diff --git a/tools/code-generation/smithy/api-descriptions/appsync.json b/tools/code-generation/smithy/api-descriptions/appsync.json index 728d9ec457a..e1dbedc20bd 100644 --- a/tools/code-generation/smithy/api-descriptions/appsync.json +++ b/tools/code-generation/smithy/api-descriptions/appsync.json @@ -10207,7 +10207,8 @@ "authenticationType": { "target": "com.amazonaws.appsync#AuthenticationType", "traits": { - "smithy.api#documentation": "
The new authentication type for the GraphqlApi
object.
The new authentication type for the GraphqlApi
object.
Amazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The\n credentials are temporary and valid for a limited time span. You can request fresh\n credentials at any time.
\nAmazon Web Services security credentials consist of three parts: an access key ID, a secret access\n key, and a session token. You must use all three parts together to authenticate your\n access requests.
\nYou need Amazon Web Services credentials for the following tasks:
\nTo upload a game server build directly to Amazon GameLift S3 storage using CreateBuild
. To get access for this\n task, call RequestUploadCredentials.
To remotely connect to an active Amazon GameLift fleet instances. \n To get remote access, call GetComputeAccess.
\nAmazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The\n credentials are temporary and valid for a limited time span. You can request fresh\n credentials at any time.
\nAmazon Web Services security credentials consist of three parts: an access key ID, a secret access\n key, and a session token. You must use all three parts together to authenticate your\n access requests.
\nYou need Amazon Web Services credentials for the following tasks:
\nTo upload a game server build directly to Amazon GameLift S3 storage using CreateBuild
. To get access for this\n task, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_RequestUploadCredentials.html.
To remotely connect to an active Amazon GameLift fleet instances. \n To get remote access, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess.html.
\nIndicates whether a TLS/SSL certificate is generated for a fleet.
\nValid values include:
\n\n GENERATED -- Generate a TLS/SSL certificate\n for this fleet.
\n\n DISABLED -- (default) Do not generate a\n TLS/SSL certificate for this fleet.
\nIndicates whether a TLS/SSL certificate is generated for a fleet.
\nValid values include:
\n\n GENERATED - Generate a TLS/SSL certificate\n for this fleet.
\n\n DISABLED - (default) Do not generate a\n TLS/SSL certificate for this fleet.
\nA unique identifier for a container in a container fleet compute.
\n\n Returned by:\n DescribeCompute\n
" + "smithy.api#documentation": "A unique identifier for a container in a container fleet compute.
\n\n Returned by:\n DescribeCompute\n
" } }, "com.amazonaws.gamelift#ContainerAttributes": { @@ -894,7 +894,7 @@ } }, "traits": { - "smithy.api#documentation": "A container's dependency on another container in the same container group. The dependency\n impacts how the dependent container is able to start or shut down based the status of the\n other container.
\nFor example, ContainerA is configured with the following dependency: a\n START
dependency on ContainerB. This means that\n ContainerA can't start until ContainerB has\n started. It also means that ContainerA must shut down before\n ContainerB.
eiifcbfhgrdurhnucnufkgbnbnnerrvbtjvljdetkehcPart of:\n GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput\n
" + "smithy.api#documentation": "A container's dependency on another container in the same container group. The dependency\n impacts how the dependent container is able to start or shut down based the status of the\n other container.
\nFor example, ContainerA is configured with the following dependency: a\n START
dependency on ContainerB. This means that\n ContainerA can't start until ContainerB has\n started. It also means that ContainerA must shut down before\n ContainerB.
\n Part of:\n GameServerContainerDefinition, \n GameServerContainerDefinitionInput, \n SupportContainerDefinition, \n SupportContainerDefinitionInput\n
" } }, "com.amazonaws.gamelift#ContainerDependencyCondition": { @@ -959,7 +959,7 @@ } }, "traits": { - "smithy.api#documentation": "An environment variable to set inside a container, in the form of a key-value pair.\n
\n\n Part of:\n GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput\n
" + "smithy.api#documentation": "An environment variable to set inside a container, in the form of a key-value pair.\n
\n\n Part of:\n GameServerContainerDefinition, \n GameServerContainerDefinitionInput, \n SupportContainerDefinition, \n SupportContainerDefinitionInput\n
" } }, "com.amazonaws.gamelift#ContainerEnvironmentList": { @@ -1362,12 +1362,12 @@ "StatusReason": { "target": "com.amazonaws.gamelift#NonZeroAndMaxString", "traits": { - "smithy.api#documentation": "Additional information about a container group definition that's in FAILED
\n status. Possible reasons include:
An internal issue prevented Amazon GameLift from creating\n the container group definition resource. Delete the failed resource and call \n CreateContainerGroupDefinitionagain.
\nAn access-denied message means that you don't have permissions to access the container image on ECR. See \n \n IAM permission examples\n for help setting up required IAM permissions for Amazon GameLift.
\nThe ImageUri
value for at least one\n of the containers in the container group definition was invalid or not found in the current\n Amazon Web Services account.
At least one\n of the container images referenced in the container group definition exceeds the \n allowed size. For size limits, see \n Amazon GameLift endpoints and quotas.
\nAt least one of the container images referenced in the \n container group definition uses a different operating system than the one defined for the container group.
\nAdditional information about a container group definition that's in FAILED
\n status. Possible reasons include:
An internal issue prevented Amazon GameLift from creating\n the container group definition resource. Delete the failed resource and call \n CreateContainerGroupDefinitionagain.
\nAn access-denied message means that you don't have permissions to access the container image on ECR. See \n \n IAM permission examples\n for help setting up required IAM permissions for Amazon GameLift.
\nThe ImageUri
value for at least one\n of the containers in the container group definition was invalid or not found in the current\n Amazon Web Services account.
At least one\n of the container images referenced in the container group definition exceeds the \n allowed size. For size limits, see \n Amazon GameLift endpoints and quotas.
\nAt least one of the container images referenced in the \n container group definition uses a different operating system than the one defined for the container group.
\nThe properties that describe a container group resource. You can update all properties of\n a container group definition properties. Updates to a container group definition are saved as\n new versions.
\n\n Used with:\n CreateContainerGroupDefinition\n
\n\n Returned by:\n DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition\n
" + "smithy.api#documentation": "The properties that describe a container group resource. You can update all properties of\n a container group definition properties. Updates to a container group definition are saved as\n new versions.
\n\n Used with:\n CreateContainerGroupDefinition\n
\n\n Returned by:\n DescribeContainerGroupDefinition, \n ListContainerGroupDefinitions, \n UpdateContainerGroupDefinition\n
" } }, "com.amazonaws.gamelift#ContainerGroupDefinitionArn": { @@ -1483,7 +1483,7 @@ } }, "traits": { - "smithy.api#documentation": "Instructions on when and how to check the health of a support container in a container\n fleet. These properties override any Docker health checks that are set in the container image.\n For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API. Game server\n containers don't have a health check parameter; Amazon GameLift automatically handles health checks\n for these containers.
\nThe following example instructs the container to initiate a health check command every 60\n seconds and wait 10 seconds for it to succeed. If it fails, retry the command 3 times before\n flagging the container as unhealthy. It also tells the container to wait 100 seconds after\n launch before counting failed health checks.
\n\n {\"Command\": [ \"CMD-SHELL\", \"ps cax | grep \"processmanager\" || exit 1\" ], \"Interval\":\n 60, \"Timeout\": 10, \"Retries\": 3, \"StartPeriod\": 100 }
\n
\n Part of:\n SupportContainerDefinition, SupportContainerDefinitionInput\n
" + "smithy.api#documentation": "Instructions on when and how to check the health of a support container in a container\n fleet. These properties override any Docker health checks that are set in the container image.\n For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API. Game server\n containers don't have a health check parameter; Amazon GameLift automatically handles health checks\n for these containers.
\nThe following example instructs the container to initiate a health check command every 60\n seconds and wait 10 seconds for it to succeed. If it fails, retry the command 3 times before\n flagging the container as unhealthy. It also tells the container to wait 100 seconds after\n launch before counting failed health checks.
\n\n {\"Command\": [ \"CMD-SHELL\", \"ps cax | grep \"processmanager\" || exit 1\" ], \"Interval\":\n 60, \"Timeout\": 10, \"Retries\": 3, \"StartPeriod\": 100 }
\n
\n Part of:\n SupportContainerDefinition, SupportContainerDefinitionInput\n
" } }, "com.amazonaws.gamelift#ContainerHealthCheckInterval": { @@ -1539,7 +1539,7 @@ } }, "traits": { - "smithy.api#documentation": "A unique identifier for a container in a compute on a managed container fleet instance.\n This information makes it possible to remotely connect to a specific container on a fleet\n instance.
\n\n Related to:\n ContainerAttribute\n
\n\n Use with: \n GetComputeAccess\n
" + "smithy.api#documentation": "A unique identifier for a container in a compute on a managed container fleet instance.\n This information makes it possible to remotely connect to a specific container on a fleet\n instance.
\n\n Related to:\n ContainerAttribute\n
\n\n Use with: \n GetComputeAccess\n
" } }, "com.amazonaws.gamelift#ContainerIdentifierList": { @@ -1588,7 +1588,7 @@ } }, "traits": { - "smithy.api#documentation": "A mount point that binds a container to a file or directory on the host system.
\n\n Part of:\n GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput\n
" + "smithy.api#documentation": "A mount point that binds a container to a file or directory on the host system.
\n\n Part of:\n GameServerContainerDefinition, https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerContainerDefinitionInput.html, SupportContainerDefinition, https://docs.aws.amazon.com/gamelift/latest/apireference/API_SupportContainerDefinitionInput.html\n
" } }, "com.amazonaws.gamelift#ContainerMountPointAccessLevel": { @@ -1654,7 +1654,7 @@ } }, "traits": { - "smithy.api#documentation": "A set of port ranges that can be opened on the container. A process that's running in the\n container can bind to a port number, making it accessible to inbound traffic. Container ports\n map to a container fleet's connection ports.
\n\n Part of:\n GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput\n
" + "smithy.api#documentation": "A set of port ranges that can be opened on the container. A process that's running in the\n container can bind to a port number, making it accessible to inbound traffic. Container ports\n map to a container fleet's connection ports.
\n\n Part of:\n GameServerContainerDefinition, \n GameServerContainerDefinitionInput, \n SupportContainerDefinition, \n SupportContainerDefinitionInput\n
" } }, "com.amazonaws.gamelift#ContainerPortRange": { @@ -1686,7 +1686,7 @@ } }, "traits": { - "smithy.api#documentation": "A set of one or more port numbers that can be opened on the container. \n
\n\n Part of:\n ContainerPortConfiguration\n
" + "smithy.api#documentation": "A set of one or more port numbers that can be opened on the container. \n
\n\n Part of:\n ContainerPortConfiguration\n
" } }, "com.amazonaws.gamelift#ContainerPortRangeList": { @@ -1836,7 +1836,7 @@ } ], "traits": { - "smithy.api#documentation": "Creates an Amazon GameLift build resource for your game server software and stores the software\n for deployment to hosting resources. Combine game server binaries and dependencies into\n a single .zip file
\nUse the CLI command \n upload-build\n to quickly and simply create a new build\n and upload your game build .zip file to Amazon GameLift Amazon S3. This helper command eliminates\n the need to explicitly manage access permissions.
\nAlternatively, use the CreateBuild
action for the following\n scenarios:
You want to create a build and upload a game build zip file from in an Amazon S3\n location that you control. In this scenario, you need to give Amazon GameLift permission\n to access to the Amazon S3 bucket. With permission in place, call\n CreateBuild
and specify a build name, the build's runtime\n operating system, and the Amazon S3 storage location where the build file is\n stored.
You want to create a build and upload a local game build zip file to an Amazon S3\n location that's controlled by Amazon GameLift. (See the upload-build
CLI\n command for this scenario.) In this scenario, you need to request temporary\n access credentials to the Amazon GameLift Amazon S3 location. Specify a build name and the\n build's runtime operating system. The response provides an Amazon S3 location and a\n set of temporary access credentials. Use the credentials to upload your build\n files to the specified Amazon S3 location (see Uploading Objects in\n the Amazon S3 Developer Guide). You can't update build files\n after uploading them to Amazon GameLift Amazon S3.
If successful, this action creates a new build resource with a unique build ID and\n places it in INITIALIZED
status. When the build reaches READY
\n status, you can create fleets with it.
\n Learn more\n
\n \n\n Create a Build with Files in Amazon S3\n
\n\n All APIs by task\n
" + "smithy.api#documentation": "Creates a new Amazon GameLift build resource for your game server binary files. Combine game\n server binaries into a zip file for use with Amazon GameLift.
\nWhen setting up a new game build for Amazon GameLift, we recommend using the CLI command \n upload-build\n . This helper command combines two tasks: (1) it\n uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2)\n it creates a new build resource.
\nYou can use the CreateBuild
operation in the following scenarios:
Create a new game build with build files that are in an Amazon S3 location under an\n Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to\n the Amazon S3 bucket. With permissions in place, specify a build name, operating\n system, and the Amazon S3 storage location of your game build.
\nUpload your build files to a Amazon GameLift Amazon S3 location. To use this option,\n specify a build name and operating system. This operation creates a new build\n resource and also returns an Amazon S3 location with temporary access credentials.\n Use the credentials to manually upload your build files to the specified Amazon S3\n location. For more information, see Uploading Objects in\n the Amazon S3 Developer Guide. After you upload build files to\n the Amazon GameLift Amazon S3 location, you can't update them.
\nIf successful, this operation creates a new build resource with a unique build ID and\n places it in INITIALIZED
status. A build must be in READY
\n status before you can create fleets with it.
\n Learn more\n
\n \n\n Create a Build with Files in Amazon S3\n
\n\n All APIs by task\n
" } }, "com.amazonaws.gamelift#CreateBuildInput": { @@ -1863,7 +1863,7 @@ "OperatingSystem": { "target": "com.amazonaws.gamelift#OperatingSystem", "traits": { - "smithy.api#documentation": "The environment that your game server binaries run on. This value determines the type\n of fleet resources that you use for this build. If your game build contains multiple\n executables, they all must run on the same operating system. This parameter is required,\n and there's no default value. You can't change a build's operating system later.
\nAmazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in \n the Amazon Linux 2 FAQs. \n For game servers\n that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the\n game server build to server SDK 5.x, and then deploy to AL2023 instances. See\n \n Migrate to Amazon GameLift server SDK version 5.\n
\nThe operating system that your game server binaries run on. This value determines the\n type of fleet resources that you use for this build. If your game build contains\n multiple executables, they all must run on the same operating system. You must specify a\n valid operating system in this request. There is no default value. You can't change a\n build's operating system later.
\nAmazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in \n the Amazon Linux 2 FAQs. \n For game servers\n that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the\n game server build to server SDK 5.x, and then deploy to AL2023 instances. See\n \n Migrate to Amazon GameLift server SDK version 5.\n
\nA container group definition resource that describes how to deploy containers with\n your game server build and support software onto each fleet instance. You can specify\n the container group definition's name to use the latest version. Alternatively, provide\n an ARN value with a specific version number.
\nCreate a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.
" + "smithy.api#documentation": "A container group definition resource that describes how to deploy containers with\n your game server build and support software onto each fleet instance. You can specify\n the container group definition's name to use the latest version. Alternatively, provide\n an ARN value with a specific version number.
\nCreate a container group definition by calling \n CreateContainerGroupDefinition. \n This operation creates a \n ContainerGroupDefinition resource.
" } }, "PerInstanceContainerGroupDefinitionName": { "target": "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArn", "traits": { - "smithy.api#documentation": "The name of a container group definition resource that describes a set of axillary\n software. A fleet instance has one process for executables in this container group. A\n per-instance container group is optional. You can update the fleet to add or remove a\n per-instance container group at any time. You can specify the container group\n definition's name to use the latest version. Alternatively, provide an ARN value with a\n specific version number.
\nCreate a container group definition by calling CreateContainerGroupDefinition. \n This operation creates a ContainerGroupDefinition resource.
" + "smithy.api#documentation": "The name of a container group definition resource that describes a set of axillary\n software. A fleet instance has one process for executables in this container group. A\n per-instance container group is optional. You can update the fleet to add or remove a\n per-instance container group at any time. You can specify the container group\n definition's name to use the latest version. Alternatively, provide an ARN value with a\n specific version number.
\nCreate a container group definition by calling \n https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateContainerGroupDefinition.html. \n This operation creates a \n https://docs.aws.amazon.com/gamelift/latest/apireference/API_ContainerGroupDefinition.html resource.
" } }, "InstanceConnectionPortRange": { @@ -2090,7 +2090,7 @@ } ], "traits": { - "smithy.api#documentation": "Creates a ContainerGroupDefinition
that describes a set of containers for\n hosting your game server with Amazon GameLift managed containers hosting. An Amazon GameLift container group\n is similar to a container task or pod. Use container group definitions when you create a\n container fleet with CreateContainerFleet.
A container group definition determines how Amazon GameLift deploys your containers to each\n instance in a container fleet. You can maintain multiple versions of a container group\n definition.
\nThere are two types of container groups:
\nA game server container group has the containers that run\n your game server application and supporting software. A game server container group can\n have these container types:
\nGame server container. This container runs your game server. You can define one\n game server container in a game server container group.
\nSupport container. This container runs software in parallel with your game server.\n You can define up to 8 support containers in a game server group.
\nWhen building a game server container group definition, you can choose to bundle your\n game server executable and all dependent software into a single game server container.\n Alternatively, you can separate the software into one game server container and one or\n more support containers.
\nOn a container fleet instance, a game server container group can be deployed multiple\n times (depending on the compute resources of the instance). This means that all containers\n in the container group are replicated together.
\nA per-instance container group has containers for processes\n that aren't replicated on a container fleet instance. This might include background\n services, logging, test processes, or processes that need to persist independently of the\n game server container group. When building a per-instance container group, you can define\n up to 10 support containers.
\nThis operation requires Identity and Access Management (IAM) permissions to access container images in\n Amazon ECR repositories. See IAM permissions\n for Amazon GameLift for help setting the appropriate permissions.
\n\n Request options\n
\nUse this operation to make the following types of requests. You can specify values for the\n minimum required parameters and customize optional values later.
\nCreate a game server container group definition. Provide the following required parameter values:
\n\n Name
\n
\n ContainerGroupType
(GAME_SERVER
)
\n OperatingSystem
(omit to use default value)
\n TotalMemoryLimitMebibytes
(omit to use default value)
\n TotalVcpuLimit
(omit to use default value)
At least one GameServerContainerDefinition
\n
\n ContainerName
\n
\n ImageUrl
\n
\n PortConfiguration
\n
\n ServerSdkVersion
(omit to use default value)
Create a per-instance container group definition. Provide the following required parameter\n values:
\n\n Name
\n
\n ContainerGroupType
(PER_INSTANCE
)
\n OperatingSystem
(omit to use default value)
\n TotalMemoryLimitMebibytes
(omit to use default value)
\n TotalVcpuLimit
(omit to use default value)
At least one SupportContainerDefinition
\n
\n ContainerName
\n
\n ImageUrl
\n
\n Results\n
\nIf successful, this request creates a ContainerGroupDefinition
resource and\n assigns a unique ARN value. You can update most properties of a container group definition by\n calling UpdateContainerGroupDefinition, and optionally save the update as a new version.
Creates a ContainerGroupDefinition
that describes a set of containers for\n hosting your game server with Amazon GameLift managed containers hosting. An Amazon GameLift container group\n is similar to a container task or pod. Use container group definitions when you create a\n container fleet with CreateContainerFleet.
A container group definition determines how Amazon GameLift deploys your containers to each\n instance in a container fleet. You can maintain multiple versions of a container group\n definition.
\nThere are two types of container groups:
\nA game server container group has the containers that run\n your game server application and supporting software. A game server container group can\n have these container types:
\nGame server container. This container runs your game server. You can define one\n game server container in a game server container group.
\nSupport container. This container runs software in parallel with your game server.\n You can define up to 8 support containers in a game server group.
\nWhen building a game server container group definition, you can choose to bundle your\n game server executable and all dependent software into a single game server container.\n Alternatively, you can separate the software into one game server container and one or\n more support containers.
\nOn a container fleet instance, a game server container group can be deployed multiple\n times (depending on the compute resources of the instance). This means that all containers\n in the container group are replicated together.
\nA per-instance container group has containers for processes\n that aren't replicated on a container fleet instance. This might include background\n services, logging, test processes, or processes that need to persist independently of the\n game server container group. When building a per-instance container group, you can define\n up to 10 support containers.
\nThis operation requires Identity and Access Management (IAM) permissions to access container images in\n Amazon ECR repositories. See IAM permissions\n for Amazon GameLift for help setting the appropriate permissions.
\n\n Request options\n
\nUse this operation to make the following types of requests. You can specify values for the\n minimum required parameters and customize optional values later.
\nCreate a game server container group definition. Provide the following required parameter values:
\n\n Name
\n
\n ContainerGroupType
(GAME_SERVER
)
\n OperatingSystem
(omit to use default value)
\n TotalMemoryLimitMebibytes
(omit to use default value)
\n TotalVcpuLimit
(omit to use default value)
At least one GameServerContainerDefinition
\n
\n ContainerName
\n
\n ImageUrl
\n
\n PortConfiguration
\n
\n ServerSdkVersion
(omit to use default value)
Create a per-instance container group definition. Provide the following required parameter\n values:
\n\n Name
\n
\n ContainerGroupType
(PER_INSTANCE
)
\n OperatingSystem
(omit to use default value)
\n TotalMemoryLimitMebibytes
(omit to use default value)
\n TotalVcpuLimit
(omit to use default value)
At least one SupportContainerDefinition
\n
\n ContainerName
\n
\n ImageUrl
\n
\n Results\n
\nIf successful, this request creates a ContainerGroupDefinition
resource and\n assigns a unique ARN value. You can update most properties of a container group definition by\n calling UpdateContainerGroupDefinition, and optionally save the update as a new version.
The IP address ranges and port settings that allow inbound traffic to access game\n server processes and other processes on this fleet. Set this parameter for managed EC2 \n fleets. You can leave this parameter empty when creating the fleet, but you must call \n UpdateFleetPortSettings to set it before players can connect to game sessions. \n As a best practice, we recommend \n opening ports for remote access only when you need them and closing them when you're finished. \n For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.
" + "smithy.api#documentation": "The IP address ranges and port settings that allow inbound traffic to access game\n 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 \n https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings to set it before players can connect to game sessions. \n As a best practice, we recommend \n opening ports for remote access only when you need them and closing them when you're finished. \n For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.
" } }, "NewGameSessionProtectionPolicy": { @@ -2346,7 +2346,7 @@ "ComputeType": { "target": "com.amazonaws.gamelift#ComputeType", "traits": { - "smithy.api#documentation": "The type of compute resource used to host your game servers.
\n\n EC2
– The game server build is deployed to Amazon EC2 instances for\n cloud hosting. This is the default setting.
\n ANYWHERE
– Your game server\n and supporting software is deployed to compute resources that are provided and\n managed by you. With this compute type, you can also set the\n AnywhereConfiguration
parameter.
The type of compute resource used to host your game servers.
\n\n EC2
– The game server build is deployed to Amazon EC2 instances for\n cloud hosting. This is the default setting.
\n ANYWHERE
– Game servers \n and supporting software are deployed to compute resources that you provide and\n manage. With this compute type, you can also set the\n AnywhereConfiguration
parameter.
Adds remote locations to a managed EC2 fleet or managed container fleet and begins populating the new\n locations with instances. The new instances conform to the fleet's instance type,\n auto-scaling, and other configuration settings.
\nYou can't add remote locations to a fleet that resides in an Amazon Web Services Region that\n doesn't support multiple locations. Fleets created prior to March 2021 can't support\n multiple locations.
\nTo add fleet locations, specify the fleet to be updated and provide a list of one or\n more locations.
\nIf successful, this operation returns the list of added locations with their status\n set to NEW
. Amazon GameLift initiates the process of starting an instance in each\n added location. You can track the status of each new location by monitoring location\n creation events using DescribeFleetEvents.
\n Learn more\n
\n\n Setting up\n fleets\n
\n \n\n \n Amazon GameLift service locations for managed hosting.
" + "smithy.api#documentation": "Adds remote locations to an EC2 and begins populating the new locations with\n instances. The new instances conform to the fleet's instance type, auto-scaling, and\n other configuration settings.
\nYou can't add remote locations to a fleet that resides in an Amazon Web Services Region that\n doesn't support multiple locations. Fleets created prior to March 2021 can't support\n multiple locations.
\nTo add fleet locations, specify the fleet to be updated and provide a list of one or\n more locations.
\nIf successful, this operation returns the list of added locations with their status\n set to NEW
. Amazon GameLift initiates the process of starting an instance in each\n added location. You can track the status of each new location by monitoring location\n creation events using DescribeFleetEvents.
\n Learn more\n
\n\n Setting up\n fleets\n
\n \n\n \n Amazon GameLift service locations for managed hosting.
" } }, "com.amazonaws.gamelift#CreateFleetLocationsInput": { @@ -2650,7 +2650,7 @@ } ], "traits": { - "smithy.api#documentation": "Creates a multiplayer game session for players in a specific fleet location. This\n operation prompts an available server process to start a game session and retrieves\n connection information for the new game session. As an alternative, consider using the\n Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses the FleetIQ algorithm and queues to\n optimize the placement process.
\nWhen creating a game session, you specify exactly where you want to place it and\n provide a set of game session configuration settings. The target fleet must be in\n ACTIVE
status.
You can use this operation in the following ways:
\nTo create a game session on an instance in a fleet's home Region, provide a\n fleet or alias ID along with your game session configuration.
\nTo create a game session on an instance in a fleet's remote location, provide\n a fleet or alias ID and a location name, along with your game session\n configuration.
\nTo create a game session on an instance in an Anywhere fleet, specify the\n fleet's custom location.
\nIf successful, Amazon GameLift initiates a workflow to start a new game session and returns a\n GameSession
object containing the game session configuration and\n status. When the game session status is ACTIVE
, it is updated with\n connection information and you can create player sessions for the game session. By\n default, newly created game sessions are open to new players. You can restrict new\n player access by using UpdateGameSession to change the game session's player session creation\n policy.
Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
\n\n Available in Amazon GameLift Local.\n
\n\n Learn more\n
\n\n Start a game session\n
\n\n All APIs by task\n
" + "smithy.api#documentation": "Creates a multiplayer game session for players in a specific fleet location. This\n operation prompts an available server process to start a game session and retrieves\n connection information for the new game session. As an alternative, consider using the\n Amazon GameLift game session placement feature with StartGameSessionPlacement, which uses the FleetIQ algorithm and queues to\n optimize the placement process.
\nWhen creating a game session, you specify exactly where you want to place it and\n provide a set of game session configuration settings. The target fleet must be in\n ACTIVE
status.
You can use this operation in the following ways:
\nTo create a game session on an instance in a fleet's home Region, provide a\n fleet or alias ID along with your game session configuration.
\nTo create a game session on an instance in a fleet's remote location, provide\n a fleet or alias ID and a location name, along with your game session\n configuration.
\nTo create a game session on an instance in an Anywhere fleet, specify the\n fleet's custom location.
\nIf successful, Amazon GameLift initiates a workflow to start a new game session and returns a\n GameSession
object containing the game session configuration and\n status. When the game session status is ACTIVE
, it is updated with\n connection information and you can create player sessions for the game session. By\n default, newly created game sessions are open to new players. You can restrict new\n player access by using UpdateGameSession to change the game session's player session creation\n policy.
Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
\n\n Available in Amazon GameLift Local.\n
\n\n Learn more\n
\n\n Start a game session\n
\n\n All APIs by task\n
" } }, "com.amazonaws.gamelift#CreateGameSessionInput": { @@ -3326,7 +3326,7 @@ } ], "traits": { - "smithy.api#documentation": "Creates a script resource for your Realtime Servers script. Realtime scripts are JavaScript files\n that provide configuration settings and optional custom game logic for your game. Script\n logic is executed during an active game session. To deploy Realtime Servers for hosting, create an\n Amazon GameLift managed fleet with the script.
\nTo create a script resource, specify a script name and provide the script file(s). The\n script files and all dependencies must be combined into a single .zip file. You can\n upload the .zip file from either of these locations:
\nA locally available directory. Use the ZipFile parameter\n for this option.
\nAn Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the\n StorageLocation parameter for this option. You'll need\n to have an Identity Access Management (IAM) role that allows the Amazon GameLift service\n to access your S3 bucket.
\nIf the call is successful, Amazon GameLift creates a new script resource with a unique script\n ID. The script is uploaded to an Amazon S3 bucket that is owned by Amazon GameLift.
\n\n Learn more\n
\n\n Amazon GameLift Realtime Servers\n
\n\n Set Up a Role for Amazon GameLift Access\n
\n\n Related actions\n
\n\n All APIs by task\n
" + "smithy.api#documentation": "Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that\n provide configuration settings and optional custom game logic for your game. The script\n is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is\n executed during an active game session.
\nTo create a new script record, specify a script name and provide the script file(s).\n The script files and all dependencies must be zipped into a single file. You can pull\n the zip file from either of these locations:
\nA locally available directory. Use the ZipFile parameter\n for this option.
\nAn Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the\n StorageLocation parameter for this option. You'll need\n to have an Identity Access Management (IAM) role that allows the Amazon GameLift service\n to access your S3 bucket.
\nIf the call is successful, a new script record is created with a unique script ID. If\n the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3\n bucket and the script record's storage location reflects this location. If the script\n file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as\n needed for deployment.
\n\n Learn more\n
\n\n Amazon GameLift Realtime Servers\n
\n\n Set Up a Role for Amazon GameLift Access\n
\n\n Related actions\n
\n\n All APIs by task\n
" } }, "com.amazonaws.gamelift#CreateScriptInput": { @@ -3713,7 +3713,7 @@ } ], "traits": { - "smithy.api#documentation": "Deletes a container group definition. You can delete a container group definition if there\n are no fleets using the definition.
\n\n Request options:\n
\nDelete an entire container group definition, including all versions. Specify the\n container group definition name, or use an ARN value without the version number.
\nDelete a particular version. Specify the container group definition name and a version\n number, or use an ARN value that includes the version number.
\nKeep the newest versions and delete all older versions. Specify the container group\n definition name and the number of versions to retain. For example, set\n VersionCountToRetain
to 5 to delete all but the five most recent\n versions.
\n Learn more\n
\nDeletes a container group definition.
\n\n Request options:\n
\nDelete an entire container group definition, including all versions. Specify the\n container group definition name, or use an ARN value without the version number.
\nDelete a particular version. Specify the container group definition name and a version\n number, or use an ARN value that includes the version number.
\nKeep the newest versions and delete all older versions. Specify the container group\n definition name and the number of versions to retain. For example, set\n VersionCountToRetain
to 5 to delete all but the five most recent\n versions.
\n Result\n
\nIf successful, Amazon GameLift removes the container group definition versions that you request deletion for. \n This request will fail for any requested versions if the following is true:
\nIf the version is being used in an active fleet
\nIf the version is being deployed to a fleet in a deployment that's currently in progress.
\nIf the version is designated as a rollback definition in a fleet deployment that's currently in progress.
\n\n Learn more\n
\nRetrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all\n computes in a fleet, call ListCompute.
\nTo request information on a specific compute, provide the fleet ID and compute\n name.
\nIf successful, this operation returns details for the requested compute resource.\n Depending on the fleet's compute type, the result includes the following information:
\nFor managed EC2 fleets, this operation returns information about the EC2\n instance.
\nFor Anywhere fleets, this operation returns information about the\n registered compute.
\nRetrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all\n computes in a fleet, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute.html.
\nTo request information on a specific compute, provide the fleet ID and compute\n name.
\nIf successful, this operation returns details for the requested compute resource.\n Depending on the fleet's compute type, the result includes the following information:
\nFor managed EC2 fleets, this operation returns information about the EC2\n instance.
\nFor Anywhere fleets, this operation returns information about the\n registered compute.
\nRetrieves the resource capacity settings for one or more fleets. For a container\n fleet, this operation also returns counts for game server container groups.
\nWith multi-location fleets, this operation retrieves data for the fleet's home Region\n only. To retrieve capacity for remote locations, see \n DescribeFleetLocationCapacity.
\nThis operation can be used in the following ways:
\nTo get capacity data for one or more specific fleets, provide a list of fleet\n IDs or fleet ARNs.
\nTo get capacity data for all fleets, do not provide a fleet identifier.\n
\nWhen requesting multiple fleets, use the pagination parameters to retrieve results as\n a set of sequential pages.
\nIf successful, a FleetCapacity
object is returned for each requested\n fleet ID. Each FleetCapacity
object includes a Location
\n property, which is set to the fleet's home Region. Capacity values are returned only for\n fleets that currently exist.
Some API operations may limit the number of fleet IDs that are allowed in one\n request. If a request exceeds this limit, the request fails and the error message\n includes the maximum allowed.
\n\n Learn more\n
\n\n Setting up Amazon GameLift\n fleets\n
\n\n GameLift metrics for fleets\n
", + "smithy.api#documentation": "Retrieves the resource capacity settings for one or more fleets. For a container\n fleet, this operation also returns counts for game server container groups.
\nWith multi-location fleets, this operation retrieves data for the fleet's home Region\n only. To retrieve capacity for remote locations, see \n https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html.
\nThis operation can be used in the following ways:
\nTo get capacity data for one or more specific fleets, provide a list of fleet\n IDs or fleet ARNs.
\nTo get capacity data for all fleets, do not provide a fleet identifier.\n
\nWhen requesting multiple fleets, use the pagination parameters to retrieve results as\n a set of sequential pages.
\nIf successful, a FleetCapacity
object is returned for each requested\n fleet ID. Each FleetCapacity
object includes a Location
\n property, which is set to the fleet's home Region. Capacity values are returned only for\n fleets that currently exist.
Some API operations may limit the number of fleet IDs that are allowed in one\n request. If a request exceeds this limit, the request fails and the error message\n includes the maximum allowed.
\n\n Learn more\n
\n\n Setting up Amazon GameLift\n fleets\n
\n\n GameLift metrics for fleets\n
", "smithy.api#paginated": { "inputToken": "NextToken", "outputToken": "NextToken", @@ -5543,7 +5543,7 @@ } ], "traits": { - "smithy.api#documentation": "Retrieves a fleet's inbound connection permissions. Inbound permissions specify IP\n addresses and port settings that incoming traffic can use to access server processes in\n the fleet. Game server processes that are running in the fleet must use a port that\n falls within this range. To connect to game server processes on a managed container fleet, the\n port settings should include one or more of the container fleet's connection ports.
\nUse this operation in the following ways:
\nTo retrieve the port settings for a fleet, identify the fleet's unique\n identifier.
\nTo check the status of recent updates to a fleet remote location, specify the\n fleet ID and a location. Port setting updates can take time to propagate across\n all locations.
\nIf successful, a set of IpPermission
objects is returned for the\n requested fleet ID. When specifying a location, this operation returns a pending status.\n If the requested fleet has been deleted, the result set is empty.
\n Learn more\n
\n\n Setting up Amazon GameLift\n fleets\n
" + "smithy.api#documentation": "Retrieves a fleet's inbound connection permissions. Connection permissions specify IP\n addresses and port settings that incoming traffic can use to access server processes in\n the fleet. Game server processes that are running in the fleet must use a port that\n falls within this range.
\nUse this operation in the following ways:
\nTo retrieve the port settings for a fleet, identify the fleet's unique\n identifier.
\nTo check the status of recent updates to a fleet remote location, specify the\n fleet ID and a location. Port setting updates can take time to propagate across\n all locations.
\nIf successful, a set of IpPermission
objects is returned for the\n requested fleet ID. When specifying a location, this operation returns a pending status.\n If the requested fleet has been deleted, the result set is empty.
\n Learn more\n
\n\n Setting up Amazon GameLift\n fleets\n
" } }, "com.amazonaws.gamelift#DescribeFleetPortSettingsInput": { @@ -6266,7 +6266,7 @@ } ], "traits": { - "smithy.api#documentation": "Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including\n instance ID, connection data, and status. You can use this operation with a\n multi-location fleet to get location-specific instance information. As an alternative,\n use the operations ListCompute and DescribeCompute\n to retrieve information for compute resources, including EC2 and Anywhere fleets.
\nYou can call this operation in the following ways:
\nTo get information on all instances in a fleet's home Region, specify the\n fleet ID.
\nTo get information on all instances in a fleet's remote location, specify the\n fleet ID and location name.
\nTo get information on a specific instance in a fleet, specify the fleet ID and\n instance ID.
\nUse the pagination parameters to retrieve results as a set of sequential pages.
\nIf successful, this operation returns Instance
objects for each requested\n instance, listed in no particular order. If you call this operation for an Anywhere\n fleet, you receive an InvalidRequestException.
\n Learn more\n
\n\n Remotely connect to\n fleet instances\n
\n\n Debug fleet\n issues\n
\n\n Related actions\n
\n\n All APIs by task\n
", + "smithy.api#documentation": "Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including\n instance ID, connection data, and status. You can use this operation with a\n multi-location fleet to get location-specific instance information. As an alternative,\n use the operations https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute and https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeCompute\n to retrieve information for compute resources, including EC2 and Anywhere fleets.
\nYou can call this operation in the following ways:
\nTo get information on all instances in a fleet's home Region, specify the\n fleet ID.
\nTo get information on all instances in a fleet's remote location, specify the\n fleet ID and location name.
\nTo get information on a specific instance in a fleet, specify the fleet ID and\n instance ID.
\nUse the pagination parameters to retrieve results as a set of sequential pages.
\nIf successful, this operation returns Instance
objects for each requested\n instance, listed in no particular order. If you call this operation for an Anywhere\n fleet, you receive an InvalidRequestException.
\n Learn more\n
\n\n Remotely connect to\n fleet instances\n
\n\n Debug fleet\n issues\n
\n\n Related actions\n
\n\n All APIs by task\n
", "smithy.api#paginated": { "inputToken": "NextToken", "outputToken": "NextToken", @@ -6668,7 +6668,7 @@ } ], "traits": { - "smithy.api#documentation": "Retrieves a fleet's runtime configuration settings. The runtime configuration\n determines which server processes run, and how they run, and how many run concurrently \n on computes in managed EC2 and Anywhere fleets. You can update a fleet's runtime configuration\n at any time using UpdateRuntimeConfiguration.
\nTo get the current runtime configuration for a fleet, provide the fleet ID.
\nIf successful, a RuntimeConfiguration
object is returned for the\n requested fleet. If the requested fleet has been deleted, the result set is\n empty.
\n Learn more\n
\n\n Setting up Amazon GameLift\n fleets\n
\n\n Running multiple\n processes on a fleet\n
" + "smithy.api#documentation": "Retrieves a fleet's runtime configuration settings. The runtime configuration\n determines which server processes run, and how, on computes in the fleet. For managed\n EC2 fleets, the runtime configuration describes server processes that run on each fleet\n instance.\n can update a fleet's runtime configuration at any time using \n UpdateRuntimeConfiguration.
\nTo get the current runtime configuration for a fleet, provide the fleet ID.
\nIf successful, a RuntimeConfiguration
object is returned for the\n requested fleet. If the requested fleet has been deleted, the result set is\n empty.
\n Learn more\n
\n\n Setting up Amazon GameLift\n fleets\n
\n\n Running multiple\n processes on a fleet\n
" } }, "com.amazonaws.gamelift#DescribeRuntimeConfigurationInput": { @@ -8156,7 +8156,7 @@ "EventCode": { "target": "com.amazonaws.gamelift#EventCode", "traits": { - "smithy.api#documentation": "The type of event being logged.
\n\n Fleet state transition events:\n
\nFLEET_CREATED -- A fleet resource was successfully created with a status of\n NEW
. Event messaging includes the fleet ID.
FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW
to\n DOWNLOADING
. Amazon GameLift is downloading the compressed build and\n running install scripts.
FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING
\n to VALIDATING
. Amazon GameLift has successfully installed build and is now\n validating the build files.
FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING
to\n BUILDING
. Amazon GameLift has successfully verified the build files and\n is now launching a fleet instance.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING
to\n ACTIVATING
. Amazon GameLift is launching a game server process on the\n fleet instance and is testing its connectivity with the Amazon GameLift service.
FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING
\n to ACTIVE
. The fleet is now ready to host game sessions.
FLEET_STATE_ERROR -- The Fleet's status changed to ERROR
.\n Describe the fleet event message for more details.
\n Fleet creation events (ordered by fleet creation\n activity):\n
\nFLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet\n instance.
\nFLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully\n downloaded to an instance, and Amazon GameLiftis now extracting the build files from the\n uploaded build. Failure at this stage prevents a fleet from moving to ACTIVE\n status. Logs for this stage display a list of the files that are extracted and\n saved on the instance. Access the logs by using the URL in\n PreSignedLogUrl.
\nFLEET_CREATION_RUNNING_INSTALLER -- The game server build files were\n successfully extracted, and Amazon GameLift is now running the build's install script\n (if one is included). Failure in this stage prevents a fleet from moving to\n ACTIVE status. Logs for this stage list the installation steps and whether or\n not the install completed successfully. Access the logs by using the URL in\n PreSignedLogUrl.
\nFLEET_CREATION_COMPLETED_INSTALLER -- The game server build files were\n successfully installed and validation of the installation will begin\n soon.
\nFLEET_CREATION_FAILED_INSTALLER -- The installed failed while attempting to\n install the build files. This event indicates that the failure occurred before\n Amazon GameLift could start validation.
\nFLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,\n and the GameLift is now verifying that the game server launch paths, which are\n specified in the fleet's runtime configuration, exist. If any listed launch path\n exists, Amazon GameLift tries to launch a game server process and waits for the process\n to report ready. Failures in this stage prevent a fleet from moving to\n ACTIVE
status. Logs for this stage list the launch paths in the\n runtime configuration and indicate whether each is found. Access the logs by\n using the URL in PreSignedLogUrl.
FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime\n configuration failed because the executable specified in a launch path does not\n exist on the instance.
\nFLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime\n configuration failed because the executable specified in a launch path failed to\n run on the fleet instance.
\nFLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation\n timed out. Try fleet creation again.
\nFLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of\n the steps in the fleet activation process. This event code indicates that the\n game build was successfully downloaded to a fleet instance, built, and\n validated, but was not able to start a server process. For more information, see\n Debug Fleet Creation Issues.
\nFLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain\n any instances based on the input fleet attributes. Try again at a different time\n or choose a different combination of fleet attributes such as fleet type,\n instance type, etc.
\nFLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet\n creation. Describe the fleet event message for more details.
\n\n VPC peering events:\n
\nFLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established\n between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account.
\nFLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.\n Event details and status information provide additional detail. A common reason\n for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4\n addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services\n account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html\n
\nFLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully\n deleted.
\n\n Container group events:\n
\nCONTAINER_GROUP_REGISTRATION_FAILED – A game server container group started, but \n timed out before calling RegisterCompute
.
CONTAINER_GROUP_CRASHED A game server container group started and terminated without \n calling RegisterCompute
.
\n Spot instance events:\n
\nINSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a\n two-minute notification.
\nINSTANCE_RECYCLED -- A spot instance was determined to have a high risk \n of interruption and is scheduled to be recycled once it has no active \n game sessions.
\n\n Server process events:\n
\nSERVER_PROCESS_INVALID_PATH -- The game server executable or script could not\n be found based on the Fleet runtime configuration. Check that the launch path is\n correct based on the operating system of the Fleet.
\nSERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call\n InitSDK()
within the time expected (5 minutes). Check your game\n session log to see why InitSDK()
was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call\n ProcessReady()
within the time expected (5 minutes) after\n calling InitSDK()
. Check your game session log to see why\n ProcessReady()
was not called in time.
SERVER_PROCESS_CRASHED -- The server process exited without calling\n ProcessEnding()
. Check your game session log to see why\n ProcessEnding()
was not called.
SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a\n valid health check for too long and was therefore terminated by GameLift. Check\n your game session log to see if the thread became stuck processing a synchronous\n task for too long.
\nSERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly\n within the time expected after OnProcessTerminate()
was sent. Check\n your game session log to see why termination took longer than expected.
SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly\n within the time expected (30 seconds) after calling\n ProcessEnding()
. Check your game session log to see why termination\n took longer than expected.
\n Game session events:\n
\nGAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the\n expected time. Check your game session log to see why\n ActivateGameSession()
took longer to complete than\n expected.
\n Other fleet events:\n
\nFLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings\n (desired instances, minimum/maximum scaling limits). Event messaging includes\n the new capacity settings.
\nFLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the\n fleet's game session protection policy setting. Event messaging includes both\n the old and new policy setting.
\nFLEET_DELETED -- A request to delete a fleet was initiated.
\nGENERIC_EVENT -- An unspecified event has occurred.
\nThe type of event being logged.
\n\n Fleet state transition events:\n
\nFLEET_CREATED -- A fleet resource was successfully created with a status of\n NEW
. Event messaging includes the fleet ID.
FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW
to\n DOWNLOADING
. Amazon GameLift is downloading the compressed build and\n running install scripts.
FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING
\n to VALIDATING
. Amazon GameLift has successfully installed build and is now\n validating the build files.
FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING
to\n BUILDING
. Amazon GameLift has successfully verified the build files and\n is now launching a fleet instance.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING
to\n ACTIVATING
. Amazon GameLift is launching a game server process on the\n fleet instance and is testing its connectivity with the Amazon GameLift service.
FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING
\n to ACTIVE
. The fleet is now ready to host game sessions.
FLEET_STATE_ERROR -- The Fleet's status changed to ERROR
.\n Describe the fleet event message for more details.
\n Fleet creation events (ordered by fleet creation\n activity):\n
\nFLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet\n instance.
\nFLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully\n downloaded to an instance, and Amazon GameLiftis now extracting the build files from the\n uploaded build. Failure at this stage prevents a fleet from moving to ACTIVE\n status. Logs for this stage display a list of the files that are extracted and\n saved on the instance. Access the logs by using the URL in\n PreSignedLogUrl.
\nFLEET_CREATION_RUNNING_INSTALLER -- The game server build files were\n successfully extracted, and Amazon GameLift is now running the build's install script\n (if one is included). Failure in this stage prevents a fleet from moving to\n ACTIVE status. Logs for this stage list the installation steps and whether or\n not the install completed successfully. Access the logs by using the URL in\n PreSignedLogUrl.
\nFLEET_CREATION_COMPLETED_INSTALLER -- The game server build files were\n successfully installed and validation of the installation will begin\n soon.
\nFLEET_CREATION_FAILED_INSTALLER -- The installed failed while attempting to\n install the build files. This event indicates that the failure occurred before\n Amazon GameLift could start validation.
\nFLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,\n and the GameLift is now verifying that the game server launch paths, which are\n specified in the fleet's runtime configuration, exist. If any listed launch path\n exists, Amazon GameLift tries to launch a game server process and waits for the process\n to report ready. Failures in this stage prevent a fleet from moving to\n ACTIVE
status. Logs for this stage list the launch paths in the\n runtime configuration and indicate whether each is found. Access the logs by\n using the URL in PreSignedLogUrl.
FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime\n configuration failed because the executable specified in a launch path does not\n exist on the instance.
\nFLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime\n configuration failed because the executable specified in a launch path failed to\n run on the fleet instance.
\nFLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation\n timed out. Try fleet creation again.
\nFLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of\n the steps in the fleet activation process. This event code indicates that the\n game build was successfully downloaded to a fleet instance, built, and\n validated, but was not able to start a server process. For more information, see\n Debug Fleet Creation Issues.
\nFLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain\n any instances based on the input fleet attributes. Try again at a different time\n or choose a different combination of fleet attributes such as fleet type,\n instance type, etc.
\nFLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet\n creation. Describe the fleet event message for more details.
\n\n VPC peering events:\n
\nFLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established\n between the VPC for an Amazon GameLift fleet and a VPC in your Amazon Web Services account.
\nFLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.\n Event details and status information provide additional detail. A common reason\n for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4\n addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services\n account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html\n
\nFLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully\n deleted.
\n\n Spot instance events:\n
\nINSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a\n two-minute notification.
\nINSTANCE_RECYCLED -- A spot instance was determined to have a high risk \n of interruption and is scheduled to be recycled once it has no active \n game sessions.
\n\n Server process events:\n
\nSERVER_PROCESS_INVALID_PATH -- The game server executable or script could not\n be found based on the Fleet runtime configuration. Check that the launch path is\n correct based on the operating system of the Fleet.
\nSERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call\n InitSDK()
within the time expected (5 minutes). Check your game\n session log to see why InitSDK()
was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call\n ProcessReady()
within the time expected (5 minutes) after\n calling InitSDK()
. Check your game session log to see why\n ProcessReady()
was not called in time.
SERVER_PROCESS_CRASHED -- The server process exited without calling\n ProcessEnding()
. Check your game session log to see why\n ProcessEnding()
was not called.
SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a\n valid health check for too long and was therefore terminated by GameLift. Check\n your game session log to see if the thread became stuck processing a synchronous\n task for too long.
\nSERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly\n within the time expected after OnProcessTerminate()
was sent. Check\n your game session log to see why termination took longer than expected.
SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly\n within the time expected (30 seconds) after calling\n ProcessEnding()
. Check your game session log to see why termination\n took longer than expected.
\n Game session events:\n
\nGAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the\n expected time. Check your game session log to see why\n ActivateGameSession()
took longer to complete than\n expected.
\n Other fleet events:\n
\nFLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings\n (desired instances, minimum/maximum scaling limits). Event messaging includes\n the new capacity settings.
\nFLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the\n fleet's game session protection policy setting. Event messaging includes both\n the old and new policy setting.
\nFLEET_DELETED -- A request to delete a fleet was initiated.
\nGENERIC_EVENT -- An unspecified event has occurred.
\nThe Amazon EC2 instance type that the fleet uses. Instance type determines the computing\n resources of each instance in the fleet, including CPU, memory, storage, and networking\n capacity. See Amazon Elastic Compute Cloud Instance\n Types for detailed descriptions. This attribute is used with\n fleets where ComputeType
is \"EC2\".
The Amazon EC2 instance type that the fleet uses. Instance type determines the computing\n resources of each instance in the fleet, including CPU, memory, storage, and networking\n capacity. See Amazon Elastic Compute Cloud Instance\n Types for detailed descriptions. This attribute is used with fleets where\n ComputeType
is EC2
.
The type of game session protection to set on all new instances that are started in\n the fleet. This attribute is used with\n fleets where ComputeType
is \"EC2\".
\n NoProtection -- The game session can be\n terminated during a scale-down event.
\n\n FullProtection -- If the game session is in an\n ACTIVE
status, it cannot be terminated during a scale-down\n event.
The type of game session protection to set on all new instances that are started in\n the fleet. This attribute is used with fleets where ComputeType
is\n EC2
.
\n NoProtection -- The game session can be\n terminated during a scale-down event.
\n\n FullProtection -- If the game session is in an\n ACTIVE
status, it cannot be terminated during a scale-down\n event.
The operating system of the fleet's computing resources. A fleet's operating system is\n determined by the OS of the build or script that is deployed on this fleet.\n This attribute is used with\n fleets where ComputeType
is \"EC2\".
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs.\n For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x,\n first update the game server build to server SDK 5.x, and then deploy to AL2023\n instances. See \n Migrate to Amazon GameLift server SDK version 5.\n
\nThe operating system of the fleet's computing resources. A fleet's operating system is\n determined by the OS of the build or script that is deployed on this fleet. This\n attribute is used with fleets where ComputeType
is\n EC2
.
Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in \n the Amazon Linux 2 FAQs. \n For game servers\n that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the\n game server build to server SDK 5.x, and then deploy to AL2023 instances. See\n \n Migrate to Amazon GameLift server SDK version 5.\n
\nName of a metric group that metrics for this fleet are added to. In Amazon CloudWatch,\n you can view aggregated metrics for fleets that are in a metric group. A fleet can be\n included in only one metric group at a time. This attribute is used with\n fleets where ComputeType
is \"EC2\".
Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch,\n you can view aggregated metrics for fleets that are in a metric group. A fleet can be\n included in only one metric group at a time. This attribute is used with fleets where\n ComputeType
is EC2
.
A list of fleet activity that has been suspended using StopFleetActions. \n This includes fleet auto-scaling. This attribute is used with\n fleets where ComputeType
is \"EC2\".
A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling. This attribute is used\n with fleets where ComputeType
is EC2
.
A unique identifier for an IAM role that manages access to your Amazon Web Services services. \n With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, \n including install scripts, server processes, and daemons (background processes). Create a role or look up a role's \n ARN by using the IAM dashboard in the Amazon Web Services Management Console.\n Learn more about using on-box credentials for your game servers at \n \n Access external resources from a game server. This attribute is used with\n fleets where ComputeType
is \"EC2\".
A unique identifier for an IAM role that manages access to your Amazon Web Services services. \n With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, \n including install scripts, server processes, and daemons (background processes). Create a role or look up a role's \n ARN by using the IAM dashboard in the Amazon Web Services Management Console.\n Learn more about using on-box credentials for your game servers at \n \n Access external resources from a game server. This attribute is used with fleets where ComputeType
is\n EC2
.
Amazon GameLift Anywhere configuration options.
" + "smithy.api#documentation": "A set of attributes that are specific to an Anywhere fleet.
" } }, "InstanceRoleCredentialsProvider": { "target": "com.amazonaws.gamelift#InstanceRoleCredentialsProvider", "traits": { - "smithy.api#documentation": "Indicates that fleet instances maintain a shared credentials file for the IAM role\n defined in InstanceRoleArn
. Shared credentials allow applications that are\n deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used \n only when the game server is integrated with the\n server SDK version 5.x. For more information about using shared credentials, see Communicate\n with other Amazon Web Services resources from your fleets.\n This attribute is used with\n fleets where ComputeType
is \"EC2\".
Indicates that fleet instances maintain a shared credentials file for the IAM role defined in InstanceRoleArn
. Shared credentials allow\n applications that are deployed with the game server executable to communicate with other\n Amazon Web Services resources. This property is used only when the game server is integrated with the\n server SDK version 5.x. For more information about using shared credentials, see Communicate\n with other Amazon Web Services resources from your fleets. This attribute is used with\n fleets where ComputeType
is EC2
.
Describes an Amazon GameLift fleet of game hosting resources. Attributes differ based on\n the fleet's compute type, as follows:
\nEC2 fleet attributes identify a Build
resource (for fleets with \n customer game server builds) or a Script
resource (for Realtime Servers fleets).
Amazon GameLift Anywhere fleets have an abbreviated set of attributes, because most fleet configurations\n are set directly on the fleet's computes. Attributes include fleet identifiers and descriptive\n properties, creation/termination time, and fleet status.
\n\n Returned by:\n DescribeFleetAttributes\n
" + "smithy.api#documentation": "Describes an Amazon GameLift fleet of game hosting resources. Attributes differ based on\n the fleet's compute type, as follows:
\nEC2 fleet attributes identify a Build
resource (for fleets with \n customer game server builds) or a Script
resource (for Realtime Servers fleets).
Amazon GameLift Anywhere fleets have an abbreviated set of attributes, because most fleet configurations\n are set directly on the fleet's computes. Attributes include fleet identifiers and descriptive\n properties, creation/termination time, and fleet status.
\n\n Returned by:\n https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetAttributes\n
" } }, "com.amazonaws.gamelift#FleetAttributesList": { @@ -8877,19 +8877,19 @@ "RollbackGameServerBinaryArn": { "target": "com.amazonaws.gamelift#FleetBinaryArn", "traits": { - "smithy.api#documentation": "The unique identifier for the version of the game server container group definition to\n roll back to if deployment fails.
" + "smithy.api#documentation": "The unique identifier for the version of the game server container group definition to\n roll back to if deployment fails. Amazon GameLift sets this property to the container group definition\n version that the fleet used when it was last active.
" } }, "PerInstanceBinaryArn": { "target": "com.amazonaws.gamelift#FleetBinaryArn", "traits": { - "smithy.api#documentation": "The unique identifier for the version of the per-instance container group definition\n that is being deployed.
" + "smithy.api#documentation": "The unique identifier for the version of the per-instance container group definition\n that is being deployed.
" } }, "RollbackPerInstanceBinaryArn": { "target": "com.amazonaws.gamelift#FleetBinaryArn", "traits": { - "smithy.api#documentation": "The unique identifier for the version of the per-instance container group definition\n to roll back to if deployment fails.
" + "smithy.api#documentation": "The unique identifier for the version of the per-instance container group definition\n to roll back to if deployment fails. Amazon GameLift sets this property to the container group definition\n version that the fleet used when it was last active.
" } }, "DeploymentStatus": { @@ -9431,6 +9431,9 @@ { "target": "com.amazonaws.gamelift#TagResource" }, + { + "target": "com.amazonaws.gamelift#TerminateGameSession" + }, { "target": "com.amazonaws.gamelift#UntagResource" }, @@ -10439,7 +10442,7 @@ } }, "traits": { - "smithy.api#documentation": "This key-value pair can store custom data about a game session.\n For example, you might use a GameProperty
to track a game session's map, level of difficulty, or remaining time.\n The difficulty level could be specified like this: {\"Key\": \"difficulty\", \"Value\":\"Novice\"}
.\n
\n You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can't delete game properties from a game session.\n
\nFor examples of working with game properties, see Create a game session with properties. \n
" + "smithy.api#documentation": "This key-value pair can store custom data about a game session. For example, you might\n use a GameProperty
to track a game session's map, level of difficulty, or\n remaining time. The difficulty level could be specified like this: {\"Key\":\n \"difficulty\", \"Value\":\"Novice\"}
.
You can set game properties when creating a game session. You can also modify game\n properties of an active game session. When searching for game sessions, you can filter\n on game property keys and values. You can't delete game properties from a game session.
\nFor examples of working with game properties, see Create a game session with properties.
" } }, "com.amazonaws.gamelift#GamePropertyKey": { @@ -10620,7 +10623,7 @@ } }, "traits": { - "smithy.api#documentation": "Describes the game server container in an existing game server container group. A game\n server container identifies a container image with your game server build. A game server\n container is automatically considered essential; if an essential container fails, the entire\n container group restarts.
\nYou can update a container definition and deploy the updates to an existing fleet. When\n creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput.
\n\n Part of:\n ContainerGroupDefinition\n
\n\n Returned by:\n DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition\n
" + "smithy.api#documentation": "Describes the game server container in an existing game server container group. A game\n server container identifies a container image with your game server build. A game server\n container is automatically considered essential; if an essential container fails, the entire\n container group restarts.
\nYou can update a container definition and deploy the updates to an existing fleet. When\n creating or updating a game server container group definition, use the property \n https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerContainerDefinitionInput.
\n\n Part of:\n ContainerGroupDefinition\n
\n\n Returned by:\n DescribeContainerGroupDefinition, \n ListContainerGroupDefinitions, \n UpdateContainerGroupDefinition\n
" } }, "com.amazonaws.gamelift#GameServerContainerDefinitionInput": { @@ -10678,7 +10681,7 @@ } }, "traits": { - "smithy.api#documentation": "Describes the configuration for a container that runs your game server executable. This\n definition includes container configuration, resources, and start instructions. Use this data\n type when creating or updating a game server container group definition. For properties of a\n deployed container, see GameServerContainerDefinition. A game server\n container is automatically considered essential; if an essential container fails, the entire\n container group restarts.
\n\n Use with: \n CreateContainerGroupDefinition, UpdateContainerGroupDefinition\n
" + "smithy.api#documentation": "Describes the configuration for a container that runs your game server executable. This\n definition includes container configuration, resources, and start instructions. Use this data\n type when creating or updating a game server container group definition. For properties of a\n deployed container, see GameServerContainerDefinition. A game server\n container is automatically considered essential; if an essential container fails, the entire\n container group restarts.
\n\n Use with: \n CreateContainerGroupDefinition, \n UpdateContainerGroupDefinition\n
" } }, "com.amazonaws.gamelift#GameServerContainerGroupCounts": { @@ -10710,7 +10713,7 @@ } }, "traits": { - "smithy.api#documentation": "The number and status of game server container groups that are deployed across a container fleet. \n Combine this count with the number of server processes that each game server container group runs \n to learn how many game sessions the fleet is capable of hosting concurrently. For example, if a \n fleet has 50 game server container groups, and the game server container in each group runs 1 game server \n process, then the fleet has the capacity to run host 50 game sessions at a time.
\n\n Returned by:\n DescribeFleetCapacity, DescribeFleetLocationCapacity\n
" + "smithy.api#documentation": "The number and status of game server container groups that are deployed across a container fleet. \n Combine this count with the number of server processes that each game server container group runs \n to learn how many game sessions the fleet is capable of hosting concurrently. For example, if a \n fleet has 50 game server container groups, and the game server container in each group runs 1 game server \n process, then the fleet has the capacity to run host 50 game sessions at a time.
\n\n Returned by:\n https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html, https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html\n
" } }, "com.amazonaws.gamelift#GameServerContainerGroupsPerInstance": { @@ -11700,7 +11703,7 @@ "StatusReason": { "target": "com.amazonaws.gamelift#GameSessionStatusReason", "traits": { - "smithy.api#documentation": "Provides additional information about game session status. INTERRUPTED
\n indicates that the game session was hosted on a spot instance that was reclaimed,\n causing the active game session to be terminated.
Provides additional information about game session status.
\n\n INTERRUPTED
-- The game session was hosted on an EC2 Spot instance that was\n reclaimed, causing the active game session to be stopped.
\n TRIGGERED_ON_PROCESS_TERMINATE
– The game session was stopped by calling\n TerminateGameSession
with the termination mode\n TRIGGER_ON_PROCESS_TERMINATE
.
\n FORCE_TERMINATED
– The game session was stopped by calling\n TerminateGameSession
with the termination mode\n FORCE_TERMINATE
.
Indicates whether or not the game session is accepting new players.
" + "smithy.api#documentation": "Indicates whether the game session is accepting new players.
" } }, "CreatorId": { @@ -11900,7 +11903,7 @@ "Status": { "target": "com.amazonaws.gamelift#GameSessionPlacementState", "traits": { - "smithy.api#documentation": "Current status of the game session placement request.
\n\n PENDING -- The placement request is \n in the queue waiting to be processed. Game session properties are not\n yet final.
\n\n FULFILLED -- A new game session has been \n successfully placed. Game session properties are now final.
\n\n CANCELLED -- The placement request was\n canceled.
\n\n TIMED_OUT -- A new game session was not\n successfully created before the time limit expired. You can resubmit as a new\n placement request as needed.
\n\n FAILED -- Amazon GameLift is not able to complete the\n process of placing the game session. Common reasons are the game session\n terminated before the placement process was completed, or an unexpected internal\n error.
\nCurrent status of the game session placement request.
\n\n PENDING -- The placement request is \n in the queue waiting to be processed. Game session properties are not\n yet final.
\n\n FULFILLED -- A new game session has been \n successfully placed. Game session properties are now final.
\n\n CANCELLED -- The placement request was\n canceled.
\n\n TIMED_OUT -- A new game session was not\n successfully created before the time limit expired. You can resubmit the\n placement request as needed.
\n\n FAILED -- Amazon GameLift is not able to complete the\n process of placing the game session. Common reasons are the game session\n terminated before the placement process was completed, or an unexpected internal\n error.
\nRepresents a potential game session placement, including the full details of the\n original placement request and the current status.
\nIf the game session placement status is PENDING
, the properties for game\n session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not\n active and ready to accept players until placement status reaches\n FULFILLED
. When the placement is in PENDING
status,\n Amazon GameLift may attempt to place a game session multiple times before succeeding. With\n each attempt it creates a GameSession object and updates this\n placement object with the new game session properties..
Represents a potential game session placement, including the full details of the\n original placement request and the current status.
\nIf the game session placement status is PENDING
, the properties for game\n session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not\n active and ready to accept players until placement status reaches\n FULFILLED
. When the placement is in PENDING
status,\n Amazon GameLift may attempt to place a game session multiple times before succeeding. With\n each attempt it creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameSession object and updates this\n placement object with the new game session properties..
A unique identifier for the compute resource that you want to connect to. For an EC2\n fleet compute, use the instance ID. Use\n ListCompute to retrieve compute identifiers.
", + "smithy.api#documentation": "A unique identifier for the compute resource that you want to connect to. For an EC2\n fleet compute, use the instance ID. Use\n https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute.html to retrieve compute identifiers.
", "smithy.api#required": {} } } @@ -12482,7 +12497,7 @@ } ], "traits": { - "smithy.api#documentation": "Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet.\n Use this operation to connect to instances with game servers that use Amazon GameLift server SDK\n 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or\n later, call GetComputeAccess.
\nTo request access to an instance, specify IDs for the instance and the fleet it\n belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID.
\nIf successful, this operation returns an IP address and credentials. The returned\n credentials match the operating system of the instance, as follows:
\nFor a Windows instance: returns a user name and secret (password) for use with\n a Windows Remote Desktop client.
\nFor a Linux instance: returns a user name and secret (RSA private key) for use\n with an SSH client. You must save the secret to a .pem
file. If\n you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically\n saving the secret to a .pem
file.
\n Learn more\n
\n\n Remotely connect to\n fleet instances\n
\n\n Debug fleet\n issues\n
\n\n Related actions\n
\n\n All APIs by task\n
" + "smithy.api#documentation": "Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet.\n Use this operation to connect to instances with game servers that use Amazon GameLift server SDK\n 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or\n later, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess.
\nTo request access to an instance, specify IDs for the instance and the fleet it\n belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID.
\nIf successful, this operation returns an IP address and credentials. The returned\n credentials match the operating system of the instance, as follows:
\nFor a Windows instance: returns a user name and secret (password) for use with\n a Windows Remote Desktop client.
\nFor a Linux instance: returns a user name and secret (RSA private key) for use\n with an SSH client. You must save the secret to a .pem
file. If\n you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically\n saving the secret to a .pem
file.
\n Learn more\n
\n\n Remotely connect to\n fleet instances\n
\n\n Debug fleet\n issues\n
\n\n Related actions\n
\n\n All APIs by task\n
" } }, "com.amazonaws.gamelift#GetInstanceAccessInput": { @@ -12668,7 +12683,7 @@ } }, "traits": { - "smithy.api#documentation": "Information and credentials that you can use to remotely connect to an instance in an\n EC2 managed fleet. This data type is returned in response to a call to \n GetInstanceAccess.
" + "smithy.api#documentation": "Information and credentials that you can use to remotely connect to an instance in an\n EC2 managed fleet. This data type is returned in response to a call to \n https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess.
" } }, "com.amazonaws.gamelift#InstanceCredentials": { @@ -12688,7 +12703,7 @@ } }, "traits": { - "smithy.api#documentation": "A set of credentials that allow remote access to an instance in an EC2 managed fleet.\n These credentials are returned in response to a call to \n GetInstanceAccess, which requests access for instances that are running\n game servers with the Amazon GameLift server SDK version 4.x or earlier.
", + "smithy.api#documentation": "A set of credentials that allow remote access to an instance in an EC2 managed fleet.\n These credentials are returned in response to a call to \n https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess, which requests access for instances that are running\n game servers with the Amazon GameLift server SDK version 4.x or earlier.
", "smithy.api#sensitive": {} } }, @@ -12881,7 +12896,7 @@ } }, "traits": { - "smithy.api#documentation": "A range of IP addresses and port settings that allow inbound traffic to connect to\n processes on an instance in a fleet. Processes are assigned an IP address/port number\n combination, which must fall into the fleet's allowed ranges. For managed container fleets, the\n port settings must use the same port numbers as the fleet's connection ports.
\nFor Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging\n and one for UDP.
" + "smithy.api#documentation": "A range of IP addresses and port settings that allow inbound traffic to connect to\n processes on an instance in a fleet. Processes are assigned an IP address/port number\n combination, which must fall into the fleet's allowed ranges.\n
\nFor Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging\n and one for UDP.
" } }, "com.amazonaws.gamelift#IpPermissionsList": { @@ -13503,7 +13518,7 @@ } ], "traits": { - "smithy.api#documentation": "Retrieves container group definitions for the Amazon Web Services account and Amazon Web Services Region. Use the pagination parameters to retrieve results in a set of sequential\n pages.
\nThis operation returns only the latest version of each definition. To retrieve all\n versions of a container group definition, use ListContainerGroupDefinitionVersions.
\n\n Request options:\n
\nRetrieve the most recent versions of all container group definitions.
\nRetrieve the most recent versions of all container group definitions, filtered by\n type. Specify the container group type to filter on.
\n\n Results:\n
\nIf successful, this operation returns the complete properties of a set of container group\n definition versions that match the request.
\nThis operation returns the list of container group definitions in no particular order.
\n\n Learn more\n
\nRetrieves 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\n pages.
\nThis operation returns only the latest version of each definition. To retrieve all\n versions of a container group definition, use ListContainerGroupDefinitionVersions.
\n\n Request options:\n
\nRetrieve the most recent versions of all container group definitions.
\nRetrieve the most recent versions of all container group definitions, filtered by\n type. Specify the container group type to filter on.
\n\n Results:\n
\nIf successful, this operation returns the complete properties of a set of container group\n definition versions that match the request.
\nThis operation returns the list of container group definitions in no particular order.
\nRetrieves a collection of container fleet deployments in an Amazon Web Services Region.
\n\n Request options\n
\nGet a list of all deployments. Call this operation without specifying a fleet ID.
\nGet a list of all deployments for a fleet. Specify the container fleet ID or ARN value.
\nTo get a list of all Realtime Servers fleets with a specific configuration script,\n provide the script ID.
\nUse the pagination parameters to retrieve results as a set of sequential pages.
\n\n Results\n
\nIf successful, this operation returns a list of deployments that match the request\n parameters. A NextToken value is also returned if there are more result pages to\n retrieve.
\nFleet IDs are returned in no particular order.
\nRetrieves a collection of container fleet deployments in an Amazon Web Services Region. Use the\n pagination parameters to retrieve results as a set of sequential pages.
\n\n Request options\n
\nGet a list of all deployments. Call this operation without specifying a fleet ID.
\nGet a list of all deployments for a fleet. Specify the container fleet ID or ARN value.
\n\n Results\n
\nIf successful, this operation returns a list of deployments that match the request\n parameters. A NextToken value is also returned if there are more result pages to\n retrieve.
\nDeployments are returned starting with the latest.
\nProperties of a custom location for use in an Amazon GameLift Anywhere fleet. This data type is returned in response to a call to CreateLocation.
" + "smithy.api#documentation": "Properties of a custom location for use in an Amazon GameLift Anywhere fleet. This data type is returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateLocation.
" } }, "com.amazonaws.gamelift#LocationModelList": { @@ -16104,7 +16119,7 @@ "MaxConcurrentGameSessionActivations": { "target": "com.amazonaws.gamelift#MaxConcurrentGameSessionActivations", "traits": { - "smithy.api#documentation": "The number of game sessions in status ACTIVATING
to allow on an instance.\n This setting limits the instance resources that can be used for new game activations at\n any one time.
The number of game sessions in status ACTIVATING
to allow on an\n instance or compute. This setting limits the instance resources that can be\n used for new game activations at any one time.
Retrieves all active game sessions that match a set of search criteria and sorts them\n into a specified order.
\nThis 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.
\nWhen searching for game sessions, you specify exactly where you want to search and\n provide a search filter expression, a sort expression, or both. A search request can\n search only one fleet, but it can search all of a fleet's locations.
\nThis operation can be used in the following ways:
\nTo search all game sessions that are currently running on all locations in a\n fleet, provide a fleet or alias ID. This approach returns game sessions in the\n fleet's home Region and all remote locations that fit the search\n criteria.
\nTo search all game sessions that are currently running on a specific fleet\n location, provide a fleet or alias ID and a location name. For location, you can\n specify a fleet's home Region or any remote location.
\nUse the pagination parameters to retrieve results as a set of sequential pages.
\nIf successful, a GameSession
object is returned for each game session\n that matches the request. Search finds game sessions that are in ACTIVE
\n status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions .
To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.
\n\n gameSessionId -- A unique identifier for the game session. You can use either a\n GameSessionId
or GameSessionArn
value.
\n gameSessionName -- Name assigned to a game\n session. Game session names do not need to be unique to a game session.
\n\n gameSessionProperties -- A set of key-value pairs that can store custom data in a game session.\n For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}
.\n The filter expression must specify the 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\"
.\n All game property values are searched as strings.
\n For examples of searching game sessions, see the ones below, and also see Search game sessions by game property.\n
\n\n maximumSessions -- Maximum number of player\n sessions allowed for a game session.
\n\n creationTimeMillis -- Value indicating when a\n game session was created. It is expressed in Unix time as milliseconds.
\n\n playerSessionCount -- Number of players\n currently connected to a game session. This value changes rapidly as players\n join the session or drop out.
\n\n hasAvailablePlayerSessions -- Boolean value\n indicating whether a game session has reached its maximum number of players. It\n is highly recommended that all search requests include this filter attribute to\n optimize search performance and return only sessions that players can join.\n
\nReturned values for playerSessionCount
and\n hasAvailablePlayerSessions
change quickly as players join sessions\n and others drop out. Results should be considered a snapshot in time. Be sure to\n refresh search results often, and handle sessions that fill up before a player can\n join.
\n All APIs by task\n
", + "smithy.api#documentation": "Retrieves all active game sessions that match a set of search criteria and sorts them\n into a specified order.
\nThis 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.
\nWhen searching for game sessions, you specify exactly where you want to search and\n provide a search filter expression, a sort expression, or both. A search request can\n search only one fleet, but it can search all of a fleet's locations.
\nThis operation can be used in the following ways:
\nTo search all game sessions that are currently running on all locations in a\n fleet, provide a fleet or alias ID. This approach returns game sessions in the\n fleet's home Region and all remote locations that fit the search\n criteria.
\nTo search all game sessions that are currently running on a specific fleet\n location, provide a fleet or alias ID and a location name. For location, you can\n specify a fleet's home Region or any remote location.
\nUse the pagination parameters to retrieve results as a set of sequential pages.
\nIf successful, a GameSession
object is returned for each game session\n that matches the request. Search finds game sessions that are in ACTIVE
\n status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.
To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.
\n\n gameSessionId -- A unique identifier for the game session. You can use either a\n GameSessionId
or GameSessionArn
value.
\n gameSessionName -- Name assigned to a game\n session. Game session names do not need to be unique to a game session.
\n\n gameSessionProperties -- A set of key-value pairs that can store custom data in a game session.\n For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}
.\n 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\"
.\n All game property values are searched as strings.
\n For examples of searching game sessions, see the ones below, and also see Search game sessions by game property.\n
\n\n maximumSessions -- Maximum number of player\n sessions allowed for a game session.
\n\n creationTimeMillis -- Value indicating when a\n game session was created. It is expressed in Unix time as milliseconds.
\n\n playerSessionCount -- Number of players\n currently connected to a game session. This value changes rapidly as players\n join the session or drop out.
\n\n hasAvailablePlayerSessions -- Boolean value\n indicating whether a game session has reached its maximum number of players. It\n is highly recommended that all search requests include this filter attribute to\n optimize search performance and return only sessions that players can join.\n
\nReturned values for playerSessionCount
and\n hasAvailablePlayerSessions
change quickly as players join sessions\n and others drop out. Results should be considered a snapshot in time. Be sure to\n refresh search results often, and handle sessions that fill up before a player can\n join.
\n All APIs by task\n
", "smithy.api#paginated": { "inputToken": "NextToken", "outputToken": "NextToken", @@ -16697,7 +16712,7 @@ } ], "traits": { - "smithy.api#documentation": "Places a request for a new game session in a queue. When processing a placement\n request, Amazon GameLift searches for available resources on the queue's destinations, scanning\n each until it finds resources or the placement request times out.
\nA game session placement request can also request player sessions. When a new game\n session is successfully created, Amazon GameLift creates a player session for each player\n included in the request.
\nWhen placing a game session, by default Amazon GameLift tries each fleet in the order they are\n listed in the queue configuration. Ideally, a queue's destinations are listed in\n preference order.
\nAlternatively, when requesting a game session with players, you can also provide\n latency data for each player in relevant Regions. Latency data indicates the performance\n lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency\n data to reorder the list of destinations to place the game session in a Region with\n minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each\n Region's average lag for all players and reorders to get the best game play across all\n players.
\nTo place a new game session request, specify the following:
\nThe queue name and a set of game session properties and settings
\nA unique ID (such as a UUID) for the placement. You use this ID to track the\n status of the placement request
\n(Optional) A set of player data and a unique player ID for each player that\n you are joining to the new game session (player data is optional, but if you\n include it, you must also provide a unique ID for each player)
\nLatency data for all players (if you want to optimize game play for the\n players)
\nIf successful, a new game session placement is created.
\nTo track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status\n is FULFILLED
, a new game session has been created and a game session ARN\n and Region are referenced. If the placement request times out, submit a new request to the same\n queue or a different queue.
Places a request for a new game session in a queue. When processing a placement\n request, Amazon GameLift searches for available resources on the queue's destinations, scanning\n each until it finds resources or the placement request times out.
\nA game session placement request can also request player sessions. When a new game\n session is successfully created, Amazon GameLift creates a player session for each player\n included in the request.
\nWhen placing a game session, by default Amazon GameLift tries each fleet in the order they are\n listed in the queue configuration. Ideally, a queue's destinations are listed in\n preference order.
\nAlternatively, when requesting a game session with players, you can also provide\n latency data for each player in relevant Regions. Latency data indicates the performance\n lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency\n data to reorder the list of destinations to place the game session in a Region with\n minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each\n Region's average lag for all players and reorders to get the best game play across all\n players.
\nTo place a new game session request, specify the following:
\nThe queue name and a set of game session properties and settings
\nA unique ID (such as a UUID) for the placement. You use this ID to track the\n status of the placement request
\n(Optional) A set of player data and a unique player ID for each player that\n you are joining to the new game session (player data is optional, but if you\n include it, you must also provide a unique ID for each player)
\nLatency data for all players (if you want to optimize game play for the\n players)
\nIf successful, a new game session placement is created.
\nTo track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status\n is FULFILLED
, a new game session has been created and a game session ARN\n and Region are referenced. If the placement request times out, you can resubmit the\n request or retry it with a different queue.
The amount of memory that Amazon GameLift makes available to the container. If memory limits\n aren't set for an individual container, the container shares the container group's total\n memory allocation.
\n\n Related data type: \n ContainerGroupDefinition$TotalMemoryLimitMebibytes\n
" + "smithy.api#documentation": "The amount of memory that Amazon GameLift makes available to the container. If memory limits\n aren't set for an individual container, the container shares the container group's total\n memory allocation.
\n\n Related data type: \n ContainerGroupDefinition TotalMemoryLimitMebibytes\n
" } }, "PortConfiguration": { @@ -17181,12 +17196,12 @@ "Vcpu": { "target": "com.amazonaws.gamelift#ContainerVcpu", "traits": { - "smithy.api#documentation": "The number of vCPU units that are reserved for the container. If no resources are\n reserved, the container shares the total vCPU limit for the container group.
\n\n Related data type: \n ContainerGroupDefinition$TotalVcpuLimit\n
" + "smithy.api#documentation": "The number of vCPU units that are reserved for the container. If no resources are\n reserved, the container shares the total vCPU limit for the container group.
\n\n Related data type: \n ContainerGroupDefinition TotalVcpuLimit\n
" } } }, "traits": { - "smithy.api#documentation": "Describes a support container in a container group. A support container might be in a game\n server container group or a per-instance container group. Support containers don't run game\n server processes.
\nYou can update a support container definition and deploy the updates to an existing fleet.\n When creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput.
\n\n Part of:\n ContainerGroupDefinition\n
\n\n Returned by:\n DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition\n
" + "smithy.api#documentation": "Describes a support container in a container group. A support container might be in a game\n server container group or a per-instance container group. Support containers don't run game\n server processes.
\nYou can update a support container definition and deploy the updates to an existing fleet.\n When creating or updating a game server container group definition, use the property \n GameServerContainerDefinitionInput.
\n\n Part of:\n ContainerGroupDefinition\n
\n\n Returned by:\n DescribeContainerGroupDefinition, \n ListContainerGroupDefinitions, \n UpdateContainerGroupDefinition\n
" } }, "com.amazonaws.gamelift#SupportContainerDefinitionInput": { @@ -17241,7 +17256,7 @@ "MemoryHardLimitMebibytes": { "target": "com.amazonaws.gamelift#ContainerMemoryLimit", "traits": { - "smithy.api#documentation": "A specified amount of memory (in MiB) to reserve for this container. If you don't specify\n a container-specific memory limit, the container shares the container group's total memory\n allocation.
\n\n Related data type: \n ContainerGroupDefinition TotalMemoryLimitMebibytes\n
A specified amount of memory (in MiB) to reserve for this container. If you don't specify\n a container-specific memory limit, the container shares the container group's total memory\n allocation.
\n\n Related data type: \n ContainerGroupDefinitionTotalMemoryLimitMebibytes\n
The number of vCPU units to reserve for this container. The container can use more\n resources when needed, if available. If you don't reserve CPU units for this container, it\n shares the container group's total vCPU limit.
\n\n Related data type: \n ContainerGroupDefinition TotalCpuLimit\n
" + "smithy.api#documentation": "The number of vCPU units to reserve for this container. The container can use more\n resources when needed, if available. If you don't reserve CPU units for this container, it\n shares the container group's total vCPU limit.
\n\n Related data type: \n ContainerGroupDefinition TotalCpuLimit\n
" } } }, "traits": { - "smithy.api#documentation": "Describes a support container in a container group. You can define a support container in\n either a game server container group or a per-instance container group. Support containers\n don't run game server processes.
\nThis definition includes container configuration, resources, and start instructions. Use\n this data type when creating or updating a container group definition. For properties of a\n deployed support container, see SupportContainerDefinition.
\n\n Use with: \n CreateContainerGroupDefinition, UpdateContainerGroupDefinition\n
" + "smithy.api#documentation": "Describes a support container in a container group. You can define a support container in\n either a game server container group or a per-instance container group. Support containers\n don't run game server processes.
\nThis definition includes container configuration, resources, and start instructions. Use\n this data type when creating or updating a container group definition. For properties of a\n deployed support container, see SupportContainerDefinition.
\n\n Use with: \n CreateContainerGroupDefinition, \n UpdateContainerGroupDefinition\n
" } }, "com.amazonaws.gamelift#SupportContainerDefinitionInputList": { @@ -17531,6 +17546,90 @@ "smithy.api#error": "client" } }, + "com.amazonaws.gamelift#TerminateGameSession": { + "type": "operation", + "input": { + "target": "com.amazonaws.gamelift#TerminateGameSessionInput" + }, + "output": { + "target": "com.amazonaws.gamelift#TerminateGameSessionOutput" + }, + "errors": [ + { + "target": "com.amazonaws.gamelift#InternalServiceException" + }, + { + "target": "com.amazonaws.gamelift#InvalidGameSessionStatusException" + }, + { + "target": "com.amazonaws.gamelift#InvalidRequestException" + }, + { + "target": "com.amazonaws.gamelift#NotFoundException" + }, + { + "target": "com.amazonaws.gamelift#NotReadyException" + }, + { + "target": "com.amazonaws.gamelift#UnauthorizedException" + } + ], + "traits": { + "smithy.api#documentation": "Ends a game session that's currently in progress. You can use this action to terminate\n any game session that isn't in TERMINATED
or TERMINATING
\n status. Terminating a game session is the most efficient way to free up a server process\n when it's hosting a game session that's in a bad state or not ending naturally. You can\n use this action to terminate a game session that's being hosted on any type of Amazon GameLift\n fleet compute, including computes for managed EC2, managed container, and Anywhere\n fleets.
There are two potential methods for terminating a game session:
\nWith a graceful termination, the Amazon GameLift service prompts the server process to initiate its\n normal game session shutdown sequence. This sequence is implemented in the game\n server code and might involve a variety of actions to gracefully end a game\n session, such as notifying players, and stop the server process.
\nWith a forceful termination, the Amazon GameLift service takes immediate action to terminate the game\n session by stopping the server process. Termination occurs without the normal\n game session shutdown sequence.
\n\n Request options\n
\nRequest termination for a single game session. Provide the game session ID and\n the termination method.
\n\n Results\n
\nIf successful, game session termination is initiated, which includes changing the game\n session status to TERMINATING
. As a result of this action, and depending on\n the implementation of OnProcessTerminate()
, the server process either\n becomes available to host a new game session, or it's recycled and a new server process\n started with availability to host a game session. The game session status is changed to\n TERMINATED
, with a status reason that indicates the termination method\n used.
A unique identifier for the game session to be terminated. A game session ARN has the following format: \n arn:aws:gamelift:
.
The method to use to terminate the game session. Available methods include:
\n\n TRIGGER_ON_PROCESS_TERMINATE
– Sends an\n OnProcessTerminate()
callback to the server process to initiate\n the normal game session shutdown sequence. At a minimum, the callback method\n must include a call to the server SDK action ProcessEnding()
, which\n is how the server process signals that a game session is ending. If the server\n process doesn't call ProcessEnding()
, this termination method won't\n be successful.
\n FORCE_TERMINATE
– Takes action to stop the server process, using\n existing methods to control how server processes run on an Amazon GameLift managed\n compute.
This method is not available for game sessions that are running on\n Anywhere fleets unless the fleet is deployed with the Amazon GameLift Agent. In this\n scenario, a force terminate request results in an invalid or bad request\n exception.
\nUpdates the properties of a managed container fleet. Depending on the properties being\n updated, this operation might initiate a fleet deployment. You can track deployments for\n a fleet using DescribeFleetDeployment.
\n\n Request options\n
\nAs with CreateContainerFleet, many fleet properties use common defaults or are\n calculated based on the fleet's container group definitions.
\nUpdate fleet properties that result in a fleet deployment. Include only those\n properties that you want to change. Specify deployment configuration\n settings.
\nUpdate fleet properties that don't result in a fleet deployment. Include only\n those properties that you want to change.
\nChanges to the following properties initiate a fleet deployment:
\n\n GameServerContainerGroupDefinition
\n
\n PerInstanceContainerGroupDefinition
\n
\n GameServerContainerGroupsPerInstance
\n
\n InstanceInboundPermissions
\n
\n InstanceConnectionPortRange
\n
\n LogConfiguration
\n
\n Results\n
\nIf successful, this operation updates the container fleet resource, and might initiate\n a new deployment of fleet resources using the deployment configuration provided. A\n deployment replaces existing fleet instances with new instances that are deployed with\n the updated fleet properties. The fleet is placed in UPDATING
status until\n the deployment is complete, then return to ACTIVE
.
You can have only one update deployment active at a time for a fleet. If a second\n update request initiates a deployment while another deployment is in progress, the first\n deployment is cancelled.
" + "smithy.api#documentation": "Updates the properties of a managed container fleet. Depending on the properties being\n updated, this operation might initiate a fleet deployment. You can track deployments for\n a fleet using https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetDeployment.html.
\n\n Request options\n
\nAs with CreateContainerFleet, many fleet properties use common defaults or are\n calculated based on the fleet's container group definitions.
\nUpdate fleet properties that result in a fleet deployment. Include only those\n properties that you want to change. Specify deployment configuration\n settings.
\nUpdate fleet properties that don't result in a fleet deployment. Include only\n those properties that you want to change.
\nChanges to the following properties initiate a fleet deployment:
\n\n GameServerContainerGroupDefinition
\n
\n PerInstanceContainerGroupDefinition
\n
\n GameServerContainerGroupsPerInstance
\n
\n InstanceInboundPermissions
\n
\n InstanceConnectionPortRange
\n
\n LogConfiguration
\n
\n Results\n
\nIf successful, this operation updates the container fleet resource, and might initiate\n a new deployment of fleet resources using the deployment configuration provided. A\n deployment replaces existing fleet instances with new instances that are deployed with\n the updated fleet properties. The fleet is placed in UPDATING
status until\n the deployment is complete, then return to ACTIVE
.
You can have only one update deployment active at a time for a fleet. If a second\n update request initiates a deployment while another deployment is in progress, the first\n deployment is cancelled.
" } }, "com.amazonaws.gamelift#UpdateContainerFleetInput": { @@ -17809,13 +17908,13 @@ "GameServerContainerGroupDefinitionName": { "target": "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArn", "traits": { - "smithy.api#documentation": "The name or ARN value of a new game server container group definition to deploy on the\n fleet. If you're updating the fleet to a specific version of a container group\n definition, use the ARN value and include the version number. If you're updating the\n fleet to the latest version of a container group definition, you can use the name value.\n You can't remove a fleet's game server container group definition, you can only update\n or replace it with another definition.
\nUpdate a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.
" + "smithy.api#documentation": "The name or ARN value of a new game server container group definition to deploy on the\n fleet. If you're updating the fleet to a specific version of a container group\n definition, use the ARN value and include the version number. If you're updating the\n fleet to the latest version of a container group definition, you can use the name value.\n You can't remove a fleet's game server container group definition, you can only update\n or replace it with another definition.
\nUpdate a container group definition by calling \n UpdateContainerGroupDefinition. \n This operation creates a \n ContainerGroupDefinition \n resource with an incremented version.
" } }, "PerInstanceContainerGroupDefinitionName": { "target": "com.amazonaws.gamelift#ContainerGroupDefinitionNameOrArn", "traits": { - "smithy.api#documentation": "The name or ARN value of a new per-instance container group definition to deploy on\n the fleet. If you're updating the fleet to a specific version of a container group\n definition, use the ARN value and include the version number. If you're updating the\n fleet to the latest version of a container group definition, you can use the name\n value.
\nUpdate a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.
\nTo remove a fleet's per-instance container group definition, leave this parameter empty\n and use the parameter RemoveAttributes
.
The name or ARN value of a new per-instance container group definition to deploy on\n the fleet. If you're updating the fleet to a specific version of a container group\n definition, use the ARN value and include the version number. If you're updating the\n fleet to the latest version of a container group definition, you can use the name\n value.
\nUpdate a container group definition by calling \n UpdateContainerGroupDefinition. \n This operation creates a \n ContainerGroupDefinition \n resource with an incremented version.
\nTo remove a fleet's per-instance container group definition, leave this parameter empty\n and use the parameter RemoveAttributes
.
Updates properties in an existing container group definition. This operation doesn't\n replace the definition. Instead, it creates a new version of the definition and saves it\n separately. You can access all versions that you choose to retain.
\nThe only property you can't update is the container group type.
\n\n Request options:\n
\nUpdate based on the latest version of the container group definition. Specify the\n container group definition name only, or use an ARN value without a version number.\n Provide updated values for the properties that you want to change only. All other values\n remain the same as the latest version.
\nUpdate based on a specific version of the container group definition. Specify the\n container group definition name and a source version number, or use an ARN value with a\n version number. Provide updated values for the properties that you want to change only.\n All other values remain the same as the source version.
\nChange a game server container definition. Provide the updated container\n definition.
\nAdd or change a support container definition. Provide a complete set of container\n definitions, including the updated definition.
\nRemove a support container definition. Provide a complete set of container\n definitions, excluding the definition to remove. If the container group has only one\n support container definition, provide an empty set.
\n\n Results:\n
\nIf successful, this operation returns the complete properties of the new container group\n definition version.
\nIf the container group definition version is used in an active fleets, the update\n automatically initiates a new fleet deployment of the new version. You can track a fleet's \n deployments using ListFleetDeployments.
" + "smithy.api#documentation": "Updates properties in an existing container group definition. This operation doesn't\n replace the definition. Instead, it creates a new version of the definition and saves it\n separately. You can access all versions that you choose to retain.
\nThe only property you can't update is the container group type.
\n\n Request options:\n
\nUpdate based on the latest version of the container group definition. Specify the\n container group definition name only, or use an ARN value without a version number.\n Provide updated values for the properties that you want to change only. All other values\n remain the same as the latest version.
\nUpdate based on a specific version of the container group definition. Specify the\n container group definition name and a source version number, or use an ARN value with a\n version number. Provide updated values for the properties that you want to change only.\n All other values remain the same as the source version.
\nChange a game server container definition. Provide the updated container\n definition.
\nAdd or change a support container definition. Provide a complete set of container\n definitions, including the updated definition.
\nRemove a support container definition. Provide a complete set of container\n definitions, excluding the definition to remove. If the container group has only one\n support container definition, provide an empty set.
\n\n Results:\n
\nIf successful, this operation returns the complete properties of the new container group\n definition version.
\nIf the container group definition version is used in an active fleets, the update\n automatically initiates a new fleet deployment of the new version. You can track a fleet's \n deployments using ListFleetDeployments.
" } }, "com.amazonaws.gamelift#UpdateContainerGroupDefinitionInput": { @@ -18068,7 +18167,7 @@ "NewGameSessionProtectionPolicy": { "target": "com.amazonaws.gamelift#ProtectionPolicy", "traits": { - "smithy.api#documentation": "The game session protection policy to apply to all new game sessions created in this\n fleet. Game sessions that already exist are not affected. You can set protection for\n individual game sessions using UpdateGameSession.
\n\n NoProtection -- The game session can be\n terminated during a scale-down event.
\n\n FullProtection -- If the game session is in an\n ACTIVE
status, it cannot be terminated during a scale-down\n event.
The game session protection policy to apply to all new game sessions created in this\n fleet. Game sessions that already exist are not affected. You can set protection for\n individual game sessions using UpdateGameSession .
\n\n NoProtection -- The game session can be\n terminated during a scale-down event.
\n\n FullProtection -- If the game session is in an\n ACTIVE
status, it cannot be terminated during a scale-down\n event.
Updates permissions that allow inbound traffic to connect to game sessions in the\n fleet.
\nTo update settings, specify the fleet ID to be updated and specify the changes to be\n made. List the permissions you want to add in\n InboundPermissionAuthorizations
, and permissions you want to remove in\n InboundPermissionRevocations
. Permissions to be removed must match\n existing fleet permissions.
For a container fleet, inbound permissions must specify port numbers that are defined\n in the fleet's connection port settings.
\nIf successful, the fleet ID for the updated fleet is returned. For fleets with remote\n locations, port setting updates can take time to propagate across all locations. You can\n check the status of updates in each location by calling\n DescribeFleetPortSettings
with a location name.
\n Learn more\n
\n\n Setting up Amazon GameLift\n fleets\n
" + "smithy.api#documentation": "Updates permissions that allow inbound traffic to connect to game sessions in the\n fleet.
\nTo update settings, specify the fleet ID to be updated and specify the changes to be\n made. List the permissions you want to add in\n InboundPermissionAuthorizations
, and permissions you want to remove in\n InboundPermissionRevocations
. Permissions to be removed must match\n existing fleet permissions.
If successful, the fleet ID for the updated fleet is returned. For fleets with remote\n locations, port setting updates can take time to propagate across all locations. You can\n check the status of updates in each location by calling\n DescribeFleetPortSettings
with a location name.
\n Learn more\n
\n\n Setting up Amazon GameLift\n fleets\n
" } }, "com.amazonaws.gamelift#UpdateFleetPortSettingsInput": { @@ -18527,7 +18626,7 @@ "ProtectionPolicy": { "target": "com.amazonaws.gamelift#ProtectionPolicy", "traits": { - "smithy.api#documentation": "Game session protection policy to apply to this game session only.
\n\n NoProtection -- The game session can be\n terminated during a scale-down event.
\n\n FullProtection -- If the game session is in an\n ACTIVE
status, it cannot be terminated during a scale-down\n event.
Game session protection policy to apply to this game session only.
\n\n NoProtection
-- The game session can be terminated during a\n scale-down event.
\n FullProtection
-- If the game session is in an\n ACTIVE
status, it cannot be terminated during a scale-down\n event.
Performing this operation violates a minimum or maximum value limit. For example,\n attempting to remove the last service control policy (SCP) from an OU or root, inviting\n or creating too many accounts to the organization, or attaching too many policies to an\n account, OU, or root. This exception includes a reason that contains additional\n information about the violated limit:
\nSome of the reasons in the following list might not be applicable to this specific\n API or operation.
\nACCOUNT_CANNOT_LEAVE_ORGANIZATION: You attempted to remove the management\n account from the organization. You can't remove the management account. Instead,\n after you remove all member accounts, delete the organization itself.
\nACCOUNT_CANNOT_LEAVE_WITHOUT_PHONE_VERIFICATION: You attempted to remove an\n account from the organization that doesn't yet have enough information to exist\n as a standalone account. This account requires you to first complete phone\n verification. Follow the steps at Removing a member account from your organization in the\n Organizations User Guide.
\nACCOUNT_CREATION_RATE_LIMIT_EXCEEDED: You attempted to exceed the number of\n accounts that you can create in one day.
\nACCOUNT_CREATION_NOT_COMPLETE: Your account setup isn't complete or your\n account isn't fully active. You must complete the account setup before you\n create an organization.
\nACCOUNT_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the limit on the number\n of accounts in an organization. If you need more accounts, contact Amazon Web Services Support to\n request an increase in your limit.
\nOr the number of invitations that you tried to send would cause you to exceed\n the limit of accounts in your organization. Send fewer invitations or contact\n Amazon Web Services Support to request an increase in the number of accounts.
\nDeleted and closed accounts still count toward your limit.
\nIf you get this exception when running a command immediately after\n creating the organization, wait one hour and try again. After an hour, if\n the command continues to fail with this error, contact Amazon Web Services Support.
\nCANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR: You cannot\n register a suspended account as a delegated administrator.
\nCANNOT_REGISTER_MASTER_AS_DELEGATED_ADMINISTRATOR: You attempted to register\n the management account of the organization as a delegated administrator for an\n Amazon Web Services service integrated with Organizations. You can designate only a member account as a\n delegated administrator.
\nCANNOT_CLOSE_MANAGEMENT_ACCOUNT: You attempted to close the management\n account. To close the management account for the organization, you must first\n either remove or close all member accounts in the organization. Follow standard\n account closure process using root credentials.
\nCANNOT_REMOVE_DELEGATED_ADMINISTRATOR_FROM_ORG: You attempted to remove an\n account that is registered as a delegated administrator for a service integrated\n with your organization. To complete this operation, you must first deregister\n this account as a delegated administrator.
\nCLOSE_ACCOUNT_QUOTA_EXCEEDED: You have exceeded close account quota for the\n past 30 days.
\nCLOSE_ACCOUNT_REQUESTS_LIMIT_EXCEEDED: You attempted to exceed the number of\n accounts that you can close at a time.
\nCREATE_ORGANIZATION_IN_BILLING_MODE_UNSUPPORTED_REGION: To create an\n organization in the specified region, you must enable all features mode.
\nDELEGATED_ADMINISTRATOR_EXISTS_FOR_THIS_SERVICE: You attempted to register an\n Amazon Web Services account as a delegated administrator for an Amazon Web Services service that already has\n a delegated administrator. To complete this operation, you must first deregister\n any existing delegated administrators for this service.
\nEMAIL_VERIFICATION_CODE_EXPIRED: The email verification code is only valid for\n a limited period of time. You must resubmit the request and generate a new\n verfication code.
\nHANDSHAKE_RATE_LIMIT_EXCEEDED: You attempted to exceed the number of\n handshakes that you can send in one day.
\nINVALID_PAYMENT_INSTRUMENT: You cannot remove an account because no supported\n payment method is associated with the account. Amazon Web Services does not support cards\n issued by financial institutions in Russia or Belarus. For more information, see\n Managing your\n Amazon Web Services payments.
\nMASTER_ACCOUNT_ADDRESS_DOES_NOT_MATCH_MARKETPLACE: To create an account in\n this organization, you first must migrate the organization's management account\n to the marketplace that corresponds to the management account's address. All\n accounts in an organization must be associated with the same marketplace.
\nMASTER_ACCOUNT_MISSING_BUSINESS_LICENSE: Applies only to the Amazon Web Services Regions in\n China. To create an organization, the master must have a valid business license.\n For more information, contact customer support.
\nMASTER_ACCOUNT_MISSING_CONTACT_INFO: To complete this operation, you must\n first provide a valid contact address and phone number for the management\n account. Then try the operation again.
\nMASTER_ACCOUNT_NOT_GOVCLOUD_ENABLED: To complete this operation, the\n management account must have an associated account in the Amazon Web Services GovCloud\n (US-West) Region. For more information, see Organizations\n in the \n Amazon Web Services GovCloud User Guide.
\nMASTER_ACCOUNT_PAYMENT_INSTRUMENT_REQUIRED: To create an organization with\n this management account, you first must associate a valid payment instrument,\n such as a credit card, with the account. For more information, see Considerations before removing an account from an organization in\n the Organizations User Guide.
\nMAX_DELEGATED_ADMINISTRATORS_FOR_SERVICE_LIMIT_EXCEEDED: You attempted to\n register more delegated administrators than allowed for the service principal.\n
\nMAX_POLICY_TYPE_ATTACHMENT_LIMIT_EXCEEDED: You attempted to exceed the number\n of policies of a certain type that can be attached to an entity at one\n time.
\nMAX_TAG_LIMIT_EXCEEDED: You have exceeded the number of tags allowed on this\n resource.
\nMEMBER_ACCOUNT_PAYMENT_INSTRUMENT_REQUIRED: To complete this operation with\n this member account, you first must associate a valid payment instrument, such\n as a credit card, with the account. For more information, see Considerations before removing an account from an organization in\n the Organizations User Guide.
\nMIN_POLICY_TYPE_ATTACHMENT_LIMIT_EXCEEDED: You attempted to detach a policy\n from an entity that would cause the entity to have fewer than the minimum number\n of policies of a certain type required.
\nORGANIZATION_NOT_IN_ALL_FEATURES_MODE: You attempted to perform an operation\n that requires the organization to be configured to support all features. An\n organization that supports only consolidated billing features can't perform this\n operation.
\nOU_DEPTH_LIMIT_EXCEEDED: You attempted to create an OU tree that is too many\n levels deep.
\nOU_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the number of OUs that you\n can have in an organization.
\nPOLICY_CONTENT_LIMIT_EXCEEDED: You attempted to create a policy that is larger\n than the maximum size.
\nPOLICY_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the number of policies\n that you can have in an organization.
\nSERVICE_ACCESS_NOT_ENABLED: You attempted to register a delegated\n administrator before you enabled service access. Call the\n EnableAWSServiceAccess
API first.
TAG_POLICY_VIOLATION: You attempted to create or update a resource with tags\n that are not compliant with the tag policy requirements for this account.
\nWAIT_PERIOD_ACTIVE: After you create an Amazon Web Services account, you must wait until at least seven days after the account was created.\n Invited accounts aren't subject to this waiting period.
\nPerforming this operation violates a minimum or maximum value limit. For example,\n attempting to remove the last service control policy (SCP) from an OU or root, inviting\n or creating too many accounts to the organization, or attaching too many policies to an\n account, OU, or root. This exception includes a reason that contains additional\n information about the violated limit:
\nSome of the reasons in the following list might not be applicable to this specific\n API or operation.
\nACCOUNT_CANNOT_LEAVE_ORGANIZATION: You attempted to remove the management\n account from the organization. You can't remove the management account. Instead,\n after you remove all member accounts, delete the organization itself.
\nACCOUNT_CANNOT_LEAVE_WITHOUT_PHONE_VERIFICATION: You attempted to remove an\n account from the organization that doesn't yet have enough information to exist\n as a standalone account. This account requires you to first complete phone\n verification. Follow the steps at Removing a member account from your organization in the\n Organizations User Guide.
\nACCOUNT_CREATION_RATE_LIMIT_EXCEEDED: You attempted to exceed the number of\n accounts that you can create in one day.
\nACCOUNT_CREATION_NOT_COMPLETE: Your account setup isn't complete or your\n account isn't fully active. You must complete the account setup before you\n create an organization.
\nACCOUNT_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the limit on the number\n of accounts in an organization. If you need more accounts, contact Amazon Web Services Support to\n request an increase in your limit.
\nOr the number of invitations that you tried to send would cause you to exceed\n the limit of accounts in your organization. Send fewer invitations or contact\n Amazon Web Services Support to request an increase in the number of accounts.
\nDeleted and closed accounts still count toward your limit.
\nIf you get this exception when running a command immediately after\n creating the organization, wait one hour and try again. After an hour, if\n the command continues to fail with this error, contact Amazon Web Services Support.
\nALL_FEATURES_MIGRATION_ORGANIZATION_SIZE_LIMIT_EXCEEDED:\n Your organization has more than 5000 accounts, and you can only use the standard migration process for organizations with less than 5000 accounts.\n 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.
\nCANNOT_REGISTER_SUSPENDED_ACCOUNT_AS_DELEGATED_ADMINISTRATOR: You cannot\n register a suspended account as a delegated administrator.
\nCANNOT_REGISTER_MASTER_AS_DELEGATED_ADMINISTRATOR: You attempted to register\n the management account of the organization as a delegated administrator for an\n Amazon Web Services service integrated with Organizations. You can designate only a member account as a\n delegated administrator.
\nCANNOT_CLOSE_MANAGEMENT_ACCOUNT: You attempted to close the management\n account. To close the management account for the organization, you must first\n either remove or close all member accounts in the organization. Follow standard\n account closure process using root credentials.
\nCANNOT_REMOVE_DELEGATED_ADMINISTRATOR_FROM_ORG: You attempted to remove an\n account that is registered as a delegated administrator for a service integrated\n with your organization. To complete this operation, you must first deregister\n this account as a delegated administrator.
\nCLOSE_ACCOUNT_QUOTA_EXCEEDED: You have exceeded close account quota for the\n past 30 days.
\nCLOSE_ACCOUNT_REQUESTS_LIMIT_EXCEEDED: You attempted to exceed the number of\n accounts that you can close at a time.
\nCREATE_ORGANIZATION_IN_BILLING_MODE_UNSUPPORTED_REGION: To create an\n organization in the specified region, you must enable all features mode.
\nDELEGATED_ADMINISTRATOR_EXISTS_FOR_THIS_SERVICE: You attempted to register an\n Amazon Web Services account as a delegated administrator for an Amazon Web Services service that already has\n a delegated administrator. To complete this operation, you must first deregister\n any existing delegated administrators for this service.
\nEMAIL_VERIFICATION_CODE_EXPIRED: The email verification code is only valid for\n a limited period of time. You must resubmit the request and generate a new\n verfication code.
\nHANDSHAKE_RATE_LIMIT_EXCEEDED: You attempted to exceed the number of\n handshakes that you can send in one day.
\nINVALID_PAYMENT_INSTRUMENT: You cannot remove an account because no supported\n payment method is associated with the account. Amazon Web Services does not support cards\n issued by financial institutions in Russia or Belarus. For more information, see\n Managing your\n Amazon Web Services payments.
\nMASTER_ACCOUNT_ADDRESS_DOES_NOT_MATCH_MARKETPLACE: To create an account in\n this organization, you first must migrate the organization's management account\n to the marketplace that corresponds to the management account's address. All\n accounts in an organization must be associated with the same marketplace.
\nMASTER_ACCOUNT_MISSING_BUSINESS_LICENSE: Applies only to the Amazon Web Services Regions in\n China. To create an organization, the master must have a valid business license.\n For more information, contact customer support.
\nMASTER_ACCOUNT_MISSING_CONTACT_INFO: To complete this operation, you must\n first provide a valid contact address and phone number for the management\n account. Then try the operation again.
\nMASTER_ACCOUNT_NOT_GOVCLOUD_ENABLED: To complete this operation, the\n management account must have an associated account in the Amazon Web Services GovCloud\n (US-West) Region. For more information, see Organizations\n in the \n Amazon Web Services GovCloud User Guide.
\nMASTER_ACCOUNT_PAYMENT_INSTRUMENT_REQUIRED: To create an organization with\n this management account, you first must associate a valid payment instrument,\n such as a credit card, with the account. For more information, see Considerations before removing an account from an organization in\n the Organizations User Guide.
\nMAX_DELEGATED_ADMINISTRATORS_FOR_SERVICE_LIMIT_EXCEEDED: You attempted to\n register more delegated administrators than allowed for the service principal.\n
\nMAX_POLICY_TYPE_ATTACHMENT_LIMIT_EXCEEDED: You attempted to exceed the number\n of policies of a certain type that can be attached to an entity at one\n time.
\nMAX_TAG_LIMIT_EXCEEDED: You have exceeded the number of tags allowed on this\n resource.
\nMEMBER_ACCOUNT_PAYMENT_INSTRUMENT_REQUIRED: To complete this operation with\n this member account, you first must associate a valid payment instrument, such\n as a credit card, with the account. For more information, see Considerations before removing an account from an organization in\n the Organizations User Guide.
\nMIN_POLICY_TYPE_ATTACHMENT_LIMIT_EXCEEDED: You attempted to detach a policy\n from an entity that would cause the entity to have fewer than the minimum number\n of policies of a certain type required.
\nORGANIZATION_NOT_IN_ALL_FEATURES_MODE: You attempted to perform an operation\n that requires the organization to be configured to support all features. An\n organization that supports only consolidated billing features can't perform this\n operation.
\nOU_DEPTH_LIMIT_EXCEEDED: You attempted to create an OU tree that is too many\n levels deep.
\nOU_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the number of OUs that you\n can have in an organization.
\nPOLICY_CONTENT_LIMIT_EXCEEDED: You attempted to create a policy that is larger\n than the maximum size.
\nPOLICY_NUMBER_LIMIT_EXCEEDED: You attempted to exceed the number of policies\n that you can have in an organization.
\nSERVICE_ACCESS_NOT_ENABLED: You attempted to register a delegated\n administrator before you enabled service access. Call the\n EnableAWSServiceAccess
API first.
TAG_POLICY_VIOLATION: You attempted to create or update a resource with tags\n that are not compliant with the tag policy requirements for this account.
\nWAIT_PERIOD_ACTIVE: After you create an Amazon Web Services account, you must wait until at least seven days after the account was created.\n Invited accounts aren't subject to this waiting period.
\nThe type of compression used for an additional data source used in inference or\n training. Specify None
if your additional data source is not\n compressed.
The ETag associated with S3 URI.
" + } } }, "traits": { @@ -49142,6 +49148,12 @@ "traits": { "smithy.api#documentation": "The additional data source that is used during inference in the Docker container for\n your model package.
" } + }, + "ModelDataETag": { + "target": "com.amazonaws.sagemaker#String", + "traits": { + "smithy.api#documentation": "The ETag associated with Model Data URL.
" + } } }, "traits": { @@ -60711,6 +60723,18 @@ "traits": { "smithy.api#documentation": "The Amazon S3 URI of the manifest file. The manifest file is a CSV file that stores the\n artifact locations.
" } + }, + "ETag": { + "target": "com.amazonaws.sagemaker#String", + "traits": { + "smithy.api#documentation": "The ETag associated with S3 URI.
" + } + }, + "ManifestEtag": { + "target": "com.amazonaws.sagemaker#String", + "traits": { + "smithy.api#documentation": "The ETag associated with Manifest S3URI.
" + } } }, "traits": { @@ -64578,6 +64602,12 @@ "smithy.api#documentation": "Specifies the location of ML model data to deploy during endpoint creation.
" } }, + "ModelDataETag": { + "target": "com.amazonaws.sagemaker#String", + "traits": { + "smithy.api#documentation": "The ETag associated with Model Data URL.
" + } + }, "AlgorithmName": { "target": "com.amazonaws.sagemaker#ArnOrName", "traits": { diff --git a/tools/code-generation/smithy/api-descriptions/sqs.json b/tools/code-generation/smithy/api-descriptions/sqs.json index 9a96b4f9d07..737f3c4585b 100644 --- a/tools/code-generation/smithy/api-descriptions/sqs.json +++ b/tools/code-generation/smithy/api-descriptions/sqs.json @@ -1403,7 +1403,7 @@ } ], "traits": { - "smithy.api#documentation": "Changes the visibility timeout of a specified message in a queue to a new value. The\n default visibility timeout for a message is 30 seconds. The minimum is 0 seconds. The\n maximum is 12 hours. For more information, see Visibility Timeout in the Amazon SQS Developer\n Guide.
\nFor example, if the default timeout for a queue is 60 seconds, 15 seconds have elapsed\n since you received the message, and you send a ChangeMessageVisibility call with\n VisibilityTimeout
set to 10 seconds, the 10 seconds begin to count from\n the time that you make the ChangeMessageVisibility
call. Thus, any attempt\n to change the visibility timeout or to delete that message 10 seconds after you\n initially change the visibility timeout (a total of 25 seconds) might result in an\n error.
An Amazon SQS message has three basic states:
\nSent to a queue by a producer.
\nReceived from the queue by a consumer.
\nDeleted from the queue.
\nA 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.\n 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.
\nLimits that apply to in flight messages are unrelated to the unlimited number of stored messages.
\nFor 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). \n If you reach this limit, Amazon SQS returns the OverLimit
error message.\n 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.\n To request a limit increase, file a support request.
For FIFO queues, there can be a maximum of 20,000 in flight messages (received from a queue by a consumer, but not yet deleted from the queue). If you reach this limit, Amazon SQS returns no error messages.
\nIf you attempt to set the VisibilityTimeout
to a value greater than\n the maximum time left, Amazon SQS returns an error. Amazon SQS doesn't automatically\n recalculate and increase the timeout to the maximum remaining time.
Unlike with a queue, when you change the visibility timeout for a specific message\n the timeout value is applied immediately but isn't saved in memory for that message.\n If you don't delete a message after it is received, the visibility timeout for the\n message reverts to the original timeout value (not to the value you set using the\n ChangeMessageVisibility
action) the next time the message is\n received.
Changes the visibility timeout of a specified message in a queue to a new value. The\n default visibility timeout for a message is 30 seconds. The minimum is 0 seconds. The\n maximum is 12 hours. For more information, see Visibility Timeout in the Amazon SQS Developer\n Guide.
\nFor example, if the default timeout for a queue is 60 seconds, 15 seconds have elapsed\n since you received the message, and you send a ChangeMessageVisibility call with\n VisibilityTimeout
set to 10 seconds, the 10 seconds begin to count from\n the time that you make the ChangeMessageVisibility
call. Thus, any attempt\n to change the visibility timeout or to delete that message 10 seconds after you\n initially change the visibility timeout (a total of 25 seconds) might result in an\n error.
An Amazon SQS message has three basic states:
\nSent to a queue by a producer.
\nReceived from the queue by a consumer.
\nDeleted from the queue.
\nA 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.\n 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.
\nLimits that apply to in flight messages are unrelated to the unlimited number of stored messages.
\nFor 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). \n If you reach this limit, Amazon SQS returns the OverLimit
error message.\n 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.\n To request a limit increase, file a support request.
For FIFO queues, there can be a maximum of 120,000 in flight messages (received from a queue by a consumer, but not yet deleted from the queue). If you reach this limit, Amazon SQS returns no error messages.
\nIf you attempt to set the VisibilityTimeout
to a value greater than\n the maximum time left, Amazon SQS returns an error. Amazon SQS doesn't automatically\n recalculate and increase the timeout to the maximum remaining time.
Unlike with a queue, when you change the visibility timeout for a specific message\n the timeout value is applied immediately but isn't saved in memory for that message.\n If you don't delete a message after it is received, the visibility timeout for the\n message reverts to the original timeout value (not to the value you set using the\n ChangeMessageVisibility
action) the next time the message is\n received.
Creates a new standard or FIFO queue. You can pass one or more attributes in\n the request. Keep the following in mind:
\nIf you don't specify the FifoQueue
attribute, Amazon SQS creates a standard queue.
You can't change the queue type after you create it and you can't convert\n an existing standard queue into a FIFO queue. You must either create a new\n FIFO queue for your application or delete your existing standard queue and\n recreate it as a FIFO queue. For more information, see Moving From a Standard Queue to a FIFO Queue in the\n Amazon SQS Developer Guide.
\nIf you don't provide a value for an attribute, the queue is created with the\n default value for the attribute.
\nIf you delete a queue, you must wait at least 60 seconds before creating a\n queue with the same name.
\nTo successfully create a new queue, you must provide a queue name that adheres to the\n limits\n related to queues and is unique within the scope of your queues.
\nAfter you create a queue, you must wait at least one second after the queue is\n created to be able to use the queue.
\nTo get the queue URL, use the \n GetQueueUrl\n
action.\n \n GetQueueUrl\n
requires only the\n QueueName
parameter. be aware of existing queue names:
If you provide the name of an existing queue along with the exact names and\n values of all the queue's attributes, CreateQueue
returns the queue\n URL for the existing queue.
If the queue name, attribute names, or attribute values don't match an\n existing queue, CreateQueue
returns an error.
Cross-account permissions don't apply to this action. For more information, \nsee Grant \ncross-account permissions to a role and a username in the Amazon SQS Developer Guide.
\nCreates a new standard or FIFO queue. You can pass one or more attributes in\n the request. Keep the following in mind:
\nIf you don't specify the FifoQueue
attribute, Amazon SQS creates a standard queue.
You can't change the queue type after you create it and you can't convert\n an existing standard queue into a FIFO queue. You must either create a new\n FIFO queue for your application or delete your existing standard queue and\n recreate it as a FIFO queue. For more information, see Moving From a Standard Queue to a FIFO Queue in the\n Amazon SQS Developer Guide.
\nIf you don't provide a value for an attribute, the queue is created with the\n default value for the attribute.
\nIf you delete a queue, you must wait at least 60 seconds before creating a\n queue with the same name.
\nTo successfully create a new queue, you must provide a queue name that adheres to the\n limits\n related to queues and is unique within the scope of your queues.
\nAfter you create a queue, you must wait at least one second after the queue is\n created to be able to use the queue.
\nTo retrieve the URL of a queue, use the \n GetQueueUrl
\n action. This action only requires the \n QueueName
\n parameter.
When creating queues, keep the following points in mind:
\nIf you specify the name of an existing queue and provide the exact same names\n and values for all its attributes, the \n CreateQueue
\n action will return the URL of the\n existing queue instead of creating a new one.
If you attempt to create a queue with a name that already exists but with\n different attribute names or values, the CreateQueue
action will\n return an error. This ensures that existing queues are not inadvertently\n altered.
Cross-account permissions don't apply to this action. For more information, \nsee Grant \ncross-account permissions to a role and a username in the Amazon SQS Developer Guide.
\nDeletes the specified message from the specified queue. To select the message to\n delete, use the ReceiptHandle
of the message (not the\n MessageId
which you receive when you send the message). Amazon SQS can\n delete a message from a queue even if a visibility timeout setting causes the message to\n be locked by another consumer. Amazon SQS automatically deletes messages left in a queue\n longer than the retention period configured for the queue.
The ReceiptHandle
is associated with a specific\n instance of receiving a message. If you receive a message more than\n once, the ReceiptHandle
is different each time you receive a message.\n When you use the DeleteMessage
action, you must provide the most\n recently received ReceiptHandle
for the message (otherwise, the request\n succeeds, but the message will not be deleted).
For standard queues, it is possible to receive a message even after you\n delete it. This might happen on rare occasions if one of the servers which stores a\n copy of the message is unavailable when you send the request to delete the message.\n The copy remains on the server and might be returned to you during a subsequent\n receive request. You should ensure that your application is idempotent, so that\n receiving a message more than once does not cause issues.
\nDeletes the specified message from the specified queue. To select the message to\n delete, use the ReceiptHandle
of the message (not the\n MessageId
which you receive when you send the message). Amazon SQS can\n delete a message from a queue even if a visibility timeout setting causes the message to\n be locked by another consumer. Amazon SQS automatically deletes messages left in a queue\n longer than the retention period configured for the queue.
Each time you receive a message, meaning when a consumer retrieves a message from\n the queue, it comes with a unique ReceiptHandle
. If you receive the\n same message more than once, you will get a different ReceiptHandle
\n each time. When you want to delete a message using the DeleteMessage
\n action, you must use the ReceiptHandle
from the most recent time you\n received the message. If you use an old ReceiptHandle
, the request will\n succeed, but the message might not be deleted.
For standard queues, it is possible to receive a message even after you\n delete it. This might happen on rare occasions if one of the servers which stores a\n copy of the message is unavailable when you send the request to delete the message.\n The copy remains on the server and might be returned to you during a subsequent\n receive request. You should ensure that your application is idempotent, so that\n receiving a message more than once does not cause issues.
\nReturns the URL of an existing Amazon SQS queue.
\nTo access a queue that belongs to another AWS account, use the\n QueueOwnerAWSAccountId
parameter to specify the account ID of the\n queue's owner. The queue's owner must grant you permission to access the queue. For more\n information about shared queue access, see \n AddPermission\n
\n or see Allow Developers to Write Messages to a Shared Queue in the Amazon SQS\n Developer Guide.
The GetQueueUrl
API returns the URL of an existing Amazon SQS queue. This is\n useful when you know the queue's name but need to retrieve its URL for further\n operations.
To access a queue owned by another Amazon Web Services account, use the\n QueueOwnerAWSAccountId
parameter to specify the account ID of the\n queue's owner. Note that the queue owner must grant you the necessary permissions to\n access the queue. For more information about accessing shared queues, see the\n \n AddPermission\n
API or Allow developers to write messages to a shared queue in the Amazon SQS\n Developer Guide.
The name of the queue whose URL must be fetched. Maximum 80 characters. Valid values:\n alphanumeric characters, hyphens (-
), and underscores\n (_
).
Queue URLs and names are case-sensitive.
", + "smithy.api#documentation": "(Required) The name of the queue for which you want to fetch the URL. The name can be\n up to 80 characters long and can include alphanumeric characters, hyphens (-), and\n underscores (_). Queue URLs and names are case-sensitive.
", "smithy.api#required": {} } }, "QueueOwnerAWSAccountId": { "target": "com.amazonaws.sqs#String", "traits": { - "smithy.api#documentation": "The Amazon Web Services account ID of the account that created the queue.
" + "smithy.api#documentation": "(Optional) The Amazon Web Services account ID of the account that created the queue. This is only\n required when you are attempting to access a queue owned by another\n Amazon Web Services account.
" } } }, "traits": { - "smithy.api#documentation": "", + "smithy.api#documentation": "Retrieves the URL of an existing queue based on its name and, optionally, the Amazon Web Services\n account ID.
", "smithy.api#input": {} } }, @@ -2084,7 +2084,7 @@ "code": "InvalidAddress", "httpResponseCode": 404 }, - "smithy.api#documentation": "The accountId
is invalid.
The specified ID is invalid.
", "smithy.api#error": "client", "smithy.api#httpError": 404 } @@ -2165,7 +2165,7 @@ "code": "InvalidSecurity", "httpResponseCode": 403 }, - "smithy.api#documentation": "When the request to a queue is not HTTPS and SigV4.
", + "smithy.api#documentation": "The request was not made over HTTPS or did not use SigV4 for signing.
", "smithy.api#error": "client", "smithy.api#httpError": 403 } @@ -3225,7 +3225,7 @@ "code": "AWS.SimpleQueueService.NonExistentQueue", "httpResponseCode": 400 }, - "smithy.api#documentation": "The specified queue doesn't exist.
", + "smithy.api#documentation": "Ensure that the QueueUrl
is correct and that the queue has not been\n deleted.
Retrieves one or more messages (up to 10), from the specified queue. Using the\n WaitTimeSeconds
parameter enables long-poll support. For more\n information, see Amazon SQS\n Long Polling in the Amazon SQS Developer Guide.
Short poll is the default behavior where a weighted random set of machines is sampled\n on a ReceiveMessage
call. Thus, only the messages on the sampled machines\n are returned. If the number of messages in the queue is small (fewer than 1,000), you\n most likely get fewer messages than you requested per ReceiveMessage
call.\n If the number of messages in the queue is extremely small, you might not receive any\n messages in a particular ReceiveMessage
response. If this happens, repeat\n the request.
For each message returned, the response includes the following:
\nThe message body.
\nAn MD5 digest of the message body. For information about MD5, see RFC1321.
\nThe MessageId
you received when you sent the message to the\n queue.
The receipt handle.
\nThe message attributes.
\nAn MD5 digest of the message attributes.
\nThe receipt handle is the identifier you must provide when deleting the message. For\n more information, see Queue and Message Identifiers in the Amazon SQS Developer\n Guide.
\nYou can provide the VisibilityTimeout
parameter in your request. The\n parameter is applied to the messages that Amazon SQS returns in the response. If you don't\n include the parameter, the overall visibility timeout for the queue is used for the\n returned messages. For more information, see Visibility Timeout in the Amazon SQS Developer\n Guide.
A message that isn't deleted or a message whose visibility isn't extended before the\n visibility timeout expires counts as a failed receive. Depending on the configuration of\n the queue, the message might be sent to the dead-letter queue.
\nIn 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.
\nRetrieves one or more messages (up to 10), from the specified queue. Using the\n WaitTimeSeconds
parameter enables long-poll support. For more\n information, see Amazon SQS\n Long Polling in the Amazon SQS Developer Guide.
Short poll is the default behavior where a weighted random set of machines is sampled\n on a ReceiveMessage
call. Therefore, only the messages on the sampled\n machines are returned. If the number of messages in the queue is small (fewer than\n 1,000), you most likely get fewer messages than you requested per\n ReceiveMessage
call. If the number of messages in the queue is\n extremely small, you might not receive any messages in a particular\n ReceiveMessage
response. If this happens, repeat the request.
For each message returned, the response includes the following:
\nThe message body.
\nAn MD5 digest of the message body. For information about MD5, see RFC1321.
\nThe MessageId
you received when you sent the message to the\n queue.
The receipt handle.
\nThe message attributes.
\nAn MD5 digest of the message attributes.
\nThe receipt handle is the identifier you must provide when deleting the message. For\n more information, see Queue and Message Identifiers in the Amazon SQS Developer\n Guide.
\nYou can provide the VisibilityTimeout
parameter in your request. The\n parameter is applied to the messages that Amazon SQS returns in the response. If you don't\n include the parameter, the overall visibility timeout for the queue is used for the\n returned messages. The default visibility timeout for a queue is 30 seconds.
In the future, new attributes might be added. If you write code that calls this action, we recommend that you structure your code so that it can handle new attributes gracefully.
\n This parameter has been deprecated but will be supported for backward\n compatibility. To provide attribute names, you are encouraged to use\n MessageSystemAttributeNames
.
A list of attributes that need to be returned along with each message. These\n attributes include:
\n\n All
– Returns all values.
\n ApproximateFirstReceiveTimestamp
– Returns the time the\n message was first received from the queue (epoch time in\n milliseconds).
\n ApproximateReceiveCount
– Returns the number of times a\n message has been received across all queues but not deleted.
\n AWSTraceHeader
– Returns the X-Ray trace\n header string.
\n SenderId
\n
For a user, returns the user ID, for example\n ABCDEFGHI1JKLMNOPQ23R
.
For an IAM role, returns the IAM role ID, for example\n ABCDE1F2GH3I4JK5LMNOP:i-a123b456
.
\n SentTimestamp
– Returns the time the message was sent to the\n queue (epoch time in\n milliseconds).
\n SqsManagedSseEnabled
– Enables server-side queue encryption\n using SQS owned encryption keys. Only one server-side encryption option is\n supported per queue (for example, SSE-KMS or SSE-SQS).
\n MessageDeduplicationId
– Returns the value provided by the\n producer that calls the \n SendMessage\n
\n action.
\n MessageGroupId
– Returns the value provided by the\n producer that calls the \n SendMessage\n
action.\n Messages with the same MessageGroupId
are returned in\n sequence.
\n SequenceNumber
– Returns the value provided by\n Amazon SQS.
This parameter has been discontinued but will be supported for backward\n compatibility. To provide attribute names, you are encouraged to use\n MessageSystemAttributeNames
.
A list of attributes that need to be returned along with each message. These\n attributes include:
\n\n All
– Returns all values.
\n ApproximateFirstReceiveTimestamp
– Returns the time the\n message was first received from the queue (epoch time in\n milliseconds).
\n ApproximateReceiveCount
– Returns the number of times a\n message has been received across all queues but not deleted.
\n AWSTraceHeader
– Returns the X-Ray trace\n header string.
\n SenderId
\n
For a user, returns the user ID, for example\n ABCDEFGHI1JKLMNOPQ23R
.
For an IAM role, returns the IAM role ID, for example\n ABCDE1F2GH3I4JK5LMNOP:i-a123b456
.
\n SentTimestamp
– Returns the time the message was sent to the\n queue (epoch time in\n milliseconds).
\n SqsManagedSseEnabled
– Enables server-side queue encryption\n using SQS owned encryption keys. Only one server-side encryption option is\n supported per queue (for example, SSE-KMS or SSE-SQS).
\n MessageDeduplicationId
– Returns the value provided by the\n producer that calls the \n SendMessage\n
\n action.
\n MessageGroupId
– Returns the value provided by the\n producer that calls the \n SendMessage\n
action.\n Messages with the same MessageGroupId
are returned in\n sequence.
\n SequenceNumber
– Returns the value provided by\n Amazon SQS.
The duration (in seconds) that the received messages are hidden from subsequent\n retrieve requests after being retrieved by a ReceiveMessage
request.
The duration (in seconds) that the received messages are hidden from subsequent\n retrieve requests after being retrieved by a ReceiveMessage
request. If not\n specified, the default visibility timeout for the queue is used, which is 30\n seconds.
Understanding VisibilityTimeout
:
When a message is received from a queue, it becomes temporarily invisible to\n other consumers for the duration of the visibility timeout. This prevents\n multiple consumers from processing the same message simultaneously. If the\n message is not deleted or its visibility timeout is not extended before the\n timeout expires, it becomes visible again and can be retrieved by other\n consumers.
\nSetting an appropriate visibility timeout is crucial. If it's too short, the\n message might become visible again before processing is complete, leading to\n duplicate processing. If it's too long, it delays the reprocessing of messages\n if the initial processing fails.
\nYou can adjust the visibility timeout using the\n --visibility-timeout
parameter in the\n receive-message
command to match the processing time required\n by your application.
A message that isn't deleted or a message whose visibility isn't extended\n before the visibility timeout expires counts as a failed receive. Depending on\n the configuration of the queue, the message might be sent to the dead-letter\n queue.
\nFor more information, see Visibility Timeout in the Amazon SQS Developer\n Guide.
" } }, "WaitTimeSeconds": { "target": "com.amazonaws.sqs#NullableInteger", "traits": { - "smithy.api#documentation": "The duration (in seconds) for which the call waits for a message to arrive in the\n queue before returning. If a message is available, the call returns sooner than\n WaitTimeSeconds
. If no messages are available and the wait time\n expires, the call does not return a message list.
To avoid HTTP errors, ensure that the HTTP response timeout for\n ReceiveMessage
requests is longer than the\n WaitTimeSeconds
parameter. For example, with the Java SDK, you can\n set HTTP transport settings using the NettyNioAsyncHttpClient for asynchronous clients, or the ApacheHttpClient for synchronous clients.
The duration (in seconds) for which the call waits for a message to arrive in the\n queue before returning. If a message is available, the call returns sooner than\n WaitTimeSeconds
. If no messages are available and the wait time\n expires, the call does not return a message list. If you are using the Java SDK, it\n returns a ReceiveMessageResponse
object, which has a empty list instead of\n a Null object.
To avoid HTTP errors, ensure that the HTTP response timeout for\n ReceiveMessage
requests is longer than the\n WaitTimeSeconds
parameter. For example, with the Java SDK, you can\n set HTTP transport settings using the NettyNioAsyncHttpClient for asynchronous clients, or the ApacheHttpClient for synchronous clients.
Retrieves one or more messages from a specified queue.
", "smithy.api#input": {} } }, @@ -3471,7 +3471,7 @@ "code": "RequestThrottled", "httpResponseCode": 403 }, - "smithy.api#documentation": "The request was denied due to request throttling.
\nThe rate of requests per second exceeds the Amazon Web Services KMS request\n quota for an account and Region.
\nA burst or sustained high rate of requests to change the state of the same KMS\n key. This condition is often known as a \"hot key.\"
\nRequests for operations on KMS keys in a Amazon Web Services CloudHSM key store\n might be throttled at a lower-than-expected rate when the Amazon Web Services\n CloudHSM cluster associated with the Amazon Web Services CloudHSM key store is\n processing numerous commands, including those unrelated to the Amazon Web Services CloudHSM key store.
\nThe request was denied due to request throttling.
\nExceeds the permitted request rate for the queue or for the recipient of the\n request.
\nEnsure that the request rate is within the Amazon SQS limits for\n sending messages. For more information, see Amazon SQS quotas in the Amazon SQS\n Developer Guide.
\nThe batch request contains more entries than permissible.
", + "smithy.api#documentation": "The batch request contains more entries than permissible. For Amazon SQS, the\n maximum number of entries you can include in a single SendMessageBatch, DeleteMessageBatch, or ChangeMessageVisibilityBatch request is 10.
", "smithy.api#error": "client", "smithy.api#httpError": 400 }