp +++ b/generated/src/aws-cpp-sdk-sagemaker/source/model/SourceAlgorithm.cpp @@ -21,6 +21,7 @@ namespace Model SourceAlgorithm::SourceAlgorithm() : m_modelDataUrlHasBeenSet(false), m_modelDataSourceHasBeenSet(false), + m_modelDataETagHasBeenSet(false), m_algorithmNameHasBeenSet(false) { } @@ -47,6 +48,13 @@ SourceAlgorithm& SourceAlgorithm::operator =(JsonView jsonValue) m_modelDataSourceHasBeenSet = true; } + if(jsonValue.ValueExists("ModelDataETag")) + { + m_modelDataETag = jsonValue.GetString("ModelDataETag"); + + m_modelDataETagHasBeenSet = true; + } + if(jsonValue.ValueExists("AlgorithmName")) { m_algorithmName = jsonValue.GetString("AlgorithmName"); @@ -73,6 +81,12 @@ JsonValue SourceAlgorithm::Jsonize() const } + if(m_modelDataETagHasBeenSet) + { + payload.WithString("ModelDataETag", m_modelDataETag); + + } + if(m_algorithmNameHasBeenSet) { payload.WithString("AlgorithmName", m_algorithmName); diff --git a/generated/src/aws-cpp-sdk-sqs/include/aws/sqs/SQSClient.h b/generated/src/aws-cpp-sdk-sqs/include/aws/sqs/SQSClient.h index a4a3427eaa5..c9f25ad65e6 100644 --- a/generated/src/aws-cpp-sdk-sqs/include/aws/sqs/SQSClient.h +++ b/generated/src/aws-cpp-sdk-sqs/include/aws/sqs/SQSClient.h @@ -215,7 +215,7 @@ namespace SQS * 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 + * 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 @@ -301,16 +301,23 @@ namespace SQS * href="https://docs.aws.amazon.com/AWSSimpleQueueService/latest/SQSDeveloperGuide/limits-queues.html">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 To retrieve the URL of a
+ * queue, use the
+ * 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
+ * If you attempt to create a
+ * queue with a name that already exists but with different attribute names or
+ * values, the 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. The 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. Each time you receive a message, meaning when a consumer
+ * retrieves a message from the queue, it comes with a unique
+ * 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.GetQueueUrl
action. This action only requires the
+ * QueueName
parameter.
+ * CreateQueue
action will return the URL of the existing queue
+ * instead of creating a new one.CreateQueue
action will return an error. This ensures
+ * that existing queues are not inadvertently altered.See Also:
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).See Also:
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. See Also:
AWS
* API Reference
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 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
+ * developers to write messages to a shared queue 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
+ * 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.
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 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.
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.
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.
+ *(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.
*/ inline const Aws::String& GetQueueName() const{ return m_queueName; } inline bool QueueNameHasBeenSet() const { return m_queueNameHasBeenSet; } @@ -55,7 +56,9 @@ namespace Model ///@{ /** - *The Amazon Web Services account ID of the account that created the queue.
+ *(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.
*/ inline const Aws::String& GetQueueOwnerAWSAccountId() const{ return m_queueOwnerAWSAccountId; } inline bool QueueOwnerAWSAccountIdHasBeenSet() const { return m_queueOwnerAWSAccountIdHasBeenSet; } diff --git a/generated/src/aws-cpp-sdk-sqs/include/aws/sqs/model/ReceiveMessageRequest.h b/generated/src/aws-cpp-sdk-sqs/include/aws/sqs/model/ReceiveMessageRequest.h index 0cb59870816..76665e998ff 100644 --- a/generated/src/aws-cpp-sdk-sqs/include/aws/sqs/model/ReceiveMessageRequest.h +++ b/generated/src/aws-cpp-sdk-sqs/include/aws/sqs/model/ReceiveMessageRequest.h @@ -19,7 +19,8 @@ namespace Model { /** - *The duration (in seconds) that the received messages are hidden from
* subsequent retrieve requests after being retrieved by a
- * ReceiveMessage
request.
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.
*/ inline int GetVisibilityTimeout() const{ return m_visibilityTimeout; } inline bool VisibilityTimeoutHasBeenSet() const { return m_visibilityTimeoutHasBeenSet; } @@ -152,11 +172,12 @@ namespace Model *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 ReceiveMessageResponse object, which has a empty
+ * list instead of a Null object.
To avoid HTTP errors, ensure
+ * that the HTTP response timeout for 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 You want to create a build and upload a game build zip file from in an Amazon S3 location that you control. In this scenario, you need to give Amazon GameLift permission to access to the Amazon S3 bucket. With permission in place, call You want to create a build and upload a local game build zip file to an Amazon S3 location that's controlled by Amazon GameLift. (See the If successful, this action creates a new build resource with a unique build ID and places it in Learn more Create a Build with Files in Amazon S3 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 Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. If successful, this operation creates a new build resource with a unique build ID and places it in Learn more Create a Build with Files in Amazon S3 Creates a A container group definition determines how Amazon GameLift deploys your containers to each instance in a container fleet. You can maintain multiple versions of a container group definition. There are two types of container groups: A game server container group has the containers that run your game server application and supporting software. A game server container group can have these container types: Game server container. This container runs your game server. You can define one game server container in a game server container group. Support container. This container runs software in parallel with your game server. You can define up to 8 support containers in a game server group. When building a game server container group definition, you can choose to bundle your game server executable and all dependent software into a single game server container. Alternatively, you can separate the software into one game server container and one or more support containers. On a container fleet instance, a game server container group can be deployed multiple times (depending on the compute resources of the instance). This means that all containers in the container group are replicated together. A per-instance container group has containers for processes that aren't replicated on a container fleet instance. This might include background services, logging, test processes, or processes that need to persist independently of the game server container group. When building a per-instance container group, you can define up to 10 support containers. This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See IAM permissions for Amazon GameLift for help setting the appropriate permissions. Request options Use this operation to make the following types of requests. You can specify values for the minimum required parameters and customize optional values later. Create a game server container group definition. Provide the following required parameter values: At least one Create a per-instance container group definition. Provide the following required parameter values: At least one Results If successful, this request creates a Creates a A container group definition determines how Amazon GameLift deploys your containers to each instance in a container fleet. You can maintain multiple versions of a container group definition. There are two types of container groups: A game server container group has the containers that run your game server application and supporting software. A game server container group can have these container types: Game server container. This container runs your game server. You can define one game server container in a game server container group. Support container. This container runs software in parallel with your game server. You can define up to 8 support containers in a game server group. When building a game server container group definition, you can choose to bundle your game server executable and all dependent software into a single game server container. Alternatively, you can separate the software into one game server container and one or more support containers. On a container fleet instance, a game server container group can be deployed multiple times (depending on the compute resources of the instance). This means that all containers in the container group are replicated together. A per-instance container group has containers for processes that aren't replicated on a container fleet instance. This might include background services, logging, test processes, or processes that need to persist independently of the game server container group. When building a per-instance container group, you can define up to 10 support containers. This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See IAM permissions for Amazon GameLift for help setting the appropriate permissions. Request options Use this operation to make the following types of requests. You can specify values for the minimum required parameters and customize optional values later. Create a game server container group definition. Provide the following required parameter values: At least one Create a per-instance container group definition. Provide the following required parameter values: At least one Results If successful, this request creates a 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 Learn more Amazon GameLift service locations for managed hosting. 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 Learn more Amazon GameLift service locations for managed hosting. 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 You can use this operation in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location. If successful, Amazon GameLift initiates a workflow to start a new game session and returns a 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 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 You can use this operation in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location. If successful, Amazon GameLift initiates a workflow to start a new game session and returns a 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 Creates a script resource for your Realtime Servers script. Realtime scripts are JavaScript files that provide configuration settings and optional custom game logic for your game. Script logic is executed during an active game session. To deploy Realtime Servers for hosting, create an Amazon GameLift managed fleet with the script. To create a script resource, specify a script name and provide the script file(s). The script files and all dependencies must be combined into a single .zip file. You can upload the .zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket. If the call is successful, Amazon GameLift creates a new script resource with a unique script ID. The script is uploaded to an Amazon S3 bucket that is owned by Amazon GameLift. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions Deletes a container group definition. You can delete a container group definition if there are no fleets using the definition. Request options: Delete an entire container group definition, including all versions. Specify the container group definition name, or use an ARN value without the version number. Delete a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number. Keep the newest versions and delete all older versions. Specify the container group definition name and the number of versions to retain. For example, set Learn more Deletes a container group definition. Request options: Delete an entire container group definition, including all versions. Specify the container group definition name, or use an ARN value without the version number. Delete a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number. Keep the newest versions and delete all older versions. Specify the container group definition name and the number of versions to retain. For example, set 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: If the version is being used in an active fleet If the version is being deployed to a fleet in a deployment that's currently in progress. If the version is designated as a rollback definition in a fleet deployment that's currently in progress. Learn more Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all computes in a fleet, call ListCompute. To request information on a specific compute, provide the fleet ID and compute name. If successful, this operation returns details for the requested compute resource. Depending on the fleet's compute type, the result includes the following information: For managed EC2 fleets, this operation returns information about the EC2 instance. For Anywhere fleets, this operation returns information about the registered compute. 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: For managed EC2 fleets, this operation returns information about the EC2 instance. For Anywhere fleets, this operation returns information about the registered compute. Retrieves the resource capacity settings for one or more fleets. For a container fleet, this operation also returns counts for game server container groups. With multi-location fleets, this operation retrieves data for the fleet's home Region only. To retrieve capacity for remote locations, see DescribeFleetLocationCapacity. This operation can be used in the following ways: To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get capacity data for all fleets, do not provide a fleet identifier. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a 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 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: To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. To get capacity data for all fleets, do not provide a fleet identifier. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a 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 Retrieves a fleet's inbound connection permissions. Inbound permissions specify IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game server processes that are running in the fleet must use a port that falls within this range. To connect to game server processes on a managed container fleet, the port settings should include one or more of the container fleet's connection ports. Use this operation in the following ways: To retrieve the port settings for a fleet, identify the fleet's unique identifier. To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations. If successful, a set of Learn more Setting up Amazon GameLift fleets 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: To retrieve the port settings for a fleet, identify the fleet's unique identifier. To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations. If successful, a set of Learn more Setting up Amazon GameLift fleets Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations ListCompute and DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets. You can call this operation in the following ways: To get information on all instances in a fleet's home Region, specify the fleet ID. To get information on all instances in a fleet's remote location, specify the fleet ID and location name. To get information on a specific instance in a fleet, specify the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns Learn more Remotely connect to fleet instances Related actions 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: To get information on all instances in a fleet's home Region, specify the fleet ID. To get information on all instances in a fleet's remote location, specify the fleet ID and location name. To get information on a specific instance in a fleet, specify the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, this operation returns Learn more Remotely connect to fleet instances Related actions 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 Learn more Setting up Amazon GameLift fleets Running multiple processes on a fleet 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 Learn more Setting up Amazon GameLift fleets Running multiple processes on a fleet Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call GetComputeAccess. To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID. If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows: For a Windows instance: returns a user name and secret (password) for use with a Windows Remote Desktop client. For a Linux instance: returns a user name and secret (RSA private key) for use with an SSH client. You must save the secret to a Learn more Remotely connect to fleet instances Related actions 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: For a Windows instance: returns a user name and secret (password) for use with a Windows Remote Desktop client. For a Linux instance: returns a user name and secret (RSA private key) for use with an SSH client. You must save the secret to a Learn more Remotely connect to fleet instances Related actions Retrieves container group definitions for the Amazon Web Services account and Amazon Web Services Region. Use the pagination parameters to retrieve results in a set of sequential pages. This operation returns only the latest version of each definition. To retrieve all versions of a container group definition, use ListContainerGroupDefinitionVersions. Request options: Retrieve the most recent versions of all container group definitions. Retrieve the most recent versions of all container group definitions, filtered by type. Specify the container group type to filter on. Results: If successful, this operation returns the complete properties of a set of container group definition versions that match the request. This operation returns the list of container group definitions in no particular order. Learn more Retrieves container group definitions for the Amazon Web Services account and Amazon Web Services Region. Use the pagination parameters to retrieve results in a set of sequential pages. This operation returns only the latest version of each definition. To retrieve all versions of a container group definition, use ListContainerGroupDefinitionVersions. Request options: Retrieve the most recent versions of all container group definitions. Retrieve the most recent versions of all container group definitions, filtered by type. Specify the container group type to filter on. Results: If successful, this operation returns the complete properties of a set of container group definition versions that match the request. This operation returns the list of container group definitions in no particular order. Retrieves a collection of container fleet deployments in an Amazon Web Services Region. Request options Get a list of all deployments. Call this operation without specifying a fleet ID. Get a list of all deployments for a fleet. Specify the container fleet ID or ARN value. To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. Results If successful, this operation returns a list of deployments that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve. Fleet IDs are returned in no particular order. 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 Get a list of all deployments. Call this operation without specifying a fleet ID. Get a list of all deployments for a fleet. Specify the container fleet ID or ARN value. 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. 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: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a 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. gameSessionId -- A unique identifier for the game session. You can use either a gameSessionName -- Name assigned to a game session. Game session names do not need to be unique to a game session. gameSessionProperties -- A set of key-value pairs that can store custom data in a game session. For example: For example, to search for the above key-value pair, specify the following search filter: For examples of searching game sessions, see the ones below, and also see Search game sessions by game property. maximumSessions -- Maximum number of player sessions allowed for a game session. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for 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: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a 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. gameSessionId -- A unique identifier for the game session. You can use either a gameSessionName -- Name assigned to a game session. Game session names do not need to be unique to a game session. gameSessionProperties -- A set of key-value pairs that can store custom data in a game session. For example: For example, to search for the above key-value pair, specify the following search filter: For examples of searching game sessions, see the ones below, and also see Search game sessions by game property. maximumSessions -- Maximum number of player sessions allowed for a game session. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following: The queue name and a set of game session properties and settings A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player) Latency data for all players (if you want to optimize game play for the players) If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following: The queue name and a set of game session properties and settings A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player) Latency data for all players (if you want to optimize game play for the players) If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is 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 Ends a game session that's currently in progress. You can use this action to terminate any game session that isn't in There are two potential methods for terminating a game session: With a graceful termination, the Amazon GameLift service prompts the server process to initiate its normal game session shutdown sequence. This sequence is implemented in the game server code and might involve a variety of actions to gracefully end a game session, such as notifying players, and stop the server process. With a forceful termination, the Amazon GameLift service takes immediate action to terminate the game session by stopping the server process. Termination occurs without the normal game session shutdown sequence. Request options Request termination for a single game session. Provide the game session ID and the termination method. Results If successful, game session termination is initiated, which includes changing the game session status to Updates the properties of a managed container fleet. Depending on the properties being updated, this operation might initiate a fleet deployment. You can track deployments for a fleet using DescribeFleetDeployment. Request options As with CreateContainerFleet, many fleet properties use common defaults or are calculated based on the fleet's container group definitions. Update fleet properties that result in a fleet deployment. Include only those properties that you want to change. Specify deployment configuration settings. Update fleet properties that don't result in a fleet deployment. Include only those properties that you want to change. Changes to the following properties initiate a fleet deployment: 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 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. 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. Update fleet properties that result in a fleet deployment. Include only those properties that you want to change. Specify deployment configuration settings. Update fleet properties that don't result in a fleet deployment. Include only those properties that you want to change. Changes to the following properties initiate a fleet deployment: 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 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. Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain. The only property you can't update is the container group type. Request options: Update based on the latest version of the container group definition. Specify the container group definition name only, or use an ARN value without a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the latest version. Update based on a specific version of the container group definition. Specify the container group definition name and a source version number, or use an ARN value with a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the source version. Change a game server container definition. Provide the updated container definition. Add or change a support container definition. Provide a complete set of container definitions, including the updated definition. Remove a support container definition. Provide a complete set of container definitions, excluding the definition to remove. If the container group has only one support container definition, provide an empty set. Results: If successful, this operation returns the complete properties of the new container group definition version. If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments. Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain. The only property you can't update is the container group type. Request options: Update based on the latest version of the container group definition. Specify the container group definition name only, or use an ARN value without a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the latest version. Update based on a specific version of the container group definition. Specify the container group definition name and a source version number, or use an ARN value with a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the source version. Change a game server container definition. Provide the updated container definition. Add or change a support container definition. Provide a complete set of container definitions, including the updated definition. Remove a support container definition. Provide a complete set of container definitions, excluding the definition to remove. If the container group has only one support container definition, provide an empty set. Results: If successful, this operation returns the complete properties of the new container group definition version. If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments. 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 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 Learn more Setting up Amazon GameLift fleets 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 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 Learn more Setting up Amazon GameLift fleets The token that users must pass to the service API to use the temporary credentials. Amazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time. Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests. You need Amazon Web Services credentials for the following tasks: To upload a game server build directly to Amazon GameLift S3 storage using To remotely connect to an active Amazon GameLift fleet instances. To get remote access, call GetComputeAccess. Amazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time. Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests. You need Amazon Web Services credentials for the following tasks: To upload a game server build directly to Amazon GameLift S3 storage using To remotely connect to an active Amazon GameLift fleet instances. To get remote access, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess.html. Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values include: GENERATED -- Generate a TLS/SSL certificate for this fleet. DISABLED -- (default) Do not generate a TLS/SSL certificate for this fleet. Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values include: GENERATED - Generate a TLS/SSL certificate for this fleet. DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet. 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 The runtime ID for the container that's running in a compute. This value is unique within the compute. A unique identifier for a container in a container fleet compute. Returned by: DescribeCompute A unique identifier for a container in a container fleet compute. Returned by: DescribeCompute The condition that the dependency container must reach before the dependent container can start. Valid conditions include: START - The dependency container must have started. COMPLETE - The dependency container has run to completion (exits). Use this condition with nonessential containers, such as those that run a script and then exit. The dependency container can't be an essential container. SUCCESS - The dependency container has run to completion and exited with a zero status. The dependency container can't be an essential container. HEALTHY - The dependency container has passed its Docker health check. Use this condition with dependency containers that have health checks configured. This condition is confirmed at container group startup only. A container's dependency on another container in the same container group. The dependency impacts how the dependent container is able to start or shut down based the status of the other container. For example, ContainerA is configured with the following dependency: a eiifcbfhgrdurhnucnufkgbnbnnerrvbtjvljdetkehcPart of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput 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 Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput The environment variable value. An environment variable to set inside a container, in the form of a key-value pair. Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput An environment variable to set inside a container, in the form of a key-value pair. Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput Additional information about a container group definition that's in An internal issue prevented Amazon GameLift from creating the container group definition resource. Delete the failed resource and call CreateContainerGroupDefinitionagain. An access-denied message means that you don't have permissions to access the container image on ECR. See IAM permission examples for help setting up required IAM permissions for Amazon GameLift. The At least one of the container images referenced in the container group definition exceeds the allowed size. For size limits, see Amazon GameLift endpoints and quotas. At least one of the container images referenced in the container group definition uses a different operating system than the one defined for the container group. Additional information about a container group definition that's in An internal issue prevented Amazon GameLift from creating the container group definition resource. Delete the failed resource and call CreateContainerGroupDefinitionagain. An access-denied message means that you don't have permissions to access the container image on ECR. See IAM permission examples for help setting up required IAM permissions for Amazon GameLift. The At least one of the container images referenced in the container group definition exceeds the allowed size. For size limits, see Amazon GameLift endpoints and quotas. At least one of the container images referenced in the container group definition uses a different operating system than the one defined for the container group. 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 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 The time period (in seconds) to wait for a health check to succeed before counting a failed health check. 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. Part of: SupportContainerDefinition, SupportContainerDefinitionInput 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. Part of: SupportContainerDefinition, SupportContainerDefinitionInput The runtime ID for the container that's running in a compute. This value is unique within the compute. It is returned as a 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 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 The type of access for the container. A mount point that binds a container to a file or directory on the host system. Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput 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 A set of one or more container port number ranges. The ranges can't overlap. 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 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 The network protocol that these ports support. A set of one or more port numbers that can be opened on the container. Part of: ContainerPortConfiguration A set of one or more port numbers that can be opened on the container. Part of: ContainerPortConfiguration The environment that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. This parameter is required, and there's no default value. You can't change a build's operating system later. Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5. The 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. 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. 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. 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. 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. 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. 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. The type of compute resource used to host your game servers. The type of compute resource used to host your game servers. The type of event being logged. Fleet state transition events: FLEET_CREATED -- A fleet resource was successfully created with a status of FLEET_STATE_DOWNLOADING -- Fleet status changed from FLEET_STATE_VALIDATING -- Fleet status changed from FLEET_STATE_BUILDING -- Fleet status changed from FLEET_STATE_ACTIVATING -- Fleet status changed from FLEET_STATE_ACTIVE -- The fleet's status changed from FLEET_STATE_ERROR -- The Fleet's status changed to Fleet creation events (ordered by fleet creation activity): FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and Amazon GameLiftis now extracting the build files from the uploaded build. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and Amazon GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_COMPLETED_INSTALLER -- The game server build files were successfully installed and validation of the installation will begin soon. FLEET_CREATION_FAILED_INSTALLER -- The installed failed while attempting to install the build files. This event indicates that the failure occurred before Amazon GameLift could start validation. FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues. FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc. FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details. VPC peering events: FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Container group events: CONTAINER_GROUP_REGISTRATION_FAILED – A game server container group started, but timed out before calling CONTAINER_GROUP_CRASHED A game server container group started and terminated without calling Spot instance events: INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions. Server process events: SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call SERVER_PROCESS_CRASHED -- The server process exited without calling SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long. SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly within the time expected after SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected (30 seconds) after calling Game session events: GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why Other fleet events: FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings. FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting. FLEET_DELETED -- A request to delete a fleet was initiated. GENERIC_EVENT -- An unspecified event has occurred. The type of event being logged. Fleet state transition events: FLEET_CREATED -- A fleet resource was successfully created with a status of FLEET_STATE_DOWNLOADING -- Fleet status changed from FLEET_STATE_VALIDATING -- Fleet status changed from FLEET_STATE_BUILDING -- Fleet status changed from FLEET_STATE_ACTIVATING -- Fleet status changed from FLEET_STATE_ACTIVE -- The fleet's status changed from FLEET_STATE_ERROR -- The Fleet's status changed to Fleet creation events (ordered by fleet creation activity): FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and Amazon GameLiftis now extracting the build files from the uploaded build. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and Amazon GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_COMPLETED_INSTALLER -- The game server build files were successfully installed and validation of the installation will begin soon. FLEET_CREATION_FAILED_INSTALLER -- The installed failed while attempting to install the build files. This event indicates that the failure occurred before Amazon GameLift could start validation. FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues. FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc. FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details. VPC peering events: FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions. Server process events: SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call SERVER_PROCESS_CRASHED -- The server process exited without calling SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long. SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly within the time expected after SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected (30 seconds) after calling Game session events: GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why Other fleet events: FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings. FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting. FLEET_DELETED -- A request to delete a fleet was initiated. GENERIC_EVENT -- An unspecified event has occurred. The Amazon EC2 instance type that the fleet uses. Instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions. This attribute is used with fleets where 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 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 NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an 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 NoProtection -- The game session can be terminated during a scale-down event. FullProtection -- If the game session is in an 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 Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5. The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet. This attribute is used with fleets where Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5. Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time. This attribute is used with fleets where 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 A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling. This attribute is used with fleets where A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling. This attribute is used with fleets where 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 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 Amazon GameLift Anywhere configuration options. A set of attributes that are specific to an Anywhere fleet. Indicates that fleet instances maintain a shared credentials file for the IAM role defined in Indicates that fleet instances maintain a shared credentials file for the IAM role defined in Describes an Amazon GameLift fleet of game hosting resources. Attributes differ based on the fleet's compute type, as follows: EC2 fleet attributes identify a Amazon GameLift Anywhere fleets have an abbreviated set of attributes, because most fleet configurations are set directly on the fleet's computes. Attributes include fleet identifiers and descriptive properties, creation/termination time, and fleet status. Returned by: DescribeFleetAttributes Describes an Amazon GameLift fleet of game hosting resources. Attributes differ based on the fleet's compute type, as follows: EC2 fleet attributes identify a Amazon GameLift Anywhere fleets have an abbreviated set of attributes, because most fleet configurations are set directly on the fleet's computes. Attributes include fleet identifiers and descriptive properties, creation/termination time, and fleet status. Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetAttributes The unique identifier for the version of the game server container group definition to roll back to if deployment fails. 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. The unique identifier for the version of the per-instance container group definition that is being deployed. The unique identifier for the version of the per-instance container group definition that is being deployed. The unique identifier for the version of the per-instance container group definition to roll back to if deployment fails. 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. 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. 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 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 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. 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 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 The number of container groups that are in the process of shutting down. 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 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 Provides additional information about game session status. Provides additional information about game session status. Indicates whether or not the game session is accepting new players. Indicates whether the game session is accepting new players. Current status of the game session placement request. PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final. FULFILLED -- A new game session has been successfully placed. Game session properties are now final. CANCELLED -- The placement request was canceled. TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit as a new placement request as needed. FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error. Current status of the game session placement request. PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final. FULFILLED -- A new game session has been successfully placed. Game session properties are now final. CANCELLED -- The placement request was canceled. TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed. FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error. 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. 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 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 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. 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. Security credentials that are required to access the instance. 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. 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. 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. 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. 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. The network communication protocol used by the fleet. 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. 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. 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 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. 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. The number of game sessions in status The number of game sessions in status 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$TotalMemoryLimitMebibytes The amount of memory that Amazon GameLift makes available to the container. If memory limits aren't set for an individual container, the container shares the container group's total memory allocation. Related data type: ContainerGroupDefinition TotalMemoryLimitMebibytes The number of vCPU units that are reserved for the container. If no resources are reserved, the container shares the total vCPU limit for the container group. Related data type: ContainerGroupDefinition$TotalVcpuLimit 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 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 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 A specified amount of memory (in MiB) to reserve for this container. If you don't specify a container-specific memory limit, the container shares the container group's total memory allocation. Related data type: ContainerGroupDefinition TotalMemoryLimitMebibytes A 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 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 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 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 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 The service is unable to resolve the routing for a particular alias because it has a terminal A unique identifier for the game session to be terminated. A game session ARN has the following format: The method to use to terminate the game session. Available methods include: 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. 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. 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. 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 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 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 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 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 Game session protection policy to apply to this game session only. 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 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. 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 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. The type of compression used for an additional data source used in inference or training. Specify The ETag associated with S3 URI. A data source used for training or inference that is in addition to the input dataset or model data. The additional data source that is used during inference in the Docker container for your model package. The ETag associated with Model Data URL. Describes the Docker container for the model package. The Amazon S3 URI of the manifest file. The manifest file is a CSV file that stores the artifact locations. The ETag associated with S3 URI. The ETag associated with Manifest S3URI. Specifies the S3 location of ML model data to deploy. Specifies the location of ML model data to deploy during endpoint creation. The ETag associated with Model Data URL. 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. 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 An Amazon SQS message has three basic states: Sent to a queue by a producer. Received from the queue by a consumer. 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 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 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 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 An Amazon SQS message has three basic states: Sent to a queue by a producer. Received from the queue by a consumer. 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 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 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 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 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 If you provide the name of an existing queue along with the exact names and values of all the queue's attributes, If the queue name, attribute names, or attribute values don't match an existing queue, 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. 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 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 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 If you attempt to create a queue with a name that already exists but with different attribute names or values, the 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. Deletes the specified message from the specified queue. To select the message to delete, use the The 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. Deletes the specified message from the specified queue. To select the message to delete, use the Each time you receive a message, meaning when a consumer retrieves a message from the queue, it comes with a unique 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. Returns the URL of an existing Amazon SQS queue. To access a queue that belongs to another AWS account, use the The To access a queue owned by another Amazon Web Services account, use the Retrieves one or more messages (up to 10), from the specified queue. Using the Short poll is the default behavior where a weighted random set of machines is sampled on a 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 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 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. Retrieves one or more messages (up to 10), from the specified queue. Using the Short poll is the default behavior where a weighted random set of machines is sampled on a 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 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 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. The name of the queue whose URL must be fetched. Maximum 80 characters. Valid values: alphanumeric characters, hyphens ( Queue URLs and names are case-sensitive. (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. The Amazon Web Services account ID of the account that created the queue. (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. Retrieves the URL of an existing queue based on its name and, optionally, the Amazon Web Services account ID. The The specified ID is invalid. When the request to a queue is not HTTPS and SigV4. The request was not made over HTTPS or did not use SigV4 for signing. The specified queue doesn't exist. Ensure that the This parameter has been deprecated but will be supported for backward compatibility. To provide attribute names, you are encouraged to use A list of attributes that need to be returned along with each message. These attributes include: For a user, returns the user ID, for example For an IAM role, returns the IAM role ID, for example This parameter has been discontinued but will be supported for backward compatibility. To provide attribute names, you are encouraged to use A list of attributes that need to be returned along with each message. These attributes include: For a user, returns the user ID, for example For an IAM role, returns the IAM role ID, for example The duration (in seconds) that the received messages are hidden from subsequent retrieve requests after being retrieved by a The duration (in seconds) that the received messages are hidden from subsequent retrieve requests after being retrieved by a Understanding 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 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. 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 To avoid HTTP errors, ensure that the HTTP response timeout for 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 To avoid HTTP errors, ensure that the HTTP response timeout for This parameter applies only to FIFO (first-in-first-out) queues. The token used for deduplication of You can use When you set It is possible to retry the During a visibility timeout, subsequent calls with the same If a caller of the 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 If a caller of The maximum length of For best practices of using Retrieves one or more messages from a specified queue. 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. 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. The batch request contains more entries than permissible. 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.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
diff --git a/src/aws-cpp-sdk-core/include/aws/core/VersionConfig.h b/src/aws-cpp-sdk-core/include/aws/core/VersionConfig.h
index 0744b6ff8c7..65d10f5949e 100644
--- a/src/aws-cpp-sdk-core/include/aws/core/VersionConfig.h
+++ b/src/aws-cpp-sdk-core/include/aws/core/VersionConfig.h
@@ -4,7 +4,7 @@
*/
#pragma once
-#define AWS_SDK_VERSION_STRING "1.11.476"
+#define AWS_SDK_VERSION_STRING "1.11.477"
#define AWS_SDK_VERSION_MAJOR 1
#define AWS_SDK_VERSION_MINOR 11
-#define AWS_SDK_VERSION_PATCH 476
+#define AWS_SDK_VERSION_PATCH 477
diff --git a/tools/code-generation/api-descriptions/appsync-2017-07-25.normal.json b/tools/code-generation/api-descriptions/appsync-2017-07-25.normal.json
index 92f851bf5df..dfc9fae8d06 100644
--- a/tools/code-generation/api-descriptions/appsync-2017-07-25.normal.json
+++ b/tools/code-generation/api-descriptions/appsync-2017-07-25.normal.json
@@ -5602,7 +5602,8 @@
"type":"structure",
"required":[
"apiId",
- "name"
+ "name",
+ "authenticationType"
],
"members":{
"apiId":{
diff --git a/tools/code-generation/api-descriptions/gamelift-2015-10-01.normal.json b/tools/code-generation/api-descriptions/gamelift-2015-10-01.normal.json
index 828fd575a97..e456a70e3be 100644
--- a/tools/code-generation/api-descriptions/gamelift-2015-10-01.normal.json
+++ b/tools/code-generation/api-descriptions/gamelift-2015-10-01.normal.json
@@ -81,7 +81,7 @@
{"shape":"TaggingFailedException"},
{"shape":"InternalServiceException"}
],
- "documentation":"CreateBuild
action for the following scenarios:
CreateBuild
and specify a build name, the build's runtime operating system, and the Amazon S3 storage location where the build file is stored.upload-build
CLI command for this scenario.) In this scenario, you need to request temporary access credentials to the Amazon GameLift Amazon S3 location. Specify a build name and the build's runtime operating system. The response provides an Amazon S3 location and a set of temporary access credentials. Use the credentials to upload your build files to the specified Amazon S3 location (see Uploading Objects in the Amazon S3 Developer Guide). You can't update build files after uploading them to Amazon GameLift Amazon S3.INITIALIZED
status. When the build reaches READY
status, you can create fleets with it.CreateBuild
operation in the following scenarios:
INITIALIZED
status. A build must be in READY
status before you can create fleets with it.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.
Name
ContainerGroupType
(GAME_SERVER
)OperatingSystem
(omit to use default value)TotalMemoryLimitMebibytes
(omit to use default value)TotalVcpuLimit
(omit to use default value)GameServerContainerDefinition
ContainerName
ImageUrl
PortConfiguration
ServerSdkVersion
(omit to use default value)
Name
ContainerGroupType
(PER_INSTANCE
)OperatingSystem
(omit to use default value)TotalMemoryLimitMebibytes
(omit to use default value)TotalVcpuLimit
(omit to use default value)SupportContainerDefinition
ContainerName
ImageUrl
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.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.
Name
ContainerGroupType
(GAME_SERVER
)OperatingSystem
(omit to use default value)TotalMemoryLimitMebibytes
(omit to use default value)TotalVcpuLimit
(omit to use default value)GameServerContainerDefinition
ContainerName
ImageUrl
PortConfiguration
ServerSdkVersion
(omit to use default value)
Name
ContainerGroupType
(PER_INSTANCE
)OperatingSystem
(omit to use default value)TotalMemoryLimitMebibytes
(omit to use default value)TotalVcpuLimit
(omit to use default value)SupportContainerDefinition
ContainerName
ImageUrl
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.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.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.ACTIVE
status.
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.ACTIVE
status.
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.
VersionCountToRetain
to 5 to delete all but the five most recent versions.
VersionCountToRetain
to 5 to delete all but the five most recent versions.
"
+ "documentation":"
"
},
"DescribeContainerFleet":{
"name":"DescribeContainerFleet",
@@ -771,7 +771,7 @@
{"shape":"UnauthorizedException"},
{"shape":"UnsupportedRegionException"}
],
- "documentation":"
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.
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.
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.
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.
Instance
objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException.
Instance
objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException.RuntimeConfiguration
object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.RuntimeConfiguration
object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.
.pem
file. If you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically saving the secret to a .pem
file.
.pem
file. If you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically saving the secret to a .pem
file.
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 .
GameSessionId
or GameSessionArn
value. {\"Key\": \"difficulty\", \"Value\": \"novice\"}
. The filter expression must specify the GameProperty -- a Key
and a string Value
to search for the game sessions.gameSessionProperties.difficulty = \"novice\"
. All game property values are searched as strings.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.
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.
GameSessionId
or GameSessionArn
value. {\"Key\": \"difficulty\", \"Value\": \"novice\"}
. The filter expression must specify the https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameProperty -- a Key
and a string Value
to search for the game sessions.gameSessionProperties.difficulty = \"novice\"
. All game property values are searched as strings.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.
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.
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. 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.
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.
GameServerContainerGroupDefinition
PerInstanceContainerGroupDefinition
GameServerContainerGroupsPerInstance
InstanceInboundPermissions
InstanceConnectionPortRange
LogConfiguration
UPDATING
status until the deployment is complete, then return to ACTIVE
.
GameServerContainerGroupDefinition
PerInstanceContainerGroupDefinition
GameServerContainerGroupsPerInstance
InstanceInboundPermissions
InstanceConnectionPortRange
LogConfiguration
UPDATING
status until the deployment is complete, then return to ACTIVE
.
InboundPermissionAuthorizations
, and permissions you want to remove in InboundPermissionRevocations
. Permissions to be removed must match existing fleet permissions. DescribeFleetPortSettings
with a location name.InboundPermissionAuthorizations
, and permissions you want to remove in InboundPermissionRevocations
. Permissions to be removed must match existing fleet permissions. DescribeFleetPortSettings
with a location name.
",
+ "documentation":"CreateBuild
. To get access for this task, call RequestUploadCredentials.
",
"sensitive":true
},
"BackfillMode":{
@@ -2221,7 +2239,7 @@
"members":{
"CertificateType":{
"shape":"CertificateType",
- "documentation":"CreateBuild
. To get access for this task, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_RequestUploadCredentials.html.
"
+ "documentation":"
"
}
},
"documentation":"GetInstanceCertificate
.
"
}
},
- "documentation":"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.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.FAILED
status. Possible reasons include:
"
+ "documentation":"ImageUri
value for at least one of the containers in the container group definition was invalid or not found in the current Amazon Web Services account.FAILED
status. Possible reasons include:
"
}
},
- "documentation":"ImageUri
value for at least one of the containers in the container group definition was invalid or not found in the current Amazon Web Services account.{\"Command\": [ \"CMD-SHELL\", \"ps cax | grep \"processmanager\" || exit 1\" ], \"Interval\": 60, \"Timeout\": 10, \"Retries\": 3, \"StartPeriod\": 100 }
{\"Command\": [ \"CMD-SHELL\", \"ps cax | grep \"processmanager\" || exit 1\" ], \"Interval\": 60, \"Timeout\": 10, \"Retries\": 3, \"StartPeriod\": 100 }
ContainerAttribute
value in a Compute
object.
"
+ "documentation":"EC2
– The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.ANYWHERE
– Your game server and supporting software is deployed to compute resources that are provided and managed by you. With this compute type, you can also set the AnywhereConfiguration
parameter.
"
},
"AnywhereConfiguration":{
"shape":"AnywhereConfiguration",
@@ -5298,7 +5316,7 @@
},
"EventCode":{
"shape":"EventCode",
- "documentation":"EC2
– The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.ANYWHERE
– Game servers and supporting software are deployed to compute resources that you provide and manage. With this compute type, you can also set the AnywhereConfiguration
parameter.
NEW
. Event messaging includes the fleet ID.NEW
to DOWNLOADING
. Amazon GameLift is downloading the compressed build and running install scripts.DOWNLOADING
to VALIDATING
. Amazon GameLift has successfully installed build and is now validating the build files.VALIDATING
to BUILDING
. Amazon GameLift has successfully verified the build files and is now launching a fleet instance.BUILDING
to ACTIVATING
. Amazon GameLift is launching a game server process on the fleet instance and is testing its connectivity with the Amazon GameLift service.ACTIVATING
to ACTIVE
. The fleet is now ready to host game sessions.ERROR
. Describe the fleet event message for more details.
ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.
RegisterCompute
. RegisterCompute
.
InitSDK()
within the time expected (5 minutes). Check your game session log to see why InitSDK()
was not called in time.ProcessReady()
within the time expected (5 minutes) after calling InitSDK()
. Check your game session log to see why ProcessReady()
was not called in time.ProcessEnding()
. Check your game session log to see why ProcessEnding()
was not called.OnProcessTerminate()
was sent. Check your game session log to see why termination took longer than expected.ProcessEnding()
. Check your game session log to see why termination took longer than expected.
ActivateGameSession()
took longer to complete than expected.
"
+ "documentation":"
NEW
. Event messaging includes the fleet ID.NEW
to DOWNLOADING
. Amazon GameLift is downloading the compressed build and running install scripts.DOWNLOADING
to VALIDATING
. Amazon GameLift has successfully installed build and is now validating the build files.VALIDATING
to BUILDING
. Amazon GameLift has successfully verified the build files and is now launching a fleet instance.BUILDING
to ACTIVATING
. Amazon GameLift is launching a game server process on the fleet instance and is testing its connectivity with the Amazon GameLift service.ACTIVATING
to ACTIVE
. The fleet is now ready to host game sessions.ERROR
. Describe the fleet event message for more details.
ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.
InitSDK()
within the time expected (5 minutes). Check your game session log to see why InitSDK()
was not called in time.ProcessReady()
within the time expected (5 minutes) after calling InitSDK()
. Check your game session log to see why ProcessReady()
was not called in time.ProcessEnding()
. Check your game session log to see why ProcessEnding()
was not called.OnProcessTerminate()
was sent. Check your game session log to see why termination took longer than expected.ProcessEnding()
. Check your game session log to see why termination took longer than expected.
ActivateGameSession()
took longer to complete than expected.
"
},
"Message":{
"shape":"NonEmptyString",
@@ -5443,7 +5461,7 @@
},
"InstanceType":{
"shape":"EC2InstanceType",
- "documentation":"ComputeType
is \"EC2\".ComputeType
is EC2
.ComputeType
is \"EC2\".
"
+ "documentation":"ACTIVE
status, it cannot be terminated during a scale-down event.ComputeType
is EC2
.
"
},
"OperatingSystem":{
"shape":"OperatingSystem",
- "documentation":"ACTIVE
status, it cannot be terminated during a scale-down event.ComputeType
is \"EC2\".ComputeType
is EC2
.ComputeType
is \"EC2\".ComputeType
is EC2
.ComputeType
is \"EC2\".ComputeType
is EC2
.ComputeType
is \"EC2\".ComputeType
is EC2
.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\".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
.
Build
resource (for fleets with customer game server builds) or a Script
resource (for Realtime Servers fleets).
Build
resource (for fleets with customer game server builds) or a Script
resource (for Realtime Servers fleets).INTERRUPTED
indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
"
},
"GameProperties":{
"shape":"GamePropertyList",
@@ -6283,7 +6301,7 @@
},
"PlayerSessionCreationPolicy":{
"shape":"PlayerSessionCreationPolicy",
- "documentation":"INTERRUPTED
-- The game session was hosted on an EC2 Spot instance that was reclaimed, causing the active game session to be stopped.TRIGGERED_ON_PROCESS_TERMINATE
– The game session was stopped by calling TerminateGameSession
with the termination mode TRIGGER_ON_PROCESS_TERMINATE
. FORCE_TERMINATED
– The game session was stopped by calling TerminateGameSession
with the termination mode FORCE_TERMINATE
.
"
+ "documentation":"
"
},
"GameProperties":{
"shape":"GamePropertyList",
@@ -6460,7 +6478,7 @@
"documentation":"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..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..arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.ACTIVATING
to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.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.
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. arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
"
+ }
+ }
+ },
+ "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":"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. RemoveAttributes
.RemoveAttributes
.
"
+ "documentation":"ACTIVE
status, it cannot be terminated during a scale-down event.
"
},
"ResourceCreationLimitPolicy":{
"shape":"ResourceCreationLimitPolicy",
@@ -9668,7 +9720,7 @@
},
"ProtectionPolicy":{
"shape":"ProtectionPolicy",
- "documentation":"ACTIVE
status, it cannot be terminated during a scale-down event.
"
+ "documentation":"ACTIVE
status, it cannot be terminated during a scale-down event.
"
},
"GameProperties":{
"shape":"GamePropertyList",
diff --git a/tools/code-generation/api-descriptions/mediaconnect-2018-11-14.normal.json b/tools/code-generation/api-descriptions/mediaconnect-2018-11-14.normal.json
index b8953a842eb..152291721c3 100644
--- a/tools/code-generation/api-descriptions/mediaconnect-2018-11-14.normal.json
+++ b/tools/code-generation/api-descriptions/mediaconnect-2018-11-14.normal.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/tools/code-generation/api-descriptions/mediaconvert-2017-08-29.normal.json b/tools/code-generation/api-descriptions/mediaconvert-2017-08-29.normal.json
index 958f2056cbd..518a698cc43 100644
--- a/tools/code-generation/api-descriptions/mediaconvert-2017-08-29.normal.json
+++ b/tools/code-generation/api-descriptions/mediaconvert-2017-08-29.normal.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/tools/code-generation/api-descriptions/organizations-2016-11-28.normal.json b/tools/code-generation/api-descriptions/organizations-2016-11-28.normal.json
index 103cd0302d9..f0013079980 100644
--- a/tools/code-generation/api-descriptions/organizations-2016-11-28.normal.json
+++ b/tools/code-generation/api-descriptions/organizations-2016-11-28.normal.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":"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":"EnableAWSServiceAccess
API first.
",
"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/tools/code-generation/api-descriptions/sagemaker-2017-07-24.normal.json b/tools/code-generation/api-descriptions/sagemaker-2017-07-24.normal.json
index bd50b452d70..e391d196cca 100644
--- a/tools/code-generation/api-descriptions/sagemaker-2017-07-24.normal.json
+++ b/tools/code-generation/api-descriptions/sagemaker-2017-07-24.normal.json
@@ -4636,6 +4636,10 @@
"CompressionType":{
"shape":"CompressionType",
"documentation":"EnableAWSServiceAccess
API first.None
if your additional data source is not compressed.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.
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.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.ChangeMessageVisibility
action) the next time the message is received.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.
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.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.ChangeMessageVisibility
action) the next time the message is received.
FifoQueue
attribute, Amazon SQS creates a standard queue. GetQueueUrl
action. GetQueueUrl
requires only the QueueName
parameter. be aware of existing queue names:
CreateQueue
returns the queue URL for the existing queue.CreateQueue
returns an error.
FifoQueue
attribute, Amazon SQS creates a standard queue.GetQueueUrl
action. This action only requires the QueueName
parameter.
CreateQueue
action will return the URL of the existing queue instead of creating a new one.CreateQueue
action will return an error. This ensures that existing queues are not inadvertently altered.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. 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).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. 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. 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. 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.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. WaitTimeSeconds
parameter enables long-poll support. For more information, see Amazon SQS Long Polling in the Amazon SQS Developer Guide. 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.
MessageId
you received when you sent the message to the queue.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.WaitTimeSeconds
parameter enables long-poll support. For more information, see Amazon SQS Long Polling in the Amazon SQS Developer Guide. 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.
MessageId
you received when you sent the message to the queue.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. -
), and underscores (_
).accountId
is invalid.QueueUrl
is correct and that the queue has not been deleted.MessageSystemAttributeNames
.
",
+ "documentation":"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
ABCDEFGHI1JKLMNOPQ23R
.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.MessageSystemAttributeNames
.
",
"deprecated":true,
"deprecatedMessage":"AttributeNames has been replaced by MessageSystemAttributeNames"
},
@@ -1410,18 +1411,18 @@
},
"VisibilityTimeout":{
"shape":"NullableInteger",
- "documentation":"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
ABCDEFGHI1JKLMNOPQ23R
.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.ReceiveMessage
request.ReceiveMessage
request. If not specified, the default visibility timeout for the queue is used, which is 30 seconds.VisibilityTimeout
:
--visibility-timeout
parameter in the receive-message
command to match the processing time required by your application.WaitTimeSeconds
. If no messages are available and the wait time expires, the call does not return a message list.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. 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.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. 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.
ReceiveRequestAttemptId
only for 5 minutes after a ReceiveMessage
action.FifoQueue
, a caller of the ReceiveMessage
action can provide a ReceiveRequestAttemptId
explicitly.ReceiveMessage
action with the same ReceiveRequestAttemptId
if none of the messages have been modified (deleted or had their visibility changes).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.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.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.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.ReceiveRequestAttemptId
is 128 characters. ReceiveRequestAttemptId
can contain alphanumeric characters (a-z
, A-Z
, 0-9
) and punctuation (!\"#$%&'()*+,-./:;<=>?@[\\]^_`{|}~
).ReceiveRequestAttemptId
, see Using the ReceiveRequestAttemptId Request Parameter in the Amazon SQS Developer Guide.
",
+ "documentation":"
",
"exception":true
},
"ResourceNotFoundException":{
@@ -1736,7 +1737,7 @@
"members":{
"message":{"shape":"ExceptionMessage"}
},
- "documentation":"