# frozen_string_literal: true # WARNING ABOUT GENERATED CODE # # This file is generated. See the contributing guide for more information: # https://github.com/aws/aws-sdk-ruby/blob/version-3/CONTRIBUTING.md # # WARNING ABOUT GENERATED CODE module Aws::GameLift module Types # @!attribute [rw] ticket_id # A unique identifier for a matchmaking ticket. The ticket must be in # status `REQUIRES_ACCEPTANCE`; otherwise this request will fail. # @return [String] # # @!attribute [rw] player_ids # A unique identifier for a player delivering the response. This # parameter can include one or multiple player IDs. # @return [Array] # # @!attribute [rw] acceptance_type # Player response to the proposed match. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchInput AWS API Documentation # class AcceptMatchInput < Struct.new( :ticket_id, :player_ids, :acceptance_type) SENSITIVE = [:player_ids] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchOutput AWS API Documentation # class AcceptMatchOutput < Aws::EmptyStructure; end # Properties that describe an alias resource. # # **Related actions** # # [All APIs by task][1] # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets # # @!attribute [rw] alias_id # A unique identifier for the alias. Alias IDs are unique within a # Region. # @return [String] # # @!attribute [rw] name # A descriptive label that is associated with an alias. Alias names do # not need to be unique. # @return [String] # # @!attribute [rw] alias_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift alias resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # In a GameLift alias ARN, the resource ID matches the alias ID value. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] description # A human-readable description of an alias. # @return [String] # # @!attribute [rw] routing_strategy # The routing configuration, including routing type and fleet target, # for the alias. # @return [Types::RoutingStrategy] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] last_updated_time # The time that this data object was last modified. Format is a number # expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Alias AWS API Documentation # class Alias < Struct.new( :alias_id, :name, :alias_arn, :description, :routing_strategy, :creation_time, :last_updated_time) SENSITIVE = [] include Aws::Structure end # Amazon GameLift configuration options for your Anywhere fleets. # # @!attribute [rw] cost # The cost to run your fleet per hour. Amazon GameLift uses the # provided cost of your fleet to balance usage in queues. For more # information about queues, see [Setting up queues][1] in the *Amazon # GameLift Developer Guide*. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AnywhereConfiguration AWS API Documentation # class AnywhereConfiguration < Struct.new( :cost) SENSITIVE = [] include Aws::Structure end # Values for use in player attribute key-value pairs. This object lets # you specify an attribute value using any of the valid data types: # string, number, string array, or data map. Each `AttributeValue` # object can use only one of the available properties. # # @!attribute [rw] s # For single string values. Maximum string length is 100 characters. # @return [String] # # @!attribute [rw] n # For number values, expressed as double. # @return [Float] # # @!attribute [rw] sl # For a list of up to 100 strings. Maximum length for each string is # 100 characters. Duplicate values are not recognized; all occurrences # of the repeated value after the first of a repeated value are # ignored. # @return [Array] # # @!attribute [rw] sdm # For a map of up to 10 data type:value pairs. Maximum length for each # string value is 100 characters. # @return [Hash] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AttributeValue AWS API Documentation # class AttributeValue < Struct.new( :s, :n, :sl, :sdm) SENSITIVE = [] include Aws::Structure end # Amazon Web Services account security credentials that allow # interactions with Amazon GameLift resources. The credentials are # temporary and valid for a limited time span. You can request fresh # credentials at any time. # # Amazon Web Services security credentials consist of three parts: an # access key ID, a secret access key, and a session token. You must use # all three parts together to authenticate your access requests. # # You need Amazon Web Services credentials for the following tasks: # # * To upload a game server build directly to Amazon GameLift S3 storage # using `CreateBuild`. To get access for this task, call # RequestUploadCredentials. # # * To remotely connect to an active Amazon GameLift fleet instances. To # get remote access, call GetComputeAccess. # # @!attribute [rw] access_key_id # The access key ID that identifies the temporary security # credentials. # @return [String] # # @!attribute [rw] secret_access_key # The secret access key that can be used to sign requests. # @return [String] # # @!attribute [rw] session_token # The token that users must pass to the service API to use the # temporary credentials. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials AWS API Documentation # class AwsCredentials < Struct.new( :access_key_id, :secret_access_key, :session_token) SENSITIVE = [] include Aws::Structure end # Properties describing a custom game build. # # [All APIs by task][1] # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets # # @!attribute [rw] build_id # A unique identifier for the build. # @return [String] # # @!attribute [rw] build_arn # The Amazon Resource Name ([ARN][1]) assigned to a Amazon GameLift # build resource and uniquely identifies it. ARNs are unique across # all Regions. Format is # `arn:aws:gamelift:::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # In a GameLift build ARN, the resource ID matches the *BuildId* # value. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] name # A descriptive label associated with a build. Build names don't need # to be unique. It can be set using [CreateBuild][1] or # [UpdateBuild][2]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateBuild.html # [2]: https://docs.aws.amazon.com/gamelift/latest/apireference/UpdateBuild # @return [String] # # @!attribute [rw] version # Version information associated with a build or script. Version # strings don't need to be unique. # @return [String] # # @!attribute [rw] status # Current status of the build. # # Possible build statuses include the following: # # * **INITIALIZED** -- A new build has been defined, but no files have # been uploaded. You cannot create fleets for builds that are in # this status. When a build is successfully created, the build # status is set to this value. # # * **READY** -- The game build has been successfully uploaded. You # can now create new fleets for this build. # # * **FAILED** -- The game build upload failed. You cannot create new # fleets for this build. # @return [String] # # @!attribute [rw] size_on_disk # File size of the uploaded game build, expressed in bytes. When the # build status is `INITIALIZED` or when using a custom Amazon S3 # storage location, this value is 0. # @return [Integer] # # @!attribute [rw] operating_system # Operating system that the game server binaries are built to run on. # This value determines the type of fleet resources that you can use # for this build. # # Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See # more details in the [Amazon Linux 2 FAQs][1]. For game servers that # are hosted on AL2 and use Amazon GameLift server SDK 4.x., first # update the game server build to server SDK 5.x, and then deploy to # AL2023 instances. See [ Migrate to Amazon GameLift server SDK # version 5.][2] # # # # # # [1]: https://aws.amazon.com/amazon-linux-2/faqs/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk5-migration.html # @return [String] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] server_sdk_version # The Amazon GameLift Server SDK version used to develop your game # server. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Build AWS API Documentation # class Build < Struct.new( :build_id, :build_arn, :name, :version, :status, :size_on_disk, :operating_system, :creation_time, :server_sdk_version) SENSITIVE = [] include Aws::Structure end # **This data type has been expanded to use with the Amazon GameLift # containers feature, which is currently in public preview.** # # Determines whether a TLS/SSL certificate is generated for a fleet. # This feature must be enabled when creating the fleet. All instances in # a fleet share the same certificate. The certificate can be retrieved # by calling the [Amazon GameLift Server SDK][1] operation # `GetInstanceCertificate`. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html # # @!attribute [rw] certificate_type # Indicates whether a TLS/SSL certificate is generated for a fleet. # # Valid values include: # # * **GENERATED** - Generate a TLS/SSL certificate for this fleet. # # * **DISABLED** - (default) Do not generate a TLS/SSL certificate for # this fleet. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CertificateConfiguration AWS API Documentation # class CertificateConfiguration < Struct.new( :certificate_type) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift FleetIQ and game # server groups.** # # Filters which game servers may be claimed when calling # `ClaimGameServer`. # # @!attribute [rw] instance_statuses # List of instance statuses that game servers may be claimed on. If # provided, the list must contain the `ACTIVE` status. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimFilterOption AWS API Documentation # class ClaimFilterOption < Struct.new( :instance_statuses) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group where the game server # is running. If you are not specifying a game server to claim, this # value identifies where you want Amazon GameLift FleetIQ to look for # an available game server to claim. # @return [String] # # @!attribute [rw] game_server_id # A custom string that uniquely identifies the game server to claim. # If this parameter is left empty, Amazon GameLift FleetIQ searches # for an available game server in the specified game server group. # @return [String] # # @!attribute [rw] game_server_data # A set of custom game server properties, formatted as a single string # value. This data is passed to a game client or service when it # requests information on game servers. # @return [String] # # @!attribute [rw] filter_option # Object that restricts how a claimed game server is chosen. # @return [Types::ClaimFilterOption] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServerInput AWS API Documentation # class ClaimGameServerInput < Struct.new( :game_server_group_name, :game_server_id, :game_server_data, :filter_option) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server # Object that describes the newly claimed game server. # @return [Types::GameServer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServerOutput AWS API Documentation # class ClaimGameServerOutput < Struct.new( :game_server) SENSITIVE = [] include Aws::Structure end # **This data type has been expanded to use with the Amazon GameLift # containers feature, which is currently in public preview.** # # An Amazon GameLift compute resource for hosting your game servers. # Computes in an Amazon GameLift fleet differs depending on the fleet's # compute type property as follows: # # * For `EC2` fleets, a compute is an EC2 instance. # # * For `ANYWHERE` fleets, a compute is a computing resource that you # provide and is registered to the fleet. # # * For `CONTAINER` fleets, a compute is a container that's registered # to the fleet. # # @!attribute [rw] fleet_id # A unique identifier for the fleet that the compute belongs to. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name (ARN) of the fleet that the compute belongs # to. # @return [String] # # @!attribute [rw] compute_name # A descriptive label for the compute resource. For instances in a # managed EC2 fleet, the compute name is the same value as the # `InstanceId` ID. # @return [String] # # @!attribute [rw] compute_arn # The ARN that is assigned to a compute resource and uniquely # identifies it. ARNs are unique across locations. Instances in # managed EC2 fleets are not assigned a Compute ARN. # @return [String] # # @!attribute [rw] ip_address # The IP address of a compute resource. Amazon GameLift requires a DNS # name or IP address for a compute. # @return [String] # # @!attribute [rw] dns_name # The DNS name of a compute resource. Amazon GameLift requires a DNS # name or IP address for a compute. # @return [String] # # @!attribute [rw] compute_status # Current status of the compute. A compute must have an `ACTIVE` # status to host game sessions. # @return [String] # # @!attribute [rw] location # The name of the custom location you added to the fleet that this # compute resource resides in. # @return [String] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] operating_system # The type of operating system on the compute resource. # # Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See # more details in the [Amazon Linux 2 FAQs][1]. For game servers that # are hosted on AL2 and use Amazon GameLift server SDK 4.x., first # update the game server build to server SDK 5.x, and then deploy to # AL2023 instances. See [ Migrate to Amazon GameLift server SDK # version 5.][2] # # # # # # [1]: https://aws.amazon.com/amazon-linux-2/faqs/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk5-migration.html # @return [String] # # @!attribute [rw] type # The Amazon EC2 instance type that the fleet uses. For registered # computes in an Amazon GameLift Anywhere fleet, this property is # empty. # @return [String] # # @!attribute [rw] game_lift_service_sdk_endpoint # The Amazon GameLift SDK endpoint connection for a registered compute # resource in an Anywhere fleet. The game servers on the compute use # this endpoint to connect to the Amazon GameLift service. # @return [String] # # @!attribute [rw] game_lift_agent_endpoint # The endpoint of the Amazon GameLift Agent. # @return [String] # # @!attribute [rw] instance_id # The `InstanceID` of the `Instance` hosting the compute for Container # and Managed EC2 fleets. # @return [String] # # @!attribute [rw] container_attributes # Some attributes of a container. # @return [Types::ContainerAttributes] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Compute AWS API Documentation # class Compute < Struct.new( :fleet_id, :fleet_arn, :compute_name, :compute_arn, :ip_address, :dns_name, :compute_status, :location, :creation_time, :operating_system, :type, :game_lift_service_sdk_endpoint, :game_lift_agent_endpoint, :instance_id, :container_attributes) SENSITIVE = [:ip_address] include Aws::Structure end # The requested operation would cause a conflict with the current state # of a service resource associated with the request. Resolve the # conflict before retrying this request. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ConflictException AWS API Documentation # class ConflictException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # **This operation has been expanded to use with the Amazon GameLift # containers feature, which is currently in public preview.** # # The set of port numbers to open on each instance in a container fleet. # Connection ports are used by inbound traffic to connect with processes # that are running in containers on the fleet. # # **Part of:** ContainerGroupsConfiguration, ContainerGroupsAttributes # # @!attribute [rw] from_port # Starting value for the port range. # @return [Integer] # # @!attribute [rw] to_port # Ending value for the port. Port numbers are end-inclusive. This # value must be equal to or greater than `FromPort`. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ConnectionPortRange AWS API Documentation # class ConnectionPortRange < Struct.new( :from_port, :to_port) SENSITIVE = [:from_port, :to_port] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # Describes attributes of containers that are deployed to a fleet with # compute type `CONTAINER`. # # @!attribute [rw] container_port_mappings # Describes how container ports map to connection ports on the fleet # instance. Incoming traffic connects to a game via a connection port. # A `ContainerPortMapping` directs the traffic from a connection port # to a port on the container that hosts the game session. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerAttributes AWS API Documentation # class ContainerAttributes < Struct.new( :container_port_mappings) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # Describes a container in a container fleet, the resources available to # the container, and the commands that are run when the container # starts. Container properties can't be updated. To change a property, # create a new container group definition. See also # ContainerDefinitionInput. # # **Part of:** ContainerGroupDefinition # # **Returned by:** DescribeContainerGroupDefinition, # ListContainerGroupDefinitions # # @!attribute [rw] container_name # The container definition identifier. Container names are unique # within a container group definition. # @return [String] # # @!attribute [rw] image_uri # The URI to the image that $short; copied and deployed to a container # fleet. For a more specific identifier, see `ResolvedImageDigest`. # @return [String] # # @!attribute [rw] resolved_image_digest # A unique and immutable identifier for the container image that is # deployed to a container fleet. The digest is a SHA 256 hash of the # container image manifest. # @return [String] # # @!attribute [rw] memory_limits # The amount of memory that Amazon GameLift makes available to the # container. If memory limits aren't set for an individual container, # the container shares the container group's total memory allocation. # # Related data type: ContainerGroupDefinition$TotalMemoryLimit # @return [Types::ContainerMemoryLimits] # # @!attribute [rw] port_configuration # Defines the ports that are available to assign to processes in the # container. For example, a game server process requires a container # port to allow game clients to connect to it. Container ports aren't # directly accessed by inbound traffic. Amazon GameLift maps these # container ports to externally accessible connection ports, which are # assigned as needed from the container fleet's # `ConnectionPortRange`. # @return [Types::ContainerPortConfiguration] # # @!attribute [rw] cpu # The number of CPU units that are reserved for the container. Note: 1 # vCPU unit equals 1024 CPU units. If no resources are reserved, the # container shares the total CPU limit for the container group. # # Related data type: ContainerGroupDefinition$TotalCpuLimit # @return [Integer] # # @!attribute [rw] health_check # A configuration for a non-terminal health check. A container, which # automatically restarts if it stops functioning, also restarts if it # fails this health check. If an essential container in the daemon # group fails a health check, the entire container group is restarted. # The essential container in the replica group doesn't use this # health check mechanism, because the Amazon GameLift Agent # automatically handles the task. # @return [Types::ContainerHealthCheck] # # @!attribute [rw] command # A command that's passed to the container on startup. Each argument # for the command is an additional string in the array. See the # [ContainerDefinition::command][1] parameter in the *Amazon Elastic # Container Service API reference.* # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/APIReference/API_ContainerDefinition.html#ECS-Type-ContainerDefinition-command # @return [Array] # # @!attribute [rw] essential # Indicates whether the container is vital to the container group. If # an essential container fails, the entire container group is # restarted. # @return [Boolean] # # @!attribute [rw] entry_point # The entry point that's passed to the container on startup. If there # are multiple arguments, each argument is an additional string in the # array. See the [ContainerDefinition::entryPoint][1] parameter in the # *Amazon Elastic Container Service API Reference*. # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/APIReference/API_ContainerDefinition.html#ECS-Type-ContainerDefinition-entryPoint # @return [Array] # # @!attribute [rw] working_directory # The directory in the container where commands are run. See the # [ContainerDefinition::workingDirectory][1] parameter in the *Amazon # Elastic Container Service API Reference*. # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/APIReference/API_ContainerDefinition.html#ECS-Type-ContainerDefinition-workingDirectory # @return [String] # # @!attribute [rw] environment # A set of environment variables that's passed to the container on # startup. See the [ContainerDefinition::environment][1] parameter in # the *Amazon Elastic Container Service API Reference*. # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/APIReference/API_ContainerDefinition.html#ECS-Type-ContainerDefinition-environment # @return [Array] # # @!attribute [rw] depends_on # Indicates that the container relies on the status of other # containers in the same container group during its startup and # shutdown sequences. A container might have dependencies on multiple # containers. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerDefinition AWS API Documentation # class ContainerDefinition < Struct.new( :container_name, :image_uri, :resolved_image_digest, :memory_limits, :port_configuration, :cpu, :health_check, :command, :essential, :entry_point, :working_directory, :environment, :depends_on) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # Describes a container's configuration, resources, and start # instructions. Use this data type to create a container group # definition. For the properties of a container that's been deployed to # a fleet, see ContainerDefinition. You can't change these properties # after you've created the container group definition. If you need a # container group with different properties, then you must create a new # one. # # Used with: CreateContainerGroupDefinition # # @!attribute [rw] container_name # A string that uniquely identifies the container definition within a # container group. # @return [String] # # @!attribute [rw] image_uri # The location of a container image that $short; will copy and deploy # to a container fleet. Images in Amazon Elastic Container Registry # private repositories are supported. The repository must be in the # same Amazon Web Services account and Amazon Web Services Region # where you're creating the container group definition. For limits on # image size, see [Amazon GameLift endpoints and quotas][1]. You can # use any of the following image URI formats: # # * Image ID only: `[AWS account].dkr.ecr.[AWS # region].amazonaws.com/[repository ID]` # # * Image ID and digest: `[AWS account].dkr.ecr.[AWS # region].amazonaws.com/[repository ID]@[digest]` # # * Image ID and tag: `[AWS account].dkr.ecr.[AWS # region].amazonaws.com/[repository ID]:[tag]` # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/gamelift.html # @return [String] # # @!attribute [rw] memory_limits # The amount of memory to make available to the container. If you # don't specify memory limits for this container, then it shares the # container group's total memory allocation. # # Related data type: ContainerGroupDefinition$TotalMemoryLimit # @return [Types::ContainerMemoryLimits] # # @!attribute [rw] port_configuration # A set of ports that Amazon GameLift can assign to processes in the # container. All processes that accept inbound traffic connections, # including game server processes, must be assigned a port from this # set. The set of ports must be large enough to assign one to each # process in the container that needs one. If the container includes # your game server, include enough ports to assign one port to each # concurrent server process (as defined in a container fleet's # RuntimeConfiguration). For more details, see [Networking for # container fleets][1]. # # Container ports aren't directly accessed by inbound traffic. Amazon # GameLift maps these container ports to externally accessible # connection ports, which are assigned as needed from the container # fleet's `ConnectionPortRange`. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-network # @return [Types::ContainerPortConfiguration] # # @!attribute [rw] cpu # The number of CPU units to reserve for this container. The container # can use more resources when needed, if available. Note: 1 vCPU unit # equals 1024 CPU units. If you don't reserve CPU units for this # container, then it shares the total CPU limit for the container # group. This property is similar to the Amazon ECS container # definition parameter [environment][1] (*Amazon Elastic Container # Service Developer Guide).* # # Related data type: ContainerGroupDefinition$TotalCpuLimit # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/developerguide/task_definition_parameters.html#container_definition_environment # @return [Integer] # # @!attribute [rw] health_check # Configuration for a non-terminal health check. A container # automatically restarts if it stops functioning. This parameter lets # you define additional reasons to consider a container unhealthy and # restart it. You can set a health check for any container except for # the essential container in the replica container group. If an # essential container in the daemon group fails a health check, the # entire container group is restarted. # @return [Types::ContainerHealthCheck] # # @!attribute [rw] command # A command to pass to the container on startup. Add multiple # arguments as additional strings in the array. See the # [ContainerDefinition command][1] parameter in the *Amazon Elastic # Container Service API reference.* # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/APIReference/API_ContainerDefinition.html#ECS-Type-ContainerDefinition-command # @return [Array] # # @!attribute [rw] essential # Specifies whether the container is vital for the container group to # function properly. If an essential container fails, it causes the # entire container group to restart. Each container group must have an # essential container. # # **Replica container groups** - A replica group must have exactly one # essential container. Use the following to configure an essential # replica container: # # * Choose a container is running your game server and the Amazon # GameLift Agent. # # * Include a port configuration. This container runs your game server # processes, and each process requires a container port to allow # access to game clients. # # * Don't configure a health check. The Agent handles this task for # the essential replica container. # # **Daemon container groups** - A daemon group must have at least one # essential container. # @return [Boolean] # # @!attribute [rw] entry_point # An entry point to pass to the container on startup. Add multiple # arguments as additional strings in the array. See the # [ContainerDefinition::entryPoint][1] parameter in the *Amazon # Elastic Container Service API Reference*. # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/APIReference/API_ContainerDefinition.html#ECS-Type-ContainerDefinition-entryPoint # @return [Array] # # @!attribute [rw] working_directory # The directory in the container where commands are run. See the # [ContainerDefinition::workingDirectory parameter][1] in the *Amazon # Elastic Container Service API Reference*. # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/APIReference/API_ContainerDefinition.html#ECS-Type-ContainerDefinition-workingDirectory # @return [String] # # @!attribute [rw] environment # A set of environment variables to pass to the container on startup. # See the [ContainerDefinition::environment][1] parameter in the # *Amazon Elastic Container Service API Reference*. # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/APIReference/API_ContainerDefinition.html#ECS-Type-ContainerDefinition-environment # @return [Array] # # @!attribute [rw] depends_on # Sets up dependencies between this container and the status of other # containers in the same container group. A container can have # dependencies on multiple different containers. # # You can use dependencies to establish a startup/shutdown sequence # across the container group. A container startup dependency is # reversed on shutdown. # # For example, you might specify that SideCarContainerB has a `START` # dependency on SideCarContainerA. This dependency means that # SideCarContainerB can't start until after SideCarContainerA has # started. This dependency is reversed on shutdown, which means that # SideCarContainerB must shut down before SideCarContainerA can shut # down. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerDefinitionInput AWS API Documentation # class ContainerDefinitionInput < Struct.new( :container_name, :image_uri, :memory_limits, :port_configuration, :cpu, :health_check, :command, :essential, :entry_point, :working_directory, :environment, :depends_on) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # A container's dependency on another container in the same container # group. The dependency impacts how the dependent container is able to # start or shut down based the status of the other container. # # For example, ContainerA is configured with the following dependency: a # `START` dependency on ContainerB. This means that ContainerA can't # start until ContainerB has started. It also means that ContainerA must # shut down before ContainerB. # # **Part of:** ContainerDefinition # # @!attribute [rw] container_name # A descriptive label for the container definition that this container # depends on. # @return [String] # # @!attribute [rw] condition # The condition that the dependency container must reach before the # dependent container can start. Valid conditions include: # # * START - The dependency container must have started. # # * COMPLETE - The dependency container has run to completion (exits). # Use this condition with nonessential containers, such as those # that run a script and then exit. The dependency container can't # be an essential container. # # * SUCCESS - The dependency container has run to completion and # exited with a zero status. The dependency container can't be an # essential container. # # * HEALTHY - The dependency container has passed its Docker health # check. Use this condition with dependency containers that have # health checks configured. This condition is confirmed at container # group startup only. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerDependency AWS API Documentation # class ContainerDependency < Struct.new( :container_name, :condition) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # An environment variable to set inside a container, in the form of a # key-value pair. # # Related data type: ContainerDefinition$Environment # # @!attribute [rw] name # The environment variable name. # @return [String] # # @!attribute [rw] value # The environment variable value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerEnvironment AWS API Documentation # class ContainerEnvironment < Struct.new( :name, :value) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # The properties that describe a container group resource. Container # group definition properties can't be updated. To change a property, # create a new container group definition. # # **Used with:** CreateContainerGroupDefinition # # **Returned by:** DescribeContainerGroupDefinition, # ListContainerGroupDefinitions # # @!attribute [rw] container_group_definition_arn # The Amazon Resource Name ([ARN][1]) that is assigned to an Amazon # GameLift `ContainerGroupDefinition` resource. It uniquely identifies # the resource across all Amazon Web Services Regions. Format is # `arn:aws:gamelift:::containergroupdefinition/[container # group definition name]`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] operating_system # The platform required for all containers in the container group # definition. # # Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See # more details in the [Amazon Linux 2 FAQs][1]. For game servers that # are hosted on AL2 and use Amazon GameLift server SDK 4.x., first # update the game server build to server SDK 5.x, and then deploy to # AL2023 instances. See [ Migrate to Amazon GameLift server SDK # version 5.][2] # # # # # # [1]: https://aws.amazon.com/amazon-linux-2/faqs/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk5-migration.html # @return [String] # # @!attribute [rw] name # A descriptive identifier for the container group definition. The # name value is unique in an Amazon Web Services Region. # @return [String] # # @!attribute [rw] scheduling_strategy # The method for deploying the container group across fleet instances. # A replica container group might have multiple copies on each fleet # instance. A daemon container group maintains only one copy per fleet # instance. # @return [String] # # @!attribute [rw] total_memory_limit # The amount of memory (in MiB) on a fleet instance to allocate for # the container group. All containers in the group share these # resources. # # You can set additional limits for each ContainerDefinition in the # group. If individual containers have limits, this value must meet # the following requirements: # # * Equal to or greater than the sum of all container-specific soft # memory limits in the group. # # * Equal to or greater than any container-specific hard limits in the # group. # # For more details on memory allocation, see the [Container fleet # design guide][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-design-fleet # @return [Integer] # # @!attribute [rw] total_cpu_limit # The amount of CPU units on a fleet instance to allocate for the # container group. All containers in the group share these resources. # This property is an integer value in CPU units (1 vCPU is equal to # 1024 CPU units). # # You can set additional limits for each ContainerDefinition in the # group. If individual containers have limits, this value must be # equal to or greater than the sum of all container-specific CPU # limits in the group. # # For more details on memory allocation, see the [Container fleet # design guide][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-design-fleet # @return [Integer] # # @!attribute [rw] container_definitions # The set of container definitions that are included in the container # group. # @return [Array] # # @!attribute [rw] status # Current status of the container group definition resource. Values # include: # # * `COPYING` -- Amazon GameLift is in the process of making copies of # all container images that are defined in the group. While in this # state, the resource can't be used to create a container fleet. # # * `READY` -- Amazon GameLift has copied the registry images for all # containers that are defined in the group. You can use a container # group definition in this status to create a container fleet. # # * `FAILED` -- Amazon GameLift failed to create a valid container # group definition resource. For more details on the cause of the # failure, see `StatusReason`. A container group definition resource # in failed status will be deleted within a few minutes. # @return [String] # # @!attribute [rw] status_reason # Additional information about a container group definition that's in # `FAILED` status. Possible reasons include: # # * An internal issue prevented Amazon GameLift from creating the # container group definition resource. Delete the failed resource # and call CreateContainerGroupDefinitionagain. # # * An access-denied message means that you don't have permissions to # access the container image on ECR. See [ IAM permission # examples][1] for help setting up required IAM permissions for # Amazon GameLift. # # * The `ImageUri` value for at least one of the containers in the # container group definition was invalid or not found in the current # Amazon Web Services account. # # * At least one of the container images referenced in the container # group definition exceeds the allowed size. For size limits, see [ # Amazon GameLift endpoints and quotas][2]. # # * At least one of the container images referenced in the container # group definition uses a different operating system than the one # defined for the container group. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-iam-policy-examples.html # [2]: https://docs.aws.amazon.com/general/latest/gr/gamelift.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerGroupDefinition AWS API Documentation # class ContainerGroupDefinition < Struct.new( :container_group_definition_arn, :creation_time, :operating_system, :name, :scheduling_strategy, :total_memory_limit, :total_cpu_limit, :container_definitions, :status, :status_reason) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # The properties of a container group that is deployed to a container # fleet. # # **Part of:** ContainerGroupsAttributes # # **Returned by:** DescribeFleetAttributes # # @!attribute [rw] scheduling_strategy # The method for scheduling and maintaining copies of the container # group across a container fleet. # @return [String] # # @!attribute [rw] container_group_definition_name # The unique identifier for the container group definition. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerGroupDefinitionProperty AWS API Documentation # class ContainerGroupDefinitionProperty < Struct.new( :scheduling_strategy, :container_group_definition_name) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # The properties of container groups that are running on a container # fleet. Container group properties for a fleet can't be changed. # # **Returned by:** DescribeFleetAttributes, CreateFleet # # @!attribute [rw] container_group_definition_properties # A collection of properties that describe each container group in the # fleet. A container fleet is deployed with one or more # ContainerGroupDefinition resources, which is where these properties # are set. # @return [Array] # # @!attribute [rw] connection_port_range # A set of ports that allow inbound traffic to connect to processes # running in the fleet's container groups. Amazon GameLift maps each # connection port to a container port, which is assigned to a specific # container process. A fleet's connection port range can't be # changed, but you can control access to connection ports by updating # a fleet's `EC2InboundPermissions` with UpdateFleetPortSettings. # @return [Types::ConnectionPortRange] # # @!attribute [rw] container_groups_per_instance # Details about the number of replica container groups that Amazon # GameLift deploys to each instance in the container fleet. # @return [Types::ContainerGroupsPerInstance] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerGroupsAttributes AWS API Documentation # class ContainerGroupsAttributes < Struct.new( :container_group_definition_properties, :connection_port_range, :container_groups_per_instance) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # Configuration details for a set of container groups, for use when # creating a fleet with compute type `CONTAINER`. # # **Used with:** CreateFleet # # @!attribute [rw] container_group_definition_names # The list of container group definition names to deploy to a new # container fleet. # @return [Array] # # @!attribute [rw] connection_port_range # A set of ports to allow inbound traffic, including game clients, to # connect to processes running in the container fleet. # # Connection ports are dynamically mapped to container ports, which # are assigned to individual processes running in a container. The # connection port range must have enough ports to map to all container # ports across a fleet instance. To calculate the minimum connection # ports needed, use the following formula: # # *\[Total number of container ports as defined for containers in the # replica container group\] * \[Desired or calculated number of # replica container groups per instance\] + \[Total number of # container ports as defined for containers in the daemon container # group\]* # # As a best practice, double the minimum number of connection ports. # # Use the fleet's `EC2InboundPermissions` property to control # external access to connection ports. Set this property to the # connection port numbers that you want to open access to. See # IpPermission for more details. # # # @return [Types::ConnectionPortRange] # # @!attribute [rw] desired_replica_container_groups_per_instance # The number of times to replicate the replica container group on each # instance in a container fleet. By default, Amazon GameLift # calculates the maximum number of replica container groups that can # fit on a fleet instance (based on CPU and memory resources). Leave # this parameter empty if you want to use the maximum number, or # specify a desired number to override the maximum. The desired number # is used if it's less than the maximum number. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerGroupsConfiguration AWS API Documentation # class ContainerGroupsConfiguration < Struct.new( :container_group_definition_names, :connection_port_range, :desired_replica_container_groups_per_instance) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # Determines how many replica container groups that Amazon GameLift # deploys to each instance in a container fleet. # # Amazon GameLift calculates the maximum possible replica groups per # instance based on the instance 's CPU and memory resources. When # deploying a fleet, Amazon GameLift places replica container groups on # each fleet instance based on the following: # # * If no desired value is set, Amazon GameLift places the calculated # maximum. # # * If a desired number is set to a value higher than the calculated # maximum, fleet creation fails.. # # * If a desired number is set to a value lower than the calculated # maximum, Amazon GameLift places the desired number. # # **Part of:** ContainerGroupsConfiguration, ContainerGroupsAttributes # # **Returned by:** DescribeFleetAttributes, CreateFleet # # @!attribute [rw] desired_replica_container_groups_per_instance # The desired number of replica container groups to place on each # fleet instance. # @return [Integer] # # @!attribute [rw] max_replica_container_groups_per_instance # The maximum possible number of replica container groups that each # fleet instance can have. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerGroupsPerInstance AWS API Documentation # class ContainerGroupsPerInstance < Struct.new( :desired_replica_container_groups_per_instance, :max_replica_container_groups_per_instance) SENSITIVE = [] include Aws::Structure end # Instructions on when and how to check the health of a container in a # container fleet. When health check properties are set in a container # definition, they override any Docker health checks in the container # image. For more information on container health checks, see # [HealthCheck command][1] in the *Amazon Elastic Container Service # API*. # # The following example instructions tell the container to wait 100 # seconds after launch before counting failed health checks, then # initiate the health check command every 60 seconds. After issuing the # health check command, wait 10 seconds for it to succeed. If it fails, # retry the command 3 times before considering the container to be # unhealthy. # # `\{"Command": [ "CMD-SHELL", "ps cax | grep "processmanager" || exit # 1" ], "Interval": 300, "Timeout": 30, "Retries": 5, "StartPeriod": 100 # \}` # # **Part of:** ContainerDefinition$HealthCheck # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/APIReference/API_HealthCheck.html#ECS-Type-HealthCheck-command # # @!attribute [rw] command # A string array that specifies the command that the container runs to # determine if it's healthy. # @return [Array] # # @!attribute [rw] interval # The time period (in seconds) between each health check. # @return [Integer] # # @!attribute [rw] timeout # The time period (in seconds) to wait for a health check to succeed # before a failed health check is counted. # @return [Integer] # # @!attribute [rw] retries # The number of times to retry a failed health check before the # container is considered unhealthy. The first run of the command does # not count as a retry. # @return [Integer] # # @!attribute [rw] start_period # The optional grace period (in seconds) to give a container time to # bootstrap before the first failed health check counts toward the # number of retries. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerHealthCheck AWS API Documentation # class ContainerHealthCheck < Struct.new( :command, :interval, :timeout, :retries, :start_period) SENSITIVE = [] include Aws::Structure end # Specifies how much memory is available to a container. You can't # change this value after you create this object. # # Part of: ContainerDefinition$MemoryLimits # # @!attribute [rw] soft_limit # The amount of memory that is reserved for a container. When the # container group's shared memory is under contention, the system # attempts to maintain the container memory usage at this soft limit. # However, the container can use more memory when needed, if # available. This property is similar to the Amazon ECS container # definition parameter [memoryreservation][1] (*Amazon Elastic # Container Service Developer Guide*). # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/developerguide/task_definition_parameters.html#ContainerDefinition-memoryReservation # @return [Integer] # # @!attribute [rw] hard_limit # The maximum amount of memory that the container can use. If a # container attempts to exceed this limit, the container is stopped. # This property is similar to the Amazon ECS container definition # parameter [memory][1] in the *Amazon Elastic Container Service # Developer Guide.* # # # # [1]: https://docs.aws.amazon.com/AmazonECS/latest/developerguide/task_definition_parameters.html#container_definition_memory # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerMemoryLimits AWS API Documentation # class ContainerMemoryLimits < Struct.new( :soft_limit, :hard_limit) SENSITIVE = [] include Aws::Structure end # Defines ranges of ports that server processes can connect to. # # **Part of:** ContainerDefinition$PortConfiguration # # @!attribute [rw] container_port_ranges # Specifies one or more ranges of ports on a container. These ranges # must not overlap. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerPortConfiguration AWS API Documentation # class ContainerPortConfiguration < Struct.new( :container_port_ranges) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # Defines how an internal-facing container port is mapped to an # external-facing connection port on a fleet instance of compute type # `CONTAINER`. Incoming traffic, such as a game client, uses a # connection port to connect to a process in the container fleet. Amazon # GameLift directs the inbound traffic to the container port that is # assigned to the process, such as a game session, running on a # container. # # **Part of:** ContainerAttributes # # @!attribute [rw] container_port # The port opened on the container. # @return [Integer] # # @!attribute [rw] connection_port # The port opened on the fleet instance. This is also called the # "host port". # @return [Integer] # # @!attribute [rw] protocol # The network protocol that this mapping supports. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerPortMapping AWS API Documentation # class ContainerPortMapping < Struct.new( :container_port, :connection_port, :protocol) SENSITIVE = [:container_port, :connection_port] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # A set of one or more port numbers that can be opened on the container. # # **Part of:** ContainerPortConfiguration # # @!attribute [rw] from_port # A starting value for the range of allowed port numbers. # @return [Integer] # # @!attribute [rw] to_port # An ending value for the range of allowed port numbers. Port numbers # are end-inclusive. This value must be equal to or greater than # `FromPort`. # @return [Integer] # # @!attribute [rw] protocol # The network protocol that these ports support. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerPortRange AWS API Documentation # class ContainerPortRange < Struct.new( :from_port, :to_port, :protocol) SENSITIVE = [:from_port, :to_port] include Aws::Structure end # @!attribute [rw] name # A descriptive label that is associated with an alias. Alias names do # not need to be unique. # @return [String] # # @!attribute [rw] description # A human-readable description of the alias. # @return [String] # # @!attribute [rw] routing_strategy # The routing configuration, including routing type and fleet target, # for the alias. # @return [Types::RoutingStrategy] # # @!attribute [rw] tags # A list of labels to assign to the new alias resource. Tags are # developer-defined key-value pairs. Tagging Amazon Web Services # resources are useful for resource management, access management and # cost allocation. For more information, see [ Tagging Amazon Web # Services Resources][1] in the *Amazon Web Services General # Reference*. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasInput AWS API Documentation # class CreateAliasInput < Struct.new( :name, :description, :routing_strategy, :tags) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] alias # The newly created alias resource. # @return [Types::Alias] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasOutput AWS API Documentation # class CreateAliasOutput < Struct.new( :alias) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A descriptive label associated with a build. Build names don't need # to be unique. You can change this value later. # @return [String] # # @!attribute [rw] version # Version information associated with a build or script. Version # strings don't need to be unique. You can change this value later. # @return [String] # # @!attribute [rw] storage_location # Information indicating where your game build files are stored. Use # this parameter only when creating a build with files stored in an # Amazon S3 bucket that you own. The storage location must specify an # Amazon S3 bucket name and key. The location must also specify a role # ARN that you set up to allow Amazon GameLift to access your Amazon # S3 bucket. The S3 bucket and your new build must be in the same # Region. # # If a `StorageLocation` is specified, the size of your file can be # found in your Amazon S3 bucket. Amazon GameLift will report a # `SizeOnDisk` of 0. # @return [Types::S3Location] # # @!attribute [rw] operating_system # The operating system that your game server binaries run on. This # value determines the type of fleet resources that you use for this # build. If your game build contains multiple executables, they all # must run on the same operating system. You must specify a valid # operating system in this request. There is no default value. You # can't change a build's operating system later. # # Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See # more details in the [Amazon Linux 2 FAQs][1]. For game servers that # are hosted on AL2 and use Amazon GameLift server SDK 4.x., first # update the game server build to server SDK 5.x, and then deploy to # AL2023 instances. See [ Migrate to Amazon GameLift server SDK # version 5.][2] # # # # # # [1]: https://aws.amazon.com/amazon-linux-2/faqs/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk5-migration.html # @return [String] # # @!attribute [rw] tags # A list of labels to assign to the new build resource. Tags are # developer defined key-value pairs. Tagging Amazon Web Services # resources are useful for resource management, access management and # cost allocation. For more information, see [ Tagging Amazon Web # Services Resources][1] in the *Amazon Web Services General # Reference*. Once the resource is created, you can use # [TagResource][2], [UntagResource][3], and [ListTagsForResource][4] # to add, remove, and view tags. The maximum tag limit may be lower # than stated. See the Amazon Web Services General Reference for # actual tagging limits. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # [2]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_TagResource.html # [3]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_UntagResource.html # [4]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListTagsForResource.html # @return [Array] # # @!attribute [rw] server_sdk_version # A server SDK version you used when integrating your game server # build with Amazon GameLift. For more information see [Integrate # games with custom game servers][1]. By default Amazon GameLift sets # this value to `4.0.2`. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildInput AWS API Documentation # class CreateBuildInput < Struct.new( :name, :version, :storage_location, :operating_system, :tags, :server_sdk_version) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] build # The newly created build resource, including a unique build IDs and # status. # @return [Types::Build] # # @!attribute [rw] upload_credentials # This element is returned only when the operation is called without a # storage location. It contains credentials to use when you are # uploading a build file to an Amazon S3 bucket that is owned by # Amazon GameLift. Credentials have a limited life span. To refresh # these credentials, call [RequestUploadCredentials][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_RequestUploadCredentials.html # @return [Types::AwsCredentials] # # @!attribute [rw] storage_location # Amazon S3 location for your game build file, including bucket name # and key. # @return [Types::S3Location] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildOutput AWS API Documentation # class CreateBuildOutput < Struct.new( :build, :upload_credentials, :storage_location) SENSITIVE = [:upload_credentials] include Aws::Structure end # @!attribute [rw] name # A descriptive identifier for the container group definition. The # name value must be unique in an Amazon Web Services Region. # @return [String] # # @!attribute [rw] scheduling_strategy # The method for deploying the container group across fleet instances. # A replica container group might have multiple copies on each fleet # instance. A daemon container group has one copy per fleet instance. # Default value is `REPLICA`. # @return [String] # # @!attribute [rw] total_memory_limit # The maximum amount of memory (in MiB) to allocate to the container # group. All containers in the group share this memory. If you specify # memory limits for individual containers, set this parameter based on # the following guidelines. The value must be (1) greater than the sum # of the soft memory limits for all containers in the group, and (2) # greater than any individual container's hard memory limit. # @return [Integer] # # @!attribute [rw] total_cpu_limit # The maximum amount of CPU units to allocate to the container group. # Set this parameter to an integer value in CPU units (1 vCPU is equal # to 1024 CPU units). All containers in the group share this memory. # If you specify CPU limits for individual containers, set this # parameter based on the following guidelines. The value must be equal # to or greater than the sum of the CPU limits for all containers in # the group. # @return [Integer] # # @!attribute [rw] container_definitions # Definitions for all containers in this group. Each container # definition identifies the container image and specifies # configuration settings for the container. See the [ Container fleet # design guide][1] for container guidelines. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-design-fleet.html # @return [Array] # # @!attribute [rw] operating_system # The platform that is used by containers in the container group # definition. All containers in a group must run on the same operating # system. # # Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See # more details in the [Amazon Linux 2 FAQs][1]. For game servers that # are hosted on AL2 and use Amazon GameLift server SDK 4.x., first # update the game server build to server SDK 5.x, and then deploy to # AL2023 instances. See [ Migrate to Amazon GameLift server SDK # version 5.][2] # # # # # # [1]: https://aws.amazon.com/amazon-linux-2/faqs/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk5-migration.html # @return [String] # # @!attribute [rw] tags # A list of labels to assign to the container group definition # resource. Tags are developer-defined key-value pairs. Tagging Amazon # Web Services resources are useful for resource management, access # management and cost allocation. For more information, see [ Tagging # Amazon Web Services Resources][1] in the *Amazon Web Services # General Reference*. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateContainerGroupDefinitionInput AWS API Documentation # class CreateContainerGroupDefinitionInput < Struct.new( :name, :scheduling_strategy, :total_memory_limit, :total_cpu_limit, :container_definitions, :operating_system, :tags) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] container_group_definition # The properties of the newly created container group definition # resource. You use this resource to create a container fleet. # @return [Types::ContainerGroupDefinition] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateContainerGroupDefinitionOutput AWS API Documentation # class CreateContainerGroupDefinitionOutput < Struct.new( :container_group_definition) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A descriptive label that is associated with a fleet. Fleet names do # not need to be unique. # @return [String] # # @!attribute [rw] description # A description for the fleet. # @return [String] # # @!attribute [rw] build_id # The unique identifier for a custom game server build to be deployed # to a fleet with compute type `EC2`. You can use either the build ID # or ARN. The build must be uploaded to Amazon GameLift and in `READY` # status. This fleet property can't be changed after the fleet is # created. # @return [String] # # @!attribute [rw] script_id # The unique identifier for a Realtime configuration script to be # deployed to a fleet with compute type `EC2`. You can use either the # script ID or ARN. Scripts must be uploaded to Amazon GameLift prior # to creating the fleet. This fleet property can't be changed after # the fleet is created. # @return [String] # # @!attribute [rw] server_launch_path # **This parameter is no longer used.** Specify a server launch path # using the `RuntimeConfiguration` parameter. Requests that use this # parameter instead continue to be valid. # @return [String] # # @!attribute [rw] server_launch_parameters # **This parameter is no longer used.** Specify server launch # parameters using the `RuntimeConfiguration` parameter. Requests that # use this parameter instead continue to be valid. # @return [String] # # @!attribute [rw] log_paths # **This parameter is no longer used.** To specify where Amazon # GameLift should store log files once a server process shuts down, # use the Amazon GameLift server API `ProcessReady()` and specify one # or more directory paths in `logParameters`. For more information, # see [Initialize the server process][1] in the *Amazon GameLift # Developer Guide*. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-initialize # @return [Array] # # @!attribute [rw] ec2_instance_type # The Amazon GameLift-supported Amazon EC2 instance type to use with # EC2 and container fleets. Instance type determines the computing # resources that will be used to host your game servers, including # CPU, memory, storage, and networking capacity. See [Amazon Elastic # Compute Cloud Instance Types][1] for detailed descriptions of Amazon # EC2 instance types. # # # # [1]: http://aws.amazon.com/ec2/instance-types/ # @return [String] # # @!attribute [rw] ec2_inbound_permissions # The IP address ranges and port settings that allow inbound traffic # to access game server processes and other processes on this fleet. # Set this parameter for EC2 and container fleets. You can leave this # parameter empty when creating the fleet, but you must call # UpdateFleetPortSettings to set it before players can connect to game # sessions. As a best practice, we recommend opening ports for remote # access only when you need them and closing them when you're # finished. For Realtime Servers fleets, Amazon GameLift automatically # sets TCP and UDP ranges. # # To manage inbound access for a container fleet, set this parameter # to the same port numbers that you set for the fleet's connection # port range. During the life of the fleet, update this parameter to # control which connection ports are open to inbound traffic. # @return [Array] # # @!attribute [rw] new_game_session_protection_policy # The status of termination protection for active game sessions on the # fleet. By default, this property is set to `NoProtection`. You can # also set game session protection for an individual game session by # calling # [UpdateGameSession](gamelift/latest/apireference/API_UpdateGameSession.html). # # * **NoProtection** - Game sessions can be terminated during active # gameplay as a result of a scale-down event. # # * **FullProtection** - Game sessions in `ACTIVE` status cannot be # terminated during a scale-down event. # @return [String] # # @!attribute [rw] runtime_configuration # Instructions for how to launch and run server processes on the # fleet. Set runtime configuration for EC2 fleets and container # fleets. For an Anywhere fleets, set this parameter only if the fleet # is running the Amazon GameLift Agent. The runtime configuration # defines one or more server process configurations. Each server # process identifies a game executable or Realtime script file and the # number of processes to run concurrently. # # This parameter replaces the parameters `ServerLaunchPath` and # `ServerLaunchParameters`, which are still supported for backward # compatibility. # # # @return [Types::RuntimeConfiguration] # # @!attribute [rw] resource_creation_limit_policy # A policy that limits the number of game sessions that an individual # player can create on instances in this fleet within a specified span # of time. # @return [Types::ResourceCreationLimitPolicy] # # @!attribute [rw] metric_groups # The name of an Amazon Web Services CloudWatch metric group to add # this fleet to. A metric group is used to aggregate the metrics for # multiple fleets. You can specify an existing metric group name or # set a new name to create a new metric group. A fleet can be included # in only one metric group at a time. # @return [Array] # # @!attribute [rw] peer_vpc_aws_account_id # Used when peering your Amazon GameLift fleet with a VPC, the unique # identifier for the Amazon Web Services account that owns the VPC. # You can find your account ID in the Amazon Web Services Management # Console under account settings. # @return [String] # # @!attribute [rw] peer_vpc_id # A unique identifier for a VPC with resources to be accessed by your # Amazon GameLift fleet. The VPC must be in the same Region as your # fleet. To look up a VPC ID, use the [VPC Dashboard][1] in the Amazon # Web Services Management Console. Learn more about VPC peering in # [VPC Peering with Amazon GameLift Fleets][2]. # # # # [1]: https://console.aws.amazon.com/vpc/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html # @return [String] # # @!attribute [rw] fleet_type # Indicates whether to use On-Demand or Spot instances for this fleet. # By default, this property is set to `ON_DEMAND`. Learn more about # when to use [ On-Demand versus Spot Instances][1]. This fleet # property can't be changed after the fleet is created. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot # @return [String] # # @!attribute [rw] instance_role_arn # A unique identifier for an IAM role with access permissions to other # Amazon Web Services services. Any application that runs on an # instance in the fleet--including install scripts, server processes, # and other processes--can use these permissions to interact with # Amazon Web Services resources that you own or have access to. For # more information about using the role with your game server builds, # see [ Communicate with other Amazon Web Services resources from your # fleets][1]. This fleet property can't be changed after the fleet is # created. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html # @return [String] # # @!attribute [rw] certificate_configuration # Prompts Amazon GameLift to generate a TLS/SSL certificate for the # fleet. Amazon GameLift uses the certificates to encrypt traffic # between game clients and the game servers running on Amazon # GameLift. By default, the `CertificateConfiguration` is `DISABLED`. # You can't change this property after you create the fleet. # # Certificate Manager (ACM) certificates expire after 13 months. # Certificate expiration can cause fleets to fail, preventing players # from connecting to instances in the fleet. We recommend you replace # fleets before 13 months, consider using fleet aliases for a smooth # transition. # # ACM isn't available in all Amazon Web Services regions. A fleet # creation request with certificate generation enabled in an # unsupported Region, fails with a 4xx error. For more information # about the supported Regions, see [Supported Regions][1] in the # *Certificate Manager User Guide*. # # # # # # [1]: https://docs.aws.amazon.com/acm/latest/userguide/acm-regions.html # @return [Types::CertificateConfiguration] # # @!attribute [rw] locations # A set of remote locations to deploy additional instances to and # manage as a multi-location fleet. Use this parameter when creating a # fleet in Amazon Web Services Regions that support multiple # locations. You can add any Amazon Web Services Region or Local Zone # that's supported by Amazon GameLift. Provide a list of one or more # Amazon Web Services Region codes, such as `us-west-2`, or Local Zone # names. When using this parameter, Amazon GameLift requires you to # include your home location in the request. For a list of supported # Regions and Local Zones, see [ Amazon GameLift service locations][1] # for managed hosting. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html # @return [Array] # # @!attribute [rw] tags # A list of labels to assign to the new fleet resource. Tags are # developer-defined key-value pairs. Tagging Amazon Web Services # resources are useful for resource management, access management and # cost allocation. For more information, see [ Tagging Amazon Web # Services Resources][1] in the *Amazon Web Services General # Reference*. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # @return [Array] # # @!attribute [rw] compute_type # The type of compute resource used to host your game servers. # # * `EC2` – The game server build is deployed to Amazon EC2 instances # for cloud hosting. This is the default setting. # # * `CONTAINER` – Container images with your game server build and # supporting software are deployed to Amazon EC2 instances for cloud # hosting. With this compute type, you must specify the # `ContainerGroupsConfiguration` parameter. # # * `ANYWHERE` – Game servers or container images with your game # server and supporting software are deployed to compute resources # that are provided and managed by you. With this compute type, you # can also set the `AnywhereConfiguration` parameter. # @return [String] # # @!attribute [rw] anywhere_configuration # Amazon GameLift Anywhere configuration options. # @return [Types::AnywhereConfiguration] # # @!attribute [rw] instance_role_credentials_provider # Prompts Amazon GameLift to generate a shared credentials file for # the IAM role that's defined in `InstanceRoleArn`. The shared # credentials file is stored on each fleet instance and refreshed as # needed. Use shared credentials for applications that are deployed # along with the game server executable, if the game server is # integrated with server SDK version 5.x. For more information about # using shared credentials, see [ Communicate with other Amazon Web # Services resources from your fleets][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html # @return [String] # # @!attribute [rw] container_groups_configuration # The container groups to deploy to instances in the container fleet # and other fleet-level configuration settings. Use the # CreateContainerGroupDefinition action to create container groups. A # container fleet must have exactly one replica container group, and # can optionally have one daemon container group. You can't change # this property after you create the fleet. # @return [Types::ContainerGroupsConfiguration] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetInput AWS API Documentation # class CreateFleetInput < Struct.new( :name, :description, :build_id, :script_id, :server_launch_path, :server_launch_parameters, :log_paths, :ec2_instance_type, :ec2_inbound_permissions, :new_game_session_protection_policy, :runtime_configuration, :resource_creation_limit_policy, :metric_groups, :peer_vpc_aws_account_id, :peer_vpc_id, :fleet_type, :instance_role_arn, :certificate_configuration, :locations, :tags, :compute_type, :anywhere_configuration, :instance_role_credentials_provider, :container_groups_configuration) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to add locations to. You can use # either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] locations # A list of locations to deploy additional instances to and manage as # part of the fleet. You can add any Amazon GameLift-supported Amazon # Web Services Region as a remote location, in the form of an Amazon # Web Services Region code such as `us-west-2`. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocationsInput AWS API Documentation # class CreateFleetLocationsInput < Struct.new( :fleet_id, :locations) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that was updated with new # locations. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] location_states # The remote locations that are being added to the fleet, and the # life-cycle status of each location. For new locations, the status is # set to `NEW`. During location creation, Amazon GameLift updates each # location's status as instances are deployed there and prepared for # game hosting. This list does not include the fleet home Region or # any remote locations that were already added to the fleet. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocationsOutput AWS API Documentation # class CreateFleetLocationsOutput < Struct.new( :fleet_id, :fleet_arn, :location_states) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_attributes # The properties for the new fleet, including the current status. All # fleets are placed in `NEW` status on creation. # @return [Types::FleetAttributes] # # @!attribute [rw] location_states # The fleet's locations and life-cycle status of each location. For # new fleets, the status of all locations is set to `NEW`. During # fleet creation, Amazon GameLift updates each location status as # instances are deployed there and prepared for game hosting. This # list includes an entry for the fleet's home Region. For fleets with # no remote locations, only one entry, representing the home Region, # is returned. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetOutput AWS API Documentation # class CreateFleetOutput < Struct.new( :fleet_attributes, :location_states) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # An identifier for the new game server group. This value is used to # generate unique ARN identifiers for the Amazon EC2 Auto Scaling # group and the Amazon GameLift FleetIQ game server group. The name # must be unique per Region per Amazon Web Services account. # @return [String] # # @!attribute [rw] role_arn # The Amazon Resource Name ([ARN][1]) for an IAM role that allows # Amazon GameLift to access your Amazon EC2 Auto Scaling groups. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] min_size # The minimum number of instances allowed in the Amazon EC2 Auto # Scaling group. During automatic scaling events, Amazon GameLift # FleetIQ and Amazon EC2 do not scale down the group below this # minimum. In production, this value should be set to at least 1. # After the Auto Scaling group is created, update this value directly # in the Auto Scaling group using the Amazon Web Services console or # APIs. # @return [Integer] # # @!attribute [rw] max_size # The maximum number of instances allowed in the Amazon EC2 Auto # Scaling group. During automatic scaling events, Amazon GameLift # FleetIQ and EC2 do not scale up the group above this maximum. After # the Auto Scaling group is created, update this value directly in the # Auto Scaling group using the Amazon Web Services console or APIs. # @return [Integer] # # @!attribute [rw] launch_template # The Amazon EC2 launch template that contains configuration settings # and game server code to be deployed to all instances in the game # server group. You can specify the template using either the template # name or ID. For help with creating a launch template, see [Creating # a Launch Template for an Auto Scaling Group][1] in the *Amazon # Elastic Compute Cloud Auto Scaling User Guide*. After the Auto # Scaling group is created, update this value directly in the Auto # Scaling group using the Amazon Web Services console or APIs. # # If you specify network interfaces in your launch template, you must # explicitly set the property `AssociatePublicIpAddress` to "true". # If no network interface is specified in the launch template, Amazon # GameLift FleetIQ uses your account's default VPC. # # # # # # [1]: https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html # @return [Types::LaunchTemplateSpecification] # # @!attribute [rw] instance_definitions # The Amazon EC2 instance types and sizes to use in the Auto Scaling # group. The instance definitions must specify at least two different # instance types that are supported by Amazon GameLift FleetIQ. For # more information on instance types, see [EC2 Instance Types][1] in # the *Amazon Elastic Compute Cloud User Guide*. You can optionally # specify capacity weighting for each instance type. If no weight # value is specified for an instance type, it is set to the default # value "1". For more information about capacity weighting, see [ # Instance Weighting for Amazon EC2 Auto Scaling][2] in the Amazon EC2 # Auto Scaling User Guide. # # # # [1]: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html # [2]: https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html # @return [Array] # # @!attribute [rw] auto_scaling_policy # Configuration settings to define a scaling policy for the Auto # Scaling group that is optimized for game hosting. The scaling policy # uses the metric `"PercentUtilizedGameServers"` to maintain a buffer # of idle game servers that can immediately accommodate new games and # players. After the Auto Scaling group is created, update this value # directly in the Auto Scaling group using the Amazon Web Services # console or APIs. # @return [Types::GameServerGroupAutoScalingPolicy] # # @!attribute [rw] balancing_strategy # Indicates how Amazon GameLift FleetIQ balances the use of Spot # Instances and On-Demand Instances in the game server group. Method # options include the following: # # * `SPOT_ONLY` - Only Spot Instances are used in the game server # group. If Spot Instances are unavailable or not viable for game # hosting, the game server group provides no hosting capacity until # Spot Instances can again be used. Until then, no new instances are # started, and the existing nonviable Spot Instances are terminated # (after current gameplay ends) and are not replaced. # # * `SPOT_PREFERRED` - (default value) Spot Instances are used # whenever available in the game server group. If Spot Instances are # unavailable, the game server group continues to provide hosting # capacity by falling back to On-Demand Instances. Existing # nonviable Spot Instances are terminated (after current gameplay # ends) and are replaced with new On-Demand Instances. # # * `ON_DEMAND_ONLY` - Only On-Demand Instances are used in the game # server group. No Spot Instances are used, even when available, # while this balancing strategy is in force. # @return [String] # # @!attribute [rw] game_server_protection_policy # A flag that indicates whether instances in the game server group are # protected from early termination. Unprotected instances that have # active game servers running might be terminated during a scale-down # event, causing players to be dropped from the game. Protected # instances cannot be terminated while there are active game servers # running except in the event of a forced game server group deletion # (see ). An exception to this is with Spot Instances, which can be # terminated by Amazon Web Services regardless of protection status. # This property is set to `NO_PROTECTION` by default. # @return [String] # # @!attribute [rw] vpc_subnets # A list of virtual private cloud (VPC) subnets to use with instances # in the game server group. By default, all Amazon GameLift # FleetIQ-supported Availability Zones are used. You can use this # parameter to specify VPCs that you've set up. This property cannot # be updated after the game server group is created, and the # corresponding Auto Scaling group will always use the property value # that is set with this request, even if the Auto Scaling group is # updated directly. # @return [Array] # # @!attribute [rw] tags # A list of labels to assign to the new game server group resource. # Tags are developer-defined key-value pairs. Tagging Amazon Web # Services resources is useful for resource management, access # management, and cost allocation. For more information, see [ Tagging # Amazon Web Services Resources][1] in the *Amazon Web Services # General Reference*. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroupInput AWS API Documentation # class CreateGameServerGroupInput < Struct.new( :game_server_group_name, :role_arn, :min_size, :max_size, :launch_template, :instance_definitions, :auto_scaling_policy, :balancing_strategy, :game_server_protection_policy, :vpc_subnets, :tags) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group # The newly created game server group object, including the new ARN # value for the Amazon GameLift FleetIQ game server group and the # object's status. The Amazon EC2 Auto Scaling group ARN is initially # null, since the group has not yet been created. This value is added # once the game server group status reaches `ACTIVE`. # @return [Types::GameServerGroup] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroupOutput AWS API Documentation # class CreateGameServerGroupOutput < Struct.new( :game_server_group) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to create a game session in. You # can use either the fleet ID or ARN value. Each request must # reference either a fleet ID or alias ID, but not both. # @return [String] # # @!attribute [rw] alias_id # A unique identifier for the alias associated with the fleet to # create a game session in. You can use either the alias ID or ARN # value. Each request must reference either a fleet ID or alias ID, # but not both. # @return [String] # # @!attribute [rw] maximum_player_session_count # The maximum number of players that can be connected simultaneously # to the game session. # @return [Integer] # # @!attribute [rw] name # A descriptive label that is associated with a game session. Session # names do not need to be unique. # @return [String] # # @!attribute [rw] game_properties # A set of key-value pairs that can store custom data in a game # session. For example: `\{"Key": "difficulty", "Value": "novice"\}`. # For an example, see [Create a game session with custom # properties][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-create # @return [Array] # # @!attribute [rw] creator_id # A unique identifier for a player or entity creating the game # session. # # If you add a resource creation limit policy to a fleet, the # `CreateGameSession` operation requires a `CreatorId`. Amazon # GameLift limits the number of game session creation requests with # the same `CreatorId` in a specified time period. # # If you your fleet doesn't have a resource creation limit policy and # you provide a `CreatorId` in your `CreateGameSession` requests, # Amazon GameLift limits requests to one request per `CreatorId` per # second. # # To not limit `CreateGameSession` requests with the same `CreatorId`, # don't provide a `CreatorId` in your `CreateGameSession` request. # @return [String] # # @!attribute [rw] game_session_id # *This parameter is deprecated. Use `IdempotencyToken` instead.* # # Custom string that uniquely identifies a request for a new game # session. Maximum token length is 48 characters. If provided, this # string is included in the new game session's ID. # @return [String] # # @!attribute [rw] idempotency_token # Custom string that uniquely identifies the new game session request. # This is useful for ensuring that game session requests with the same # idempotency token are processed only once. Subsequent requests with # the same string return the original `GameSession` object, with an # updated status. Maximum token length is 48 characters. If provided, # this string is included in the new game session's ID. A game # session ARN has the following format: # `arn:aws:gamelift:::gamesession//`. Idempotency tokens remain in use for 30 days # after a game session has ended; game session objects are retained # for this time period and then deleted. # @return [String] # # @!attribute [rw] game_session_data # A set of custom game session properties, formatted as a single # string value. This data is passed to a game server process with a # request to start a new game session (see [Start a Game Session][1]). # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession # @return [String] # # @!attribute [rw] location # A fleet's remote location to place the new game session in. If this # parameter is not set, the new game session is placed in the fleet's # home Region. Specify a remote location with an Amazon Web Services # Region code such as `us-west-2`. When using an Anywhere fleet, this # parameter is required and must be set to the Anywhere fleet's # custom location. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionInput AWS API Documentation # class CreateGameSessionInput < Struct.new( :fleet_id, :alias_id, :maximum_player_session_count, :name, :game_properties, :creator_id, :game_session_id, :idempotency_token, :game_session_data, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session # Object that describes the newly created game session record. # @return [Types::GameSession] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionOutput AWS API Documentation # class CreateGameSessionOutput < Struct.new( :game_session) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A descriptive label that is associated with game session queue. # Queue names must be unique within each Region. # @return [String] # # @!attribute [rw] timeout_in_seconds # The maximum time, in seconds, that a new game session placement # request remains in the queue. When a request exceeds this time, the # game session placement changes to a `TIMED_OUT` status. By default, # this property is set to `600`. # @return [Integer] # # @!attribute [rw] player_latency_policies # A set of policies that act as a sliding cap on player latency. # FleetIQ works to deliver low latency for most players in a game # session. These policies ensure that no individual player can be # placed into a game with unreasonably high latency. Use multiple # policies to gradually relax latency requirements a step at a time. # Multiple policies are applied based on their maximum allowed # latency, starting with the lowest value. # @return [Array] # # @!attribute [rw] destinations # A list of fleets and/or fleet aliases that can be used to fulfill # game session placement requests in the queue. Destinations are # identified by either a fleet ARN or a fleet alias ARN, and are # listed in order of placement preference. # @return [Array] # # @!attribute [rw] filter_configuration # A list of locations where a queue is allowed to place new game # sessions. Locations are specified in the form of Amazon Web Services # Region codes, such as `us-west-2`. If this parameter is not set, # game sessions can be placed in any queue location. # @return [Types::FilterConfiguration] # # @!attribute [rw] priority_configuration # Custom settings to use when prioritizing destinations and locations # for game session placements. This configuration replaces the FleetIQ # default prioritization process. Priority types that are not # explicitly named will be automatically applied at the end of the # prioritization process. # @return [Types::PriorityConfiguration] # # @!attribute [rw] custom_event_data # Information to be added to all events that are related to this game # session queue. # @return [String] # # @!attribute [rw] notification_target # An SNS topic ARN that is set up to receive game session placement # notifications. See [ Setting up notifications for game session # placement][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html # @return [String] # # @!attribute [rw] tags # A list of labels to assign to the new game session queue resource. # Tags are developer-defined key-value pairs. Tagging Amazon Web # Services resources are useful for resource management, access # management and cost allocation. For more information, see [ Tagging # Amazon Web Services Resources][1] in the *Amazon Web Services # General Reference*. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueInput AWS API Documentation # class CreateGameSessionQueueInput < Struct.new( :name, :timeout_in_seconds, :player_latency_policies, :destinations, :filter_configuration, :priority_configuration, :custom_event_data, :notification_target, :tags) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_queue # An object that describes the newly created game session queue. # @return [Types::GameSessionQueue] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueOutput AWS API Documentation # class CreateGameSessionQueueOutput < Struct.new( :game_session_queue) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] location_name # A descriptive name for the custom location. # @return [String] # # @!attribute [rw] tags # A list of labels to assign to the new resource. Tags are # developer-defined key-value pairs. Tagging Amazon Web Services # resources are useful for resource management, access management, and # cost allocation. For more information, see [ Tagging Amazon Web # Services Resources][1] in the *Amazon Web Services General # Rareference*. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateLocationInput AWS API Documentation # class CreateLocationInput < Struct.new( :location_name, :tags) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] location # The details of the custom location you created. # @return [Types::LocationModel] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateLocationOutput AWS API Documentation # class CreateLocationOutput < Struct.new( :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A unique identifier for the matchmaking configuration. This name is # used to identify the configuration associated with a matchmaking # request or ticket. # @return [String] # # @!attribute [rw] description # A human-readable description of the matchmaking configuration. # @return [String] # # @!attribute [rw] game_session_queue_arns # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift game session queue resource and uniquely identifies it. # ARNs are unique across all Regions. Format is # `arn:aws:gamelift:::gamesessionqueue/`. Queues # can be located in any Region. Queues are used to start new Amazon # GameLift-hosted game sessions for matches that are created with this # matchmaking configuration. If `FlexMatchMode` is set to # `STANDALONE`, do not set this parameter. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [Array] # # @!attribute [rw] request_timeout_seconds # The maximum duration, in seconds, that a matchmaking ticket can # remain in process before timing out. Requests that fail due to # timing out can be resubmitted as needed. # @return [Integer] # # @!attribute [rw] acceptance_timeout_seconds # The length of time (in seconds) to wait for players to accept a # proposed match, if acceptance is required. # @return [Integer] # # @!attribute [rw] acceptance_required # A flag that determines whether a match that was created with this # configuration must be accepted by the matched players. To require # acceptance, set to `TRUE`. With this option enabled, matchmaking # tickets use the status `REQUIRES_ACCEPTANCE` to indicate when a # completed potential match is waiting for player acceptance. # @return [Boolean] # # @!attribute [rw] rule_set_name # A unique identifier for the matchmaking rule set to use with this # configuration. You can use either the rule set name or ARN value. A # matchmaking configuration can only use rule sets that are defined in # the same Region. # @return [String] # # @!attribute [rw] notification_target # An SNS topic ARN that is set up to receive matchmaking # notifications. See [ Setting up notifications for matchmaking][1] # for more information. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html # @return [String] # # @!attribute [rw] additional_player_count # The number of player slots in a match to keep open for future # players. For example, if the configuration's rule set specifies a # match for a single 10-person team, and the additional player count # is set to 2, 10 players will be selected for the match and 2 more # player slots will be open for future players. This parameter is not # used if `FlexMatchMode` is set to `STANDALONE`. # @return [Integer] # # @!attribute [rw] custom_event_data # Information to be added to all events related to this matchmaking # configuration. # @return [String] # # @!attribute [rw] game_properties # A set of key-value pairs that can store custom data in a game # session. For example: `\{"Key": "difficulty", "Value": "novice"\}`. # This information is added to the new `GameSession` object that is # created for a successful match. This parameter is not used if # `FlexMatchMode` is set to `STANDALONE`. # @return [Array] # # @!attribute [rw] game_session_data # A set of custom game session properties, formatted as a single # string value. This data is passed to a game server process with a # request to start a new game session (see [Start a Game Session][1]). # This information is added to the new `GameSession` object that is # created for a successful match. This parameter is not used if # `FlexMatchMode` is set to `STANDALONE`. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession # @return [String] # # @!attribute [rw] backfill_mode # The method used to backfill game sessions that are created with this # matchmaking configuration. Specify `MANUAL` when your game manages # backfill requests manually or does not use the match backfill # feature. Specify `AUTOMATIC` to have Amazon GameLift create a # backfill request whenever a game session has one or more open slots. # Learn more about manual and automatic backfill in [ Backfill # Existing Games with FlexMatch][1]. Automatic backfill is not # available when `FlexMatchMode` is set to `STANDALONE`. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html # @return [String] # # @!attribute [rw] flex_match_mode # Indicates whether this matchmaking configuration is being used with # Amazon GameLift hosting or as a standalone matchmaking solution. # # * **STANDALONE** - FlexMatch forms matches and returns match # information, including players and team assignments, in a [ # MatchmakingSucceeded][1] event. # # * **WITH\_QUEUE** - FlexMatch forms matches and uses the specified # Amazon GameLift queue to start a game session for the match. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded # @return [String] # # @!attribute [rw] tags # A list of labels to assign to the new matchmaking configuration # resource. Tags are developer-defined key-value pairs. Tagging Amazon # Web Services resources are useful for resource management, access # management and cost allocation. For more information, see [ Tagging # Amazon Web Services Resources][1] in the *Amazon Web Services # General Reference*. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfigurationInput AWS API Documentation # class CreateMatchmakingConfigurationInput < Struct.new( :name, :description, :game_session_queue_arns, :request_timeout_seconds, :acceptance_timeout_seconds, :acceptance_required, :rule_set_name, :notification_target, :additional_player_count, :custom_event_data, :game_properties, :game_session_data, :backfill_mode, :flex_match_mode, :tags) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] configuration # Object that describes the newly created matchmaking configuration. # @return [Types::MatchmakingConfiguration] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfigurationOutput AWS API Documentation # class CreateMatchmakingConfigurationOutput < Struct.new( :configuration) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A unique identifier for the matchmaking rule set. A matchmaking # configuration identifies the rule set it uses by this name value. # Note that the rule set name is different from the optional `name` # field in the rule set body. # @return [String] # # @!attribute [rw] rule_set_body # A collection of matchmaking rules, formatted as a JSON string. # Comments are not allowed in JSON, but most elements support a # description field. # @return [String] # # @!attribute [rw] tags # A list of labels to assign to the new matchmaking rule set resource. # Tags are developer-defined key-value pairs. Tagging Amazon Web # Services resources are useful for resource management, access # management and cost allocation. For more information, see [ Tagging # Amazon Web Services Resources][1] in the *Amazon Web Services # General Reference*. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetInput AWS API Documentation # class CreateMatchmakingRuleSetInput < Struct.new( :name, :rule_set_body, :tags) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] rule_set # The newly created matchmaking rule set. # @return [Types::MatchmakingRuleSet] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetOutput AWS API Documentation # class CreateMatchmakingRuleSetOutput < Struct.new( :rule_set) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_id # A unique identifier for the game session to add a player to. # @return [String] # # @!attribute [rw] player_id # A unique identifier for a player. Player IDs are developer-defined. # @return [String] # # @!attribute [rw] player_data # Developer-defined information related to a player. Amazon GameLift # does not use this data, so it can be formatted as needed for use in # the game. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionInput AWS API Documentation # class CreatePlayerSessionInput < Struct.new( :game_session_id, :player_id, :player_data) SENSITIVE = [:player_id] include Aws::Structure end # @!attribute [rw] player_session # Object that describes the newly created player session record. # @return [Types::PlayerSession] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionOutput AWS API Documentation # class CreatePlayerSessionOutput < Struct.new( :player_session) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_id # A unique identifier for the game session to add players to. # @return [String] # # @!attribute [rw] player_ids # List of unique identifiers for the players to be added. # @return [Array] # # @!attribute [rw] player_data_map # Map of string pairs, each specifying a player ID and a set of # developer-defined information related to the player. Amazon GameLift # does not use this data, so it can be formatted as needed for use in # the game. Any player data strings for player IDs that are not # included in the `PlayerIds` parameter are ignored. # @return [Hash] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsInput AWS API Documentation # class CreatePlayerSessionsInput < Struct.new( :game_session_id, :player_ids, :player_data_map) SENSITIVE = [:player_ids] include Aws::Structure end # @!attribute [rw] player_sessions # A collection of player session objects created for the added # players. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsOutput AWS API Documentation # class CreatePlayerSessionsOutput < Struct.new( :player_sessions) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A descriptive label that is associated with a script. Script names # don't need to be unique. You can use [UpdateScript][1] to change # this value later. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateScript.html # @return [String] # # @!attribute [rw] version # Version information associated with a build or script. Version # strings don't need to be unique. You can use [UpdateScript][1] to # change this value later. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateScript.html # @return [String] # # @!attribute [rw] storage_location # The location of the Amazon S3 bucket where a zipped file containing # your Realtime scripts is stored. The storage location must specify # the Amazon S3 bucket name, the zip file name (the "key"), and a # role ARN that allows Amazon GameLift to access the Amazon S3 storage # location. The S3 bucket must be in the same Region where you want to # create a new script. By default, Amazon GameLift uploads the latest # version of the zip file; if you have S3 object versioning turned on, # you can use the `ObjectVersion` parameter to specify an earlier # version. # @return [Types::S3Location] # # @!attribute [rw] zip_file # A data object containing your Realtime scripts and dependencies as a # zip file. The zip file can have one or multiple files. Maximum size # of a zip file is 5 MB. # # When using the Amazon Web Services CLI tool to create a script, this # parameter is set to the zip file name. It must be prepended with the # string "fileb://" to indicate that the file data is a binary # object. For example: `--zip-file fileb://myRealtimeScript.zip`. # @return [String] # # @!attribute [rw] tags # A list of labels to assign to the new script resource. Tags are # developer-defined key-value pairs. Tagging Amazon Web Services # resources are useful for resource management, access management and # cost allocation. For more information, see [ Tagging Amazon Web # Services Resources][1] in the *Amazon Web Services General # Reference*. Once the resource is created, you can use # [TagResource][2], [UntagResource][3], and [ListTagsForResource][4] # to add, remove, and view tags. The maximum tag limit may be lower # than stated. See the Amazon Web Services General Reference for # actual tagging limits. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # [2]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_TagResource.html # [3]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_UntagResource.html # [4]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListTagsForResource.html # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScriptInput AWS API Documentation # class CreateScriptInput < Struct.new( :name, :version, :storage_location, :zip_file, :tags) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] script # The newly created script record with a unique script ID and ARN. The # new script's storage location reflects an Amazon S3 location: (1) # If the script was uploaded from an S3 bucket under your account, the # storage location reflects the information that was provided in the # *CreateScript* request; (2) If the script file was uploaded from a # local zip file, the storage location reflects an S3 location # controls by the Amazon GameLift service. # @return [Types::Script] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScriptOutput AWS API Documentation # class CreateScriptOutput < Struct.new( :script) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_lift_aws_account_id # A unique identifier for the Amazon Web Services account that you use # to manage your Amazon GameLift fleet. You can find your Account ID # in the Amazon Web Services Management Console under account # settings. # @return [String] # # @!attribute [rw] peer_vpc_id # A unique identifier for a VPC with resources to be accessed by your # Amazon GameLift fleet. The VPC must be in the same Region as your # fleet. To look up a VPC ID, use the [VPC Dashboard][1] in the Amazon # Web Services Management Console. Learn more about VPC peering in # [VPC Peering with Amazon GameLift Fleets][2]. # # # # [1]: https://console.aws.amazon.com/vpc/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorizationInput AWS API Documentation # class CreateVpcPeeringAuthorizationInput < Struct.new( :game_lift_aws_account_id, :peer_vpc_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] vpc_peering_authorization # Details on the requested VPC peering authorization, including # expiration. # @return [Types::VpcPeeringAuthorization] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorizationOutput AWS API Documentation # class CreateVpcPeeringAuthorizationOutput < Struct.new( :vpc_peering_authorization) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet. You can use either the fleet ID # or ARN value. This tells Amazon GameLift which GameLift VPC to peer # with. # @return [String] # # @!attribute [rw] peer_vpc_aws_account_id # A unique identifier for the Amazon Web Services account with the VPC # that you want to peer your Amazon GameLift fleet with. You can find # your Account ID in the Amazon Web Services Management Console under # account settings. # @return [String] # # @!attribute [rw] peer_vpc_id # A unique identifier for a VPC with resources to be accessed by your # Amazon GameLift fleet. The VPC must be in the same Region as your # fleet. To look up a VPC ID, use the [VPC Dashboard][1] in the Amazon # Web Services Management Console. Learn more about VPC peering in # [VPC Peering with Amazon GameLift Fleets][2]. # # # # [1]: https://console.aws.amazon.com/vpc/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnectionInput AWS API Documentation # class CreateVpcPeeringConnectionInput < Struct.new( :fleet_id, :peer_vpc_aws_account_id, :peer_vpc_id) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnectionOutput AWS API Documentation # class CreateVpcPeeringConnectionOutput < Aws::EmptyStructure; end # @!attribute [rw] alias_id # A unique identifier of the alias that you want to delete. You can # use either the alias ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasInput AWS API Documentation # class DeleteAliasInput < Struct.new( :alias_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] build_id # A unique identifier for the build to delete. You can use either the # build ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildInput AWS API Documentation # class DeleteBuildInput < Struct.new( :build_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # The unique identifier for the container group definition to delete. # You can use either the `Name` or `ARN` value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteContainerGroupDefinitionInput AWS API Documentation # class DeleteContainerGroupDefinitionInput < Struct.new( :name) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to be deleted. You can use either # the fleet ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetInput AWS API Documentation # class DeleteFleetInput < Struct.new( :fleet_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to delete locations for. You can # use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] locations # The list of fleet locations to delete. Specify locations in the form # of an Amazon Web Services Region code, such as `us-west-2`. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocationsInput AWS API Documentation # class DeleteFleetLocationsInput < Struct.new( :fleet_id, :locations) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that location attributes are being # deleted for. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] location_states # The remote locations that are being deleted, with each location # status set to `DELETING`. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocationsOutput AWS API Documentation # class DeleteFleetLocationsOutput < Struct.new( :fleet_id, :fleet_arn, :location_states) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group. Use either the name # or ARN value. # @return [String] # # @!attribute [rw] delete_option # The type of delete to perform. Options include the following: # # * `SAFE_DELETE` – (default) Terminates the game server group and # Amazon EC2 Auto Scaling group only when it has no game servers # that are in `UTILIZED` status. # # * `FORCE_DELETE` – Terminates the game server group, including all # active game servers regardless of their utilization status, and # the Amazon EC2 Auto Scaling group. # # * `RETAIN` – Does a safe delete of the game server group but retains # the Amazon EC2 Auto Scaling group as is. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroupInput AWS API Documentation # class DeleteGameServerGroupInput < Struct.new( :game_server_group_name, :delete_option) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group # An object that describes the deleted game server group resource, # with status updated to `DELETE_SCHEDULED`. # @return [Types::GameServerGroup] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroupOutput AWS API Documentation # class DeleteGameServerGroupOutput < Struct.new( :game_server_group) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A descriptive label that is associated with game session queue. # Queue names must be unique within each Region. You can use either # the queue ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueInput AWS API Documentation # class DeleteGameSessionQueueInput < Struct.new( :name) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueOutput AWS API Documentation # class DeleteGameSessionQueueOutput < Aws::EmptyStructure; end # @!attribute [rw] location_name # The location name of the custom location to be deleted. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteLocationInput AWS API Documentation # class DeleteLocationInput < Struct.new( :location_name) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteLocationOutput AWS API Documentation # class DeleteLocationOutput < Aws::EmptyStructure; end # @!attribute [rw] name # A unique identifier for the matchmaking configuration. You can use # either the configuration name or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfigurationInput AWS API Documentation # class DeleteMatchmakingConfigurationInput < Struct.new( :name) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfigurationOutput AWS API Documentation # class DeleteMatchmakingConfigurationOutput < Aws::EmptyStructure; end # @!attribute [rw] name # A unique identifier for the matchmaking rule set to be deleted. # (Note: The rule set name is different from the optional "name" # field in the rule set body.) You can use either the rule set name or # ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSetInput AWS API Documentation # class DeleteMatchmakingRuleSetInput < Struct.new( :name) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSetOutput AWS API Documentation # class DeleteMatchmakingRuleSetOutput < Aws::EmptyStructure; end # @!attribute [rw] name # A descriptive label that is associated with a fleet's scaling # policy. Policy names do not need to be unique. # @return [String] # # @!attribute [rw] fleet_id # A unique identifier for the fleet to be deleted. You can use either # the fleet ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyInput AWS API Documentation # class DeleteScalingPolicyInput < Struct.new( :name, :fleet_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] script_id # A unique identifier for the Realtime script to delete. You can use # either the script ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScriptInput AWS API Documentation # class DeleteScriptInput < Struct.new( :script_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_lift_aws_account_id # A unique identifier for the Amazon Web Services account that you use # to manage your Amazon GameLift fleet. You can find your Account ID # in the Amazon Web Services Management Console under account # settings. # @return [String] # # @!attribute [rw] peer_vpc_id # A unique identifier for a VPC with resources to be accessed by your # Amazon GameLift fleet. The VPC must be in the same Region as your # fleet. To look up a VPC ID, use the [VPC Dashboard][1] in the Amazon # Web Services Management Console. Learn more about VPC peering in # [VPC Peering with Amazon GameLift Fleets][2]. # # # # [1]: https://console.aws.amazon.com/vpc/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorizationInput AWS API Documentation # class DeleteVpcPeeringAuthorizationInput < Struct.new( :game_lift_aws_account_id, :peer_vpc_id) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorizationOutput AWS API Documentation # class DeleteVpcPeeringAuthorizationOutput < Aws::EmptyStructure; end # @!attribute [rw] fleet_id # A unique identifier for the fleet. This fleet specified must match # the fleet referenced in the VPC peering connection record. You can # use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] vpc_peering_connection_id # A unique identifier for a VPC peering connection. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnectionInput AWS API Documentation # class DeleteVpcPeeringConnectionInput < Struct.new( :fleet_id, :vpc_peering_connection_id) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnectionOutput AWS API Documentation # class DeleteVpcPeeringConnectionOutput < Aws::EmptyStructure; end # @!attribute [rw] fleet_id # A unique identifier for the fleet the compute resource is currently # registered to. # @return [String] # # @!attribute [rw] compute_name # The unique identifier of the compute resource to deregister. For an # Anywhere fleet compute, use the registered compute name. For a # container fleet, use the compute name (for example, # `a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9`) # or the compute ARN. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterComputeInput AWS API Documentation # class DeregisterComputeInput < Struct.new( :fleet_id, :compute_name) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterComputeOutput AWS API Documentation # class DeregisterComputeOutput < Aws::EmptyStructure; end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group where the game server # is running. # @return [String] # # @!attribute [rw] game_server_id # A custom string that uniquely identifies the game server to # deregister. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServerInput AWS API Documentation # class DeregisterGameServerInput < Struct.new( :game_server_group_name, :game_server_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] alias_id # The unique identifier for the fleet alias that you want to retrieve. # You can use either the alias ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasInput AWS API Documentation # class DescribeAliasInput < Struct.new( :alias_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] alias # The requested alias resource. # @return [Types::Alias] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasOutput AWS API Documentation # class DescribeAliasOutput < Struct.new( :alias) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] build_id # A unique identifier for the build to retrieve properties for. You # can use either the build ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildInput AWS API Documentation # class DescribeBuildInput < Struct.new( :build_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] build # Set of properties describing the requested build. # @return [Types::Build] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildOutput AWS API Documentation # class DescribeBuildOutput < Struct.new( :build) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that the compute belongs to. You # can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] compute_name # The unique identifier of the compute resource to retrieve properties # for. For an Anywhere fleet compute, use the registered compute name. # For an EC2 fleet instance, use the instance ID. For a container # fleet, use the compute name (for example, # `a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9`) # or the compute ARN. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeComputeInput AWS API Documentation # class DescribeComputeInput < Struct.new( :fleet_id, :compute_name) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] compute # The set of properties for the requested compute resource. # @return [Types::Compute] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeComputeOutput AWS API Documentation # class DescribeComputeOutput < Struct.new( :compute) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # The unique identifier for the container group definition to retrieve # properties for. You can use either the `Name` or `ARN` value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeContainerGroupDefinitionInput AWS API Documentation # class DescribeContainerGroupDefinitionInput < Struct.new( :name) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] container_group_definition # The properties of the requested container group definition resource. # @return [Types::ContainerGroupDefinition] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeContainerGroupDefinitionOutput AWS API Documentation # class DescribeContainerGroupDefinitionOutput < Struct.new( :container_group_definition) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] ec2_instance_type # Name of an Amazon EC2 instance type that is supported in Amazon # GameLift. A fleet instance type determines the computing resources # of each instance in the fleet, including CPU, memory, storage, and # networking capacity. Do not specify a value for this parameter to # retrieve limits for all instance types. # @return [String] # # @!attribute [rw] location # The name of a remote location to request instance limits for, in the # form of an Amazon Web Services Region code such as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsInput AWS API Documentation # class DescribeEC2InstanceLimitsInput < Struct.new( :ec2_instance_type, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] ec2_instance_limits # The maximum number of instances for the specified instance type. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsOutput AWS API Documentation # class DescribeEC2InstanceLimitsOutput < Struct.new( :ec2_instance_limits) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_ids # A list of unique fleet identifiers to retrieve attributes for. You # can use either the fleet ID or ARN value. To retrieve attributes for # all current fleets, do not include this parameter. # @return [Array] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. This # parameter is ignored when the request specifies one or a list of # fleet IDs. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. This parameter is ignored when the request # specifies one or a list of fleet IDs. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesInput AWS API Documentation # class DescribeFleetAttributesInput < Struct.new( :fleet_ids, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_attributes # A collection of objects containing attribute metadata for each # requested fleet ID. Attribute objects are returned only for fleets # that currently exist. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesOutput AWS API Documentation # class DescribeFleetAttributesOutput < Struct.new( :fleet_attributes, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_ids # A unique identifier for the fleet to retrieve capacity information # for. You can use either the fleet ID or ARN value. Leave this # parameter empty to retrieve capacity information for all fleets. # @return [Array] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. This # parameter is ignored when the request specifies one or a list of # fleet IDs. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. This parameter is ignored when the request # specifies one or a list of fleet IDs. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityInput AWS API Documentation # class DescribeFleetCapacityInput < Struct.new( :fleet_ids, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_capacity # A collection of objects that contains capacity information for each # requested fleet ID. Capacity objects are returned only for fleets # that currently exist. Changes in desired instance value can take up # to 1 minute to be reflected. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityOutput AWS API Documentation # class DescribeFleetCapacityOutput < Struct.new( :fleet_capacity, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to get event logs for. You can use # either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] start_time # The earliest date to retrieve event logs for. If no start time is # specified, this call returns entries starting from when the fleet # was created to the specified end time. Format is a number expressed # in Unix time as milliseconds (ex: "1469498468.057"). # @return [Time] # # @!attribute [rw] end_time # The most recent date to retrieve event logs for. If no end time is # specified, this call returns entries from the specified start time # up to the present. Format is a number expressed in Unix time as # milliseconds (ex: "1469498468.057"). # @return [Time] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsInput AWS API Documentation # class DescribeFleetEventsInput < Struct.new( :fleet_id, :start_time, :end_time, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] events # A collection of objects containing event log entries for the # specified fleet. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsOutput AWS API Documentation # class DescribeFleetEventsOutput < Struct.new( :events, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to retrieve remote locations for. # You can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] locations # A list of fleet locations to retrieve information for. Specify # locations in the form of an Amazon Web Services Region code, such as # `us-west-2`. # @return [Array] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. This limit # is not currently enforced. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributesInput AWS API Documentation # class DescribeFleetLocationAttributesInput < Struct.new( :fleet_id, :locations, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that location attributes were # requested for. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] location_attributes # Location-specific information on the requested fleet's remote # locations. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributesOutput AWS API Documentation # class DescribeFleetLocationAttributesOutput < Struct.new( :fleet_id, :fleet_arn, :location_attributes, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to request location capacity for. # You can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] location # The fleet location to retrieve capacity information for. Specify a # location in the form of an Amazon Web Services Region code, such as # `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacityInput AWS API Documentation # class DescribeFleetLocationCapacityInput < Struct.new( :fleet_id, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_capacity # Resource capacity information for the requested fleet location. # Capacity objects are returned only for fleets and locations that # currently exist. Changes in desired instance value can take up to 1 # minute to be reflected. # @return [Types::FleetCapacity] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacityOutput AWS API Documentation # class DescribeFleetLocationCapacityOutput < Struct.new( :fleet_capacity) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to request location utilization # for. You can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] location # The fleet location to retrieve utilization information for. Specify # a location in the form of an Amazon Web Services Region code, such # as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilizationInput AWS API Documentation # class DescribeFleetLocationUtilizationInput < Struct.new( :fleet_id, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_utilization # Utilization information for the requested fleet location. # Utilization objects are returned only for fleets and locations that # currently exist. # @return [Types::FleetUtilization] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilizationOutput AWS API Documentation # class DescribeFleetLocationUtilizationOutput < Struct.new( :fleet_utilization) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to retrieve port settings for. You # can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] location # A remote location to check for status of port setting updates. Use # the Amazon Web Services Region code format, such as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsInput AWS API Documentation # class DescribeFleetPortSettingsInput < Struct.new( :fleet_id, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that was requested. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] inbound_permissions # The port settings for the requested fleet ID. # @return [Array] # # @!attribute [rw] update_status # The current status of updates to the fleet's port settings in the # requested fleet location. A status of `PENDING_UPDATE` indicates # that an update was requested for the fleet but has not yet been # completed for the location. # @return [String] # # @!attribute [rw] location # The requested fleet location, expressed as an Amazon Web Services # Region code, such as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsOutput AWS API Documentation # class DescribeFleetPortSettingsOutput < Struct.new( :fleet_id, :fleet_arn, :inbound_permissions, :update_status, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_ids # A unique identifier for the fleet to retrieve utilization data for. # You can use either the fleet ID or ARN value. To retrieve attributes # for all current fleets, do not include this parameter. # @return [Array] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. This # parameter is ignored when the request specifies one or a list of # fleet IDs. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. This parameter is ignored when the request # specifies one or a list of fleet IDs. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationInput AWS API Documentation # class DescribeFleetUtilizationInput < Struct.new( :fleet_ids, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_utilization # A collection of objects containing utilization information for each # requested fleet ID. Utilization objects are returned only for fleets # that currently exist. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationOutput AWS API Documentation # class DescribeFleetUtilizationOutput < Struct.new( :fleet_utilization, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group. Use either the name # or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroupInput AWS API Documentation # class DescribeGameServerGroupInput < Struct.new( :game_server_group_name) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group # An object with the property settings for the requested game server # group resource. # @return [Types::GameServerGroup] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroupOutput AWS API Documentation # class DescribeGameServerGroupOutput < Struct.new( :game_server_group) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group where the game server # is running. # @return [String] # # @!attribute [rw] game_server_id # A custom string that uniquely identifies the game server information # to be retrieved. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInput AWS API Documentation # class DescribeGameServerInput < Struct.new( :game_server_group_name, :game_server_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group. Use either the name # or ARN value. # @return [String] # # @!attribute [rw] instance_ids # The Amazon EC2 instance IDs that you want to retrieve status on. # Amazon EC2 instance IDs use a 17-character format, for example: # `i-1234567890abcdef0`. To retrieve all instances in the game server # group, leave this parameter empty. # @return [Array] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstancesInput AWS API Documentation # class DescribeGameServerInstancesInput < Struct.new( :game_server_group_name, :instance_ids, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_instances # The collection of requested game server instances. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstancesOutput AWS API Documentation # class DescribeGameServerInstancesOutput < Struct.new( :game_server_instances, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server # Object that describes the requested game server. # @return [Types::GameServer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerOutput AWS API Documentation # class DescribeGameServerOutput < Struct.new( :game_server) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to retrieve all game sessions # active on the fleet. You can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] game_session_id # A unique identifier for the game session to retrieve. # @return [String] # # @!attribute [rw] alias_id # A unique identifier for the alias associated with the fleet to # retrieve all game sessions for. You can use either the alias ID or # ARN value. # @return [String] # # @!attribute [rw] location # A fleet location to get game session details for. You can specify a # fleet's home Region or a remote location. Use the Amazon Web # Services Region code format, such as `us-west-2`. # @return [String] # # @!attribute [rw] status_filter # Game session status to filter results on. Possible game session # statuses include `ACTIVE`, `TERMINATED`, `ACTIVATING` and # `TERMINATING` (the last two are transitory). # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput AWS API Documentation # class DescribeGameSessionDetailsInput < Struct.new( :fleet_id, :game_session_id, :alias_id, :location, :status_filter, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_details # A collection of properties for each game session that matches the # request. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsOutput AWS API Documentation # class DescribeGameSessionDetailsOutput < Struct.new( :game_session_details, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] placement_id # A unique identifier for a game session placement to retrieve. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementInput AWS API Documentation # class DescribeGameSessionPlacementInput < Struct.new( :placement_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_placement # Object that describes the requested game session placement. # @return [Types::GameSessionPlacement] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementOutput AWS API Documentation # class DescribeGameSessionPlacementOutput < Struct.new( :game_session_placement) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] names # A list of queue names to retrieve information for. You can use # either the queue ID or ARN value. To request settings for all # queues, leave this parameter empty. # @return [Array] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. You can # request up to 50 results. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput AWS API Documentation # class DescribeGameSessionQueuesInput < Struct.new( :names, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_queues # A collection of objects that describe the requested game session # queues. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesOutput AWS API Documentation # class DescribeGameSessionQueuesOutput < Struct.new( :game_session_queues, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to retrieve game sessions for. You # can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] game_session_id # A unique identifier for the game session to retrieve. # @return [String] # # @!attribute [rw] alias_id # A unique identifier for the alias associated with the fleet to # retrieve game sessions for. You can use either the alias ID or ARN # value. # @return [String] # # @!attribute [rw] location # A fleet location to get game sessions for. You can specify a # fleet's home Region or a remote location. Use the Amazon Web # Services Region code format, such as `us-west-2`. # @return [String] # # @!attribute [rw] status_filter # Game session status to filter results on. You can filter on the # following states: `ACTIVE`, `TERMINATED`, `ACTIVATING`, and # `TERMINATING`. The last two are transitory and used for only very # brief periods of time. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput AWS API Documentation # class DescribeGameSessionsInput < Struct.new( :fleet_id, :game_session_id, :alias_id, :location, :status_filter, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_sessions # A collection of properties for each game session that matches the # request. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsOutput AWS API Documentation # class DescribeGameSessionsOutput < Struct.new( :game_sessions, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to retrieve instance information # for. You can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] instance_id # A unique identifier for an instance to retrieve. Specify an instance # ID or leave blank to retrieve all instances in the fleet. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @!attribute [rw] location # The name of a location to retrieve instance information for, in the # form of an Amazon Web Services Region code such as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesInput AWS API Documentation # class DescribeInstancesInput < Struct.new( :fleet_id, :instance_id, :limit, :next_token, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] instances # A collection of objects containing properties for each instance # returned. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesOutput AWS API Documentation # class DescribeInstancesOutput < Struct.new( :instances, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] names # A unique identifier for the matchmaking configuration(s) to # retrieve. You can use either the configuration name or ARN value. To # request all existing configurations, leave this parameter empty. # @return [Array] # # @!attribute [rw] rule_set_name # A unique identifier for the matchmaking rule set. You can use either # the rule set name or ARN value. Use this parameter to retrieve all # matchmaking configurations that use this rule set. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. This # parameter is limited to 10. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurationsInput AWS API Documentation # class DescribeMatchmakingConfigurationsInput < Struct.new( :names, :rule_set_name, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] configurations # A collection of requested matchmaking configurations. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurationsOutput AWS API Documentation # class DescribeMatchmakingConfigurationsOutput < Struct.new( :configurations, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] ticket_ids # A unique identifier for a matchmaking ticket. You can include up to # 10 ID values. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingInput AWS API Documentation # class DescribeMatchmakingInput < Struct.new( :ticket_ids) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] ticket_list # A collection of existing matchmaking ticket objects matching the # request. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingOutput AWS API Documentation # class DescribeMatchmakingOutput < Struct.new( :ticket_list) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] names # A list of one or more matchmaking rule set names to retrieve details # for. (Note: The rule set name is different from the optional # "name" field in the rule set body.) You can use either the rule # set name or ARN value. # @return [Array] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsInput AWS API Documentation # class DescribeMatchmakingRuleSetsInput < Struct.new( :names, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] rule_sets # A collection of requested matchmaking rule set objects. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsOutput AWS API Documentation # class DescribeMatchmakingRuleSetsOutput < Struct.new( :rule_sets, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_id # A unique identifier for the game session to retrieve player sessions # for. # @return [String] # # @!attribute [rw] player_id # A unique identifier for a player to retrieve player sessions for. # @return [String] # # @!attribute [rw] player_session_id # A unique identifier for a player session to retrieve. # @return [String] # # @!attribute [rw] player_session_status_filter # Player session status to filter results on. Note that when a # PlayerSessionId or PlayerId is provided in a DescribePlayerSessions # request, then the PlayerSessionStatusFilter has no effect on the # response. # # Possible player session statuses include the following: # # * **RESERVED** -- The player session request has been received, but # the player has not yet connected to the server process and/or been # validated. # # * **ACTIVE** -- The player has been validated by the server process # and is currently connected. # # * **COMPLETED** -- The player connection has been dropped. # # * **TIMEDOUT** -- A player session request was received, but the # player did not connect and/or was not validated within the timeout # limit (60 seconds). # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. If a player # session ID is specified, this parameter is ignored. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. If a player session ID is specified, this parameter # is ignored. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsInput AWS API Documentation # class DescribePlayerSessionsInput < Struct.new( :game_session_id, :player_id, :player_session_id, :player_session_status_filter, :limit, :next_token) SENSITIVE = [:player_id] include Aws::Structure end # @!attribute [rw] player_sessions # A collection of objects containing properties for each player # session that matches the request. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsOutput AWS API Documentation # class DescribePlayerSessionsOutput < Struct.new( :player_sessions, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to get the runtime configuration # for. You can use either the fleet ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationInput AWS API Documentation # class DescribeRuntimeConfigurationInput < Struct.new( :fleet_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] runtime_configuration # Instructions that describe how server processes are launched and # maintained on computes in the fleet. # @return [Types::RuntimeConfiguration] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationOutput AWS API Documentation # class DescribeRuntimeConfigurationOutput < Struct.new( :runtime_configuration) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet for which to retrieve scaling # policies. You can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] status_filter # Scaling policy status to filter results on. A scaling policy is only # in force when in an `ACTIVE` status. # # * **ACTIVE** -- The scaling policy is currently in force. # # * **UPDATEREQUESTED** -- A request to update the scaling policy has # been received. # # * **UPDATING** -- A change is being made to the scaling policy. # # * **DELETEREQUESTED** -- A request to delete the scaling policy has # been received. # # * **DELETING** -- The scaling policy is being deleted. # # * **DELETED** -- The scaling policy has been deleted. # # * **ERROR** -- An error occurred in creating the policy. It should # be removed and recreated. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @!attribute [rw] location # The fleet location. If you don't specify this value, the response # contains the scaling policies of every location in the fleet. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesInput AWS API Documentation # class DescribeScalingPoliciesInput < Struct.new( :fleet_id, :status_filter, :limit, :next_token, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] scaling_policies # A collection of objects containing the scaling policies matching the # request. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesOutput AWS API Documentation # class DescribeScalingPoliciesOutput < Struct.new( :scaling_policies, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] script_id # A unique identifier for the Realtime script to retrieve properties # for. You can use either the script ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScriptInput AWS API Documentation # class DescribeScriptInput < Struct.new( :script_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] script # A set of properties describing the requested script. # @return [Types::Script] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScriptOutput AWS API Documentation # class DescribeScriptOutput < Struct.new( :script) SENSITIVE = [] include Aws::Structure end # @api private # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizationsInput AWS API Documentation # class DescribeVpcPeeringAuthorizationsInput < Aws::EmptyStructure; end # @!attribute [rw] vpc_peering_authorizations # A collection of objects that describe all valid VPC peering # operations for the current Amazon Web Services account. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizationsOutput AWS API Documentation # class DescribeVpcPeeringAuthorizationsOutput < Struct.new( :vpc_peering_authorizations) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet. You can use either the fleet ID # or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnectionsInput AWS API Documentation # class DescribeVpcPeeringConnectionsInput < Struct.new( :fleet_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] vpc_peering_connections # A collection of VPC peering connection records that match the # request. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnectionsOutput AWS API Documentation # class DescribeVpcPeeringConnectionsOutput < Struct.new( :vpc_peering_connections) SENSITIVE = [] include Aws::Structure end # Player information for use when creating player sessions using a game # session placement request. # # @!attribute [rw] player_id # A unique identifier for a player to associate with the player # session. # @return [String] # # @!attribute [rw] player_data # Developer-defined information related to a player. Amazon GameLift # does not use this data, so it can be formatted as needed for use in # the game. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DesiredPlayerSession AWS API Documentation # class DesiredPlayerSession < Struct.new( :player_id, :player_data) SENSITIVE = [:player_id] include Aws::Structure end # Resource capacity settings. Fleet capacity is measured in Amazon EC2 # instances. Pending and terminating counts are non-zero when the fleet # capacity is adjusting to a scaling event or if access to resources is # temporarily affected. # # @!attribute [rw] desired # Requested number of active instances. Amazon GameLift takes action # as needed to maintain the desired number of instances. Capacity is # scaled up or down by changing the desired instances. A change in the # desired instances value can take up to 1 minute to be reflected when # viewing a fleet's capacity settings. # @return [Integer] # # @!attribute [rw] minimum # The minimum instance count value allowed. # @return [Integer] # # @!attribute [rw] maximum # The maximum instance count value allowed. # @return [Integer] # # @!attribute [rw] pending # Number of instances that are starting but not yet active. # @return [Integer] # # @!attribute [rw] active # Actual number of instances that are ready to host game sessions. # @return [Integer] # # @!attribute [rw] idle # Number of active instances that are not currently hosting a game # session. # @return [Integer] # # @!attribute [rw] terminating # Number of instances that are no longer active but haven't yet been # terminated. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceCounts AWS API Documentation # class EC2InstanceCounts < Struct.new( :desired, :minimum, :maximum, :pending, :active, :idle, :terminating) SENSITIVE = [] include Aws::Structure end # The Amazon GameLift service limits for an Amazon EC2 instance type and # current utilization. Amazon GameLift allows Amazon Web Services # accounts a maximum number of instances, per instance type, per Amazon # Web Services Region or location, for use with Amazon GameLift. You can # request an limit increase for your account by using the **Service # limits** page in the Amazon GameLift console. # # @!attribute [rw] ec2_instance_type # The name of an Amazon EC2 instance type. See [Amazon Elastic Compute # Cloud Instance Types][1] for detailed descriptions. # # # # [1]: http://aws.amazon.com/ec2/instance-types/ # @return [String] # # @!attribute [rw] current_instances # The number of instances for the specified type and location that are # currently being used by the Amazon Web Services account. # @return [Integer] # # @!attribute [rw] instance_limit # The number of instances that is allowed for the specified instance # type and location. # @return [Integer] # # @!attribute [rw] location # An Amazon Web Services Region code, such as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceLimit AWS API Documentation # class EC2InstanceLimit < Struct.new( :ec2_instance_type, :current_instances, :instance_limit, :location) SENSITIVE = [] include Aws::Structure end # Log entry describing an event that involves Amazon GameLift resources # (such as a fleet). In addition to tracking activity, event codes and # messages can provide additional information for troubleshooting and # debugging problems. # # @!attribute [rw] event_id # A unique identifier for a fleet event. # @return [String] # # @!attribute [rw] resource_id # A unique identifier for an event resource, such as a fleet ID. # @return [String] # # @!attribute [rw] event_code # The type of event being logged. # # **Fleet state transition events:** # # * FLEET\_CREATED -- A fleet resource was successfully created with a # status of `NEW`. Event messaging includes the fleet ID. # # * FLEET\_STATE\_DOWNLOADING -- Fleet status changed from `NEW` to # `DOWNLOADING`. Amazon GameLift is downloading the compressed build # and running install scripts. # # * FLEET\_STATE\_VALIDATING -- Fleet status changed from # `DOWNLOADING` to `VALIDATING`. Amazon GameLift has successfully # installed build and is now validating the build files. # # * FLEET\_STATE\_BUILDING -- Fleet status changed from `VALIDATING` # to `BUILDING`. Amazon GameLift has successfully verified the build # files and is now launching a fleet instance. # # * FLEET\_STATE\_ACTIVATING -- Fleet status changed from `BUILDING` # to `ACTIVATING`. Amazon GameLift is launching a game server # process on the fleet instance and is testing its connectivity with # the Amazon GameLift service. # # * FLEET\_STATE\_ACTIVE -- The fleet's status changed from # `ACTIVATING` to `ACTIVE`. The fleet is now ready to host game # sessions. # # * FLEET\_STATE\_ERROR -- The Fleet's status changed to `ERROR`. # Describe the fleet event message for more details. # # **Fleet creation events (ordered by fleet creation activity):** # # * FLEET\_BINARY\_DOWNLOAD\_FAILED -- The build failed to download to # the fleet instance. # # * FLEET\_CREATION\_EXTRACTING\_BUILD -- The game server build was # successfully downloaded to an instance, and Amazon GameLiftis now # extracting the build files from the uploaded build. Failure at # this stage prevents a fleet from moving to ACTIVE status. Logs for # this stage display a list of the files that are extracted and # saved on the instance. Access the logs by using the URL in # *PreSignedLogUrl*. # # * FLEET\_CREATION\_RUNNING\_INSTALLER -- The game server build files # were successfully extracted, and Amazon GameLift is now running # the build's install script (if one is included). Failure in this # stage prevents a fleet from moving to ACTIVE status. Logs for this # stage list the installation steps and whether or not the install # completed successfully. Access the logs by using the URL in # *PreSignedLogUrl*. # # * FLEET\_CREATION\_COMPLETED\_INSTALLER -- The game server build # files were successfully installed and validation of the # installation will begin soon. # # * FLEET\_CREATION\_FAILED\_INSTALLER -- The installed failed while # attempting to install the build files. This event indicates that # the failure occurred before Amazon GameLift could start # validation. # # * FLEET\_CREATION\_VALIDATING\_RUNTIME\_CONFIG -- The build process # was successful, and the GameLift is now verifying that the game # server launch paths, which are specified in the fleet's runtime # configuration, exist. If any listed launch path exists, Amazon # GameLift tries to launch a game server process and waits for the # process to report ready. Failures in this stage prevent a fleet # from moving to `ACTIVE` status. Logs for this stage list the # launch paths in the runtime configuration and indicate whether # each is found. Access the logs by using the URL in # *PreSignedLogUrl*. # # * FLEET\_VALIDATION\_LAUNCH\_PATH\_NOT\_FOUND -- Validation of the # runtime configuration failed because the executable specified in a # launch path does not exist on the instance. # # * FLEET\_VALIDATION\_EXECUTABLE\_RUNTIME\_FAILURE -- Validation of # the runtime configuration failed because the executable specified # in a launch path failed to run on the fleet instance. # # * FLEET\_VALIDATION\_TIMED\_OUT -- Validation of the fleet at the # end of creation timed out. Try fleet creation again. # # * FLEET\_ACTIVATION\_FAILED -- The fleet failed to successfully # complete one of the steps in the fleet activation process. This # event code indicates that the game build was successfully # downloaded to a fleet instance, built, and validated, but was not # able to start a server process. For more information, see [Debug # Fleet Creation Issues][1]. # # * FLEET\_ACTIVATION\_FAILED\_NO\_INSTANCES -- Fleet creation was not # able to obtain any instances based on the input fleet attributes. # Try again at a different time or choose a different combination of # fleet attributes such as fleet type, instance type, etc. # # * FLEET\_INITIALIZATION\_FAILED -- A generic exception occurred # during fleet creation. Describe the fleet event message for more # details. # # **VPC peering events:** # # * FLEET\_VPC\_PEERING\_SUCCEEDED -- A VPC peering connection has # been established between the VPC for an Amazon GameLift fleet and # a VPC in your Amazon Web Services account. # # * FLEET\_VPC\_PEERING\_FAILED -- A requested VPC peering connection # has failed. Event details and status information provide # additional detail. A common reason for peering failure is that the # two VPCs have overlapping CIDR blocks of IPv4 addresses. To # resolve this, change the CIDR block for the VPC in your Amazon Web # Services account. For more information on VPC peering failures, # see # [https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html][2] # # * FLEET\_VPC\_PEERING\_DELETED -- A VPC peering connection has been # successfully deleted. # # **Spot instance events:** # # * INSTANCE\_INTERRUPTED -- A spot instance was interrupted by EC2 # with a two-minute notification. # # * INSTANCE\_RECYCLED -- A spot instance was determined to have a # high risk of interruption and is scheduled to be recycled once it # has no active game sessions. # # **Server process events:** # # * SERVER\_PROCESS\_INVALID\_PATH -- The game server executable or # script could not be found based on the Fleet runtime # configuration. Check that the launch path is correct based on the # operating system of the Fleet. # # * SERVER\_PROCESS\_SDK\_INITIALIZATION\_TIMEOUT -- The server # process did not call `InitSDK()` within the time expected (5 # minutes). Check your game session log to see why `InitSDK()` was # not called in time. # # * SERVER\_PROCESS\_PROCESS\_READY\_TIMEOUT -- The server process did # not call `ProcessReady()` within the time expected (5 minutes) # after calling `InitSDK()`. Check your game session log to see why # `ProcessReady()` was not called in time. # # * SERVER\_PROCESS\_CRASHED -- The server process exited without # calling `ProcessEnding()`. Check your game session log to see why # `ProcessEnding()` was not called. # # * SERVER\_PROCESS\_TERMINATED\_UNHEALTHY -- The server process did # not report a valid health check for too long and was therefore # terminated by GameLift. Check your game session log to see if the # thread became stuck processing a synchronous task for too long. # # * SERVER\_PROCESS\_FORCE\_TERMINATED -- The server process did not # exit cleanly within the time expected after `OnProcessTerminate()` # was sent. Check your game session log to see why termination took # longer than expected. # # * SERVER\_PROCESS\_PROCESS\_EXIT\_TIMEOUT -- The server process did # not exit cleanly within the time expected (30 seconds) after # calling `ProcessEnding()`. Check your game session log to see why # termination took longer than expected. # # **Game session events:** # # * GAME\_SESSION\_ACTIVATION\_TIMEOUT -- GameSession failed to # activate within the expected time. Check your game session log to # see why `ActivateGameSession()` took longer to complete than # expected. # # ^ # # **Other fleet events:** # # * FLEET\_SCALING\_EVENT -- A change was made to the fleet's # capacity settings (desired instances, minimum/maximum scaling # limits). Event messaging includes the new capacity settings. # # * FLEET\_NEW\_GAME\_SESSION\_PROTECTION\_POLICY\_UPDATED -- A change # was made to the fleet's game session protection policy setting. # Event messaging includes both the old and new policy setting. # # * FLEET\_DELETED -- A request to delete a fleet was initiated. # # * GENERIC\_EVENT -- An unspecified event has occurred. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation # [2]: https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html # @return [String] # # @!attribute [rw] message # Additional information related to the event. # @return [String] # # @!attribute [rw] event_time # Time stamp indicating when this event occurred. Format is a number # expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] pre_signed_log_url # Location of stored logs with additional detail that is related to # the event. This is useful for debugging issues. The URL is valid for # 15 minutes. You can also access fleet creation logs through the # Amazon GameLift console. # @return [String] # # @!attribute [rw] count # The number of times that this event occurred. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event AWS API Documentation # class Event < Struct.new( :event_id, :resource_id, :event_code, :message, :event_time, :pre_signed_log_url, :count) SENSITIVE = [] include Aws::Structure end # A list of fleet locations where a game session queue can place new # game sessions. You can use a filter to temporarily turn off placements # for specific locations. For queues that have multi-location fleets, # you can use a filter configuration allow placement with some, but not # all of these locations. # # @!attribute [rw] allowed_locations # A list of locations to allow game session placement in, in the form # of Amazon Web Services Region codes such as `us-west-2`. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FilterConfiguration AWS API Documentation # class FilterConfiguration < Struct.new( :allowed_locations) SENSITIVE = [] include Aws::Structure end # **This operation has been expanded to use with the Amazon GameLift # containers feature, which is currently in public preview.** # # Describes an Amazon GameLift fleet of game hosting resources. # Attributes differ based on the fleet's compute type, as follows: # # * EC2 fleet attributes identify a `Build` resource (for fleets with # customer game server builds) or a `Script` resource (for Realtime # Servers fleets). # # * Container fleets have `ContainerGroupsAttributes`, which identify # the fleet's `ContainerGroupDefinition` resources. # # * Amazon GameLift Anywhere fleets have an abbreviated set of # attributes, because most fleet configurations are set directly on # the fleet's computes. Attributes include fleet identifiers and # descriptive properties, creation/termination time, and fleet status. # # **Returned by:** DescribeFleetAttributes # # @!attribute [rw] fleet_id # A unique identifier for the fleet. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # In a GameLift fleet ARN, the resource ID matches the `FleetId` # value. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] fleet_type # Indicates whether the fleet uses On-Demand or Spot instances. For # more information, see [ On-Demand versus Spot Instances][1]. This # fleet property can't be changed after the fleet is created. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot # @return [String] # # @!attribute [rw] instance_type # The Amazon EC2 instance type that the fleet uses. Instance type # determines the computing resources of each instance in the fleet, # including CPU, memory, storage, and networking capacity. See [Amazon # Elastic Compute Cloud Instance Types][1] for detailed descriptions. # This attribute is used with fleets where `ComputeType` is "EC2" or # "Container". # # # # [1]: http://aws.amazon.com/ec2/instance-types/ # @return [String] # # @!attribute [rw] description # A human-readable description of the fleet. # @return [String] # # @!attribute [rw] name # A descriptive label that is associated with a fleet. Fleet names do # not need to be unique. # @return [String] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] termination_time # A time stamp indicating when this data object was terminated. Format # is a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] status # Current status of the fleet. Possible fleet statuses include the # following: # # * NEW -- A new fleet resource has been defined and Amazon GameLift # has started creating the fleet. Desired instances is set to 1. # # * DOWNLOADING/VALIDATING/BUILDING -- Amazon GameLift is download the # game server build, running install scripts, and then validating # the build files. When complete, Amazon GameLift launches a fleet # instance. # # * ACTIVATING -- Amazon GameLift is launching a game server process # and testing its connectivity with the Amazon GameLift service. # # * ACTIVE -- The fleet is now ready to host game sessions. # # * ERROR -- An error occurred when downloading, validating, building, # or activating the fleet. # # * DELETING -- Hosts are responding to a delete fleet request. # # * TERMINATED -- The fleet no longer exists. # @return [String] # # @!attribute [rw] build_id # A unique identifier for the build resource that is deployed on # instances in this fleet. This attribute is used with fleets where # `ComputeType` is "EC2". # @return [String] # # @!attribute [rw] build_arn # The Amazon Resource Name ([ARN][1]) associated with the Amazon # GameLift build resource that is deployed on instances in this fleet. # In a GameLift build ARN, the resource ID matches the `BuildId` # value. This attribute is used with fleets where `ComputeType` is # "EC2". # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] script_id # A unique identifier for the Realtime script resource that is # deployed on instances in this fleet. This attribute is used with # fleets where `ComputeType` is "EC2". # @return [String] # # @!attribute [rw] script_arn # The Amazon Resource Name ([ARN][1]) associated with the GameLift # script resource that is deployed on instances in this fleet. In a # GameLift script ARN, the resource ID matches the `ScriptId` value. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] server_launch_path # **This parameter is no longer used.** Server launch paths are now # defined using the fleet's [RuntimeConfiguration][1]. Requests that # use this parameter continue to be valid. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/RuntimeConfiguration.html # @return [String] # # @!attribute [rw] server_launch_parameters # **This parameter is no longer used.** Server launch parameters are # now defined using the fleet's runtime configuration. Requests that # use this parameter continue to be valid. # @return [String] # # @!attribute [rw] log_paths # **This parameter is no longer used.** Game session log paths are now # defined using the Amazon GameLift server API `ProcessReady()` # `logParameters`. See more information in the [Server API # Reference][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process # @return [Array] # # @!attribute [rw] new_game_session_protection_policy # The type of game session protection to set on all new instances that # are started in the fleet. This attribute is used with fleets where # `ComputeType` is "EC2" or "Container". # # * **NoProtection** -- The game session can be terminated during a # scale-down event. # # * **FullProtection** -- If the game session is in an `ACTIVE` # status, it cannot be terminated during a scale-down event. # @return [String] # # @!attribute [rw] operating_system # The operating system of the fleet's computing resources. A fleet's # operating system is determined by the OS of the build or script that # is deployed on this fleet. This attribute is used with fleets where # `ComputeType` is "EC2" or "Container". # # Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See # more details in the [Amazon Linux 2 FAQs][1]. For game servers that # are hosted on AL2 and use Amazon GameLift server SDK 4.x., first # update the game server build to server SDK 5.x, and then deploy to # AL2023 instances. See [ Migrate to Amazon GameLift server SDK # version 5.][2] # # # # # # [1]: https://aws.amazon.com/amazon-linux-2/faqs/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk5-migration.html # @return [String] # # @!attribute [rw] resource_creation_limit_policy # A policy that puts limits on the number of game sessions that a # player can create within a specified span of time. With this policy, # you can control players' ability to consume available resources. # # The policy is evaluated when a player tries to create a new game # session. On receiving a `CreateGameSession` request, Amazon GameLift # checks that the player (identified by `CreatorId`) has created fewer # than game session limit in the specified time period. # @return [Types::ResourceCreationLimitPolicy] # # @!attribute [rw] metric_groups # Name of a metric group that metrics for this fleet are added to. In # Amazon CloudWatch, you can view aggregated metrics for fleets that # are in a metric group. A fleet can be included in only one metric # group at a time. This attribute is used with fleets where # `ComputeType` is "EC2" or "Container". # @return [Array] # # @!attribute [rw] stopped_actions # A list of fleet activity that has been suspended using # [StopFleetActions][1]. This includes fleet auto-scaling. This # attribute is used with fleets where `ComputeType` is "EC2" or # "Container". # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_StopFleetActions.html # @return [Array] # # @!attribute [rw] instance_role_arn # A unique identifier for an IAM role with access permissions to other # Amazon Web Services services. Any application that runs on an # instance in the fleet--including install scripts, server processes, # and other processes--can use these permissions to interact with # Amazon Web Services resources that you own or have access to. For # more information about using the role with your game server builds, # see [ Communicate with other Amazon Web Services resources from your # fleets][1]. This attribute is used with fleets where `ComputeType` # is "EC2" or "Container". # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html # @return [String] # # @!attribute [rw] certificate_configuration # Determines whether a TLS/SSL certificate is generated for a fleet. # This feature must be enabled when creating the fleet. All instances # in a fleet share the same certificate. # @return [Types::CertificateConfiguration] # # @!attribute [rw] compute_type # The type of compute resource used to host your game servers. You can # use your own compute resources with Amazon GameLift Anywhere or use # Amazon EC2 instances with managed Amazon GameLift. # @return [String] # # @!attribute [rw] anywhere_configuration # **This property is used with the Amazon GameLift containers feature, # which is currently in public preview.** A set of attributes that # describe the container groups that are deployed on the fleet. These # attributes are included for fleets with compute type `CONTAINER` # only. This attribute is used with fleets where `ComputeType` is # "Container". # @return [Types::AnywhereConfiguration] # # @!attribute [rw] instance_role_credentials_provider # Indicates that fleet instances maintain a shared credentials file # for the IAM role defined in `InstanceRoleArn`. Shared credentials # allow applications that are deployed with the game server executable # to communicate with other Amazon Web Services resources. This # property is used only when the game server is integrated with the # server SDK version 5.x. For more information about using shared # credentials, see [ Communicate with other Amazon Web Services # resources from your fleets][1]. This attribute is used with fleets # where `ComputeType` is "EC2" or "Container". # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html # @return [String] # # @!attribute [rw] container_groups_attributes # A set of properties that describe the container groups that are # deployed to the fleet. These attributes are included for fleets with # compute type `CONTAINER`. # @return [Types::ContainerGroupsAttributes] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetAttributes AWS API Documentation # class FleetAttributes < Struct.new( :fleet_id, :fleet_arn, :fleet_type, :instance_type, :description, :name, :creation_time, :termination_time, :status, :build_id, :build_arn, :script_id, :script_arn, :server_launch_path, :server_launch_parameters, :log_paths, :new_game_session_protection_policy, :operating_system, :resource_creation_limit_policy, :metric_groups, :stopped_actions, :instance_role_arn, :certificate_configuration, :compute_type, :anywhere_configuration, :instance_role_credentials_provider, :container_groups_attributes) SENSITIVE = [] include Aws::Structure end # Current resource capacity settings for managed EC2 fleets and # container fleets. For multi-location fleets, location values might # refer to a fleet's remote location or its home Region. # # **Returned by:** [DescribeFleetCapacity][1], # [DescribeFleetLocationCapacity][2], [UpdateFleetCapacity][3] # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html # [2]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html # [3]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetCapacity.html # # @!attribute [rw] fleet_id # A unique identifier for the fleet associated with the location. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] instance_type # The Amazon EC2 instance type that is used for instances in a fleet. # Instance type determines the computing resources in use, including # CPU, memory, storage, and networking capacity. See [Amazon Elastic # Compute Cloud Instance Types][1] for detailed descriptions. # # # # [1]: http://aws.amazon.com/ec2/instance-types/ # @return [String] # # @!attribute [rw] instance_counts # The current number of instances in the fleet, listed by instance # status. Counts for pending and terminating instances might be # non-zero if the fleet is adjusting to a scaling event or if access # to resources is temporarily affected. # @return [Types::EC2InstanceCounts] # # @!attribute [rw] location # The fleet location for the instance count information, expressed as # an Amazon Web Services Region code, such as `us-west-2`. # @return [String] # # @!attribute [rw] replica_container_group_counts # **This property is used with the Amazon GameLift containers feature, # which is currently in public preview.** The number and status of # replica container groups in a container fleet. # @return [Types::ReplicaContainerGroupCounts] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacity AWS API Documentation # class FleetCapacity < Struct.new( :fleet_id, :fleet_arn, :instance_type, :instance_counts, :location, :replica_container_group_counts) SENSITIVE = [] include Aws::Structure end # The specified fleet has no available instances to fulfill a # `CreateGameSession` request. Clients can retry such requests # immediately or after a waiting period. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacityExceededException AWS API Documentation # class FleetCapacityExceededException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # Current resource utilization statistics in a specified fleet or # location. The location value might refer to a fleet's remote location # or its home region. # # @!attribute [rw] fleet_id # A unique identifier for the fleet associated with the location. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] active_server_process_count # The number of server processes in `ACTIVE` status that are currently # running across all instances in the fleet location. # @return [Integer] # # @!attribute [rw] active_game_session_count # The number of active game sessions that are currently being hosted # across all instances in the fleet location. # @return [Integer] # # @!attribute [rw] current_player_session_count # The number of active player sessions that are currently being hosted # across all instances in the fleet location. # @return [Integer] # # @!attribute [rw] maximum_player_session_count # The maximum number of players allowed across all game sessions that # are currently being hosted across all instances in the fleet # location. # @return [Integer] # # @!attribute [rw] location # The fleet location for the fleet utilization information, expressed # as an Amazon Web Services Region code, such as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetUtilization AWS API Documentation # class FleetUtilization < Struct.new( :fleet_id, :fleet_arn, :active_server_process_count, :active_game_session_count, :current_player_session_count, :maximum_player_session_count, :location) SENSITIVE = [] include Aws::Structure end # This key-value pair can store custom data about a game session. For # example, you might use a `GameProperty` to track a game session's # map, level of difficulty, or remaining time. The difficulty level # could be specified like this: `\{"Key": "difficulty", # "Value":"Novice"\}`. # # 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. # # For examples of working with game properties, see [Create a game # session with properties][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties # # @!attribute [rw] key # The game property identifier. # @return [String] # # @!attribute [rw] value # The game property value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty AWS API Documentation # class GameProperty < Struct.new( :key, :value) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift FleetIQ and game # server groups.** # # Properties describing a game server that is running on an instance in # a game server group. # # A game server is created by a successful call to `RegisterGameServer` # and deleted by calling `DeregisterGameServer`. A game server is # claimed to host a game session by calling `ClaimGameServer`. # # @!attribute [rw] game_server_group_name # A unique identifier for the game server group where the game server # is running. # @return [String] # # @!attribute [rw] game_server_group_arn # The ARN identifier for the game server group where the game server # is located. # @return [String] # # @!attribute [rw] game_server_id # A custom string that uniquely identifies the game server. Game # server IDs are developer-defined and are unique across all game # server groups in an Amazon Web Services account. # @return [String] # # @!attribute [rw] instance_id # The unique identifier for the instance where the game server is # running. This ID is available in the instance metadata. EC2 instance # IDs use a 17-character format, for example: `i-1234567890abcdef0`. # @return [String] # # @!attribute [rw] connection_info # The port and IP address that must be used to establish a client # connection to the game server. # @return [String] # # @!attribute [rw] game_server_data # A set of custom game server properties, formatted as a single string # value. This data is passed to a game client or service when it # requests information on game servers. # @return [String] # # @!attribute [rw] claim_status # Indicates when an available game server has been reserved for # gameplay but has not yet started hosting a game. Once it is claimed, # the game server remains in `CLAIMED` status for a maximum of one # minute. During this time, game clients connect to the game server to # start the game and trigger the game server to update its utilization # status. After one minute, the game server claim status reverts to # null. # @return [String] # # @!attribute [rw] utilization_status # Indicates whether the game server is currently available for new # games or is busy. Possible statuses include: # # * `AVAILABLE` - The game server is available to be claimed. A game # server that has been claimed remains in this status until it # reports game hosting activity. # # * `UTILIZED` - The game server is currently hosting a game session # with players. # @return [String] # # @!attribute [rw] registration_time # Timestamp that indicates when the game server registered. The format # is a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] last_claim_time # Timestamp that indicates the last time the game server was claimed. # The format is a number expressed in Unix time as milliseconds (for # example `"1469498468.057"`). This value is used to calculate when a # claimed game server's status should revert to null. # @return [Time] # # @!attribute [rw] last_health_check_time # Timestamp that indicates the last time the game server was updated # with health status. The format is a number expressed in Unix time as # milliseconds (for example `"1469498468.057"`). After game server # registration, this property is only changed when a game server # update specifies a health check value. # @return [Time] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameServer AWS API Documentation # class GameServer < Struct.new( :game_server_group_name, :game_server_group_arn, :game_server_id, :instance_id, :connection_info, :game_server_data, :claim_status, :utilization_status, :registration_time, :last_claim_time, :last_health_check_time) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift FleetIQ and game # server groups.** # # Properties that describe a game server group resource. A game server # group manages certain properties related to a corresponding Amazon EC2 # Auto Scaling group. # # A game server group is created by a successful call to # `CreateGameServerGroup` and deleted by calling # `DeleteGameServerGroup`. Game server group activity can be temporarily # suspended and resumed by calling `SuspendGameServerGroup` and # `ResumeGameServerGroup`, respectively. # # @!attribute [rw] game_server_group_name # A developer-defined identifier for the game server group. The name # is unique for each Region in each Amazon Web Services account. # @return [String] # # @!attribute [rw] game_server_group_arn # A generated unique ID for the game server group. # @return [String] # # @!attribute [rw] role_arn # The Amazon Resource Name ([ARN][1]) for an IAM role that allows # Amazon GameLift to access your Amazon EC2 Auto Scaling groups. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] instance_definitions # The set of Amazon EC2 instance types that Amazon GameLift FleetIQ # can use when balancing and automatically scaling instances in the # corresponding Auto Scaling group. # @return [Array] # # @!attribute [rw] balancing_strategy # Indicates how Amazon GameLift FleetIQ balances the use of Spot # Instances and On-Demand Instances in the game server group. Method # options include the following: # # * `SPOT_ONLY` - Only Spot Instances are used in the game server # group. If Spot Instances are unavailable or not viable for game # hosting, the game server group provides no hosting capacity until # Spot Instances can again be used. Until then, no new instances are # started, and the existing nonviable Spot Instances are terminated # (after current gameplay ends) and are not replaced. # # * `SPOT_PREFERRED` - (default value) Spot Instances are used # whenever available in the game server group. If Spot Instances are # unavailable, the game server group continues to provide hosting # capacity by falling back to On-Demand Instances. Existing # nonviable Spot Instances are terminated (after current gameplay # ends) and are replaced with new On-Demand Instances. # # * `ON_DEMAND_ONLY` - Only On-Demand Instances are used in the game # server group. No Spot Instances are used, even when available, # while this balancing strategy is in force. # @return [String] # # @!attribute [rw] game_server_protection_policy # A flag that indicates whether instances in the game server group are # protected from early termination. Unprotected instances that have # active game servers running might be terminated during a scale-down # event, causing players to be dropped from the game. Protected # instances cannot be terminated while there are active game servers # running except in the event of a forced game server group deletion # (see ). An exception to this is with Spot Instances, which can be # terminated by Amazon Web Services regardless of protection status. # @return [String] # # @!attribute [rw] auto_scaling_group_arn # A generated unique ID for the Amazon EC2 Auto Scaling group that is # associated with this game server group. # @return [String] # # @!attribute [rw] status # The current status of the game server group. Possible statuses # include: # # * `NEW` - Amazon GameLift FleetIQ has validated the # `CreateGameServerGroup()` request. # # * `ACTIVATING` - Amazon GameLift FleetIQ is setting up a game server # group, which includes creating an Auto Scaling group in your # Amazon Web Services account. # # * `ACTIVE` - The game server group has been successfully created. # # * `DELETE_SCHEDULED` - A request to delete the game server group has # been received. # # * `DELETING` - Amazon GameLift FleetIQ has received a valid # `DeleteGameServerGroup()` request and is processing it. Amazon # GameLift FleetIQ must first complete and release hosts before it # deletes the Auto Scaling group and the game server group. # # * `DELETED` - The game server group has been successfully deleted. # # * `ERROR` - The asynchronous processes of activating or deleting a # game server group has failed, resulting in an error state. # @return [String] # # @!attribute [rw] status_reason # Additional information about the current game server group status. # This information might provide additional insight on groups that are # in `ERROR` status. # @return [String] # # @!attribute [rw] suspended_actions # A list of activities that are currently suspended for this game # server group. If this property is empty, all activities are # occurring. # @return [Array] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] last_updated_time # A timestamp that indicates when this game server group was last # updated. # @return [Time] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameServerGroup AWS API Documentation # class GameServerGroup < Struct.new( :game_server_group_name, :game_server_group_arn, :role_arn, :instance_definitions, :balancing_strategy, :game_server_protection_policy, :auto_scaling_group_arn, :status, :status_reason, :suspended_actions, :creation_time, :last_updated_time) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift FleetIQ and game # server groups.** # # Configuration settings for intelligent automatic scaling that uses # target tracking. These settings are used to add an Auto Scaling policy # when creating the corresponding Auto Scaling group. After the Auto # Scaling group is created, all updates to Auto Scaling policies, # including changing this policy and adding or removing other policies, # is done directly on the Auto Scaling group. # # @!attribute [rw] estimated_instance_warmup # Length of time, in seconds, it takes for a new instance to start new # game server processes and register with Amazon GameLift FleetIQ. # Specifying a warm-up time can be useful, particularly with game # servers that take a long time to start up, because it avoids # prematurely starting new instances. # @return [Integer] # # @!attribute [rw] target_tracking_configuration # Settings for a target-based scaling policy applied to Auto Scaling # group. These settings are used to create a target-based policy that # tracks the Amazon GameLift FleetIQ metric # `"PercentUtilizedGameServers"` and specifies a target value for the # metric. As player usage changes, the policy triggers to adjust the # game server group capacity so that the metric returns to the target # value. # @return [Types::TargetTrackingConfiguration] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameServerGroupAutoScalingPolicy AWS API Documentation # class GameServerGroupAutoScalingPolicy < Struct.new( :estimated_instance_warmup, :target_tracking_configuration) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift FleetIQ and game # server groups.** # # Additional properties, including status, that describe an EC2 instance # in a game server group. Instance configurations are set with game # server group properties (see `DescribeGameServerGroup` and with the # EC2 launch template that was used when creating the game server group. # # Retrieve game server instances for a game server group by calling # `DescribeGameServerInstances`. # # @!attribute [rw] game_server_group_name # A developer-defined identifier for the game server group that # includes the game server instance. The name is unique for each # Region in each Amazon Web Services account. # @return [String] # # @!attribute [rw] game_server_group_arn # A generated unique identifier for the game server group that # includes the game server instance. # @return [String] # # @!attribute [rw] instance_id # The unique identifier for the instance where the game server is # running. This ID is available in the instance metadata. EC2 instance # IDs use a 17-character format, for example: `i-1234567890abcdef0`. # @return [String] # # @!attribute [rw] instance_status # Current status of the game server instance # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameServerInstance AWS API Documentation # class GameServerInstance < Struct.new( :game_server_group_name, :game_server_group_arn, :instance_id, :instance_status) SENSITIVE = [] include Aws::Structure end # Properties describing a game session. # # A game session in ACTIVE status can host players. When a game session # ends, its status is set to `TERMINATED`. # # Amazon GameLift retains a game session resource for 30 days after the # game session ends. You can reuse idempotency token values after this # time. Game session logs are retained for 14 days. # # [All APIs by task][1] # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets # # @!attribute [rw] game_session_id # A unique identifier for the game session. A game session ARN has the # following format: `arn:aws:gamelift:::gamesession//`. # @return [String] # # @!attribute [rw] name # A descriptive label that is associated with a game session. Session # names do not need to be unique. # @return [String] # # @!attribute [rw] fleet_id # A unique identifier for the fleet that the game session is running # on. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) associated with the GameLift # fleet that this game session is running on. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] termination_time # A time stamp indicating when this data object was terminated. Format # is a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] current_player_session_count # Number of players currently in the game session. # @return [Integer] # # @!attribute [rw] maximum_player_session_count # The maximum number of players that can be connected simultaneously # to the game session. # @return [Integer] # # @!attribute [rw] status # Current status of the game session. A game session must have an # `ACTIVE` status to have player sessions. # @return [String] # # @!attribute [rw] status_reason # Provides additional information about game session status. # `INTERRUPTED` indicates that the game session was hosted on a spot # instance that was reclaimed, causing the active game session to be # terminated. # @return [String] # # @!attribute [rw] game_properties # A set of key-value pairs that can store custom data in a game # session. For example: `\{"Key": "difficulty", "Value": "novice"\}`. # @return [Array] # # @!attribute [rw] ip_address # The IP address of the game session. To connect to a Amazon GameLift # game server, an app needs both the IP address and port number. # @return [String] # # @!attribute [rw] dns_name # The DNS identifier assigned to the instance that is running the game # session. Values have the following format: # # * TLS-enabled fleets: `..amazongamelift.com`. # # * Non-TLS-enabled fleets: `ec2-.compute.amazonaws.com`. (See [Amazon EC2 Instance IP # Addressing][1].) # # When connecting to a game session that is running on a TLS-enabled # fleet, you must use the DNS name, not the IP address. # # # # [1]: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses # @return [String] # # @!attribute [rw] port # The port number for the game session. To connect to a Amazon # GameLift game server, an app needs both the IP address and port # number. # @return [Integer] # # @!attribute [rw] player_session_creation_policy # Indicates whether or not the game session is accepting new players. # @return [String] # # @!attribute [rw] creator_id # A unique identifier for a player. This ID is used to enforce a # resource protection policy (if one exists), that limits the number # of game sessions a player can create. # @return [String] # # @!attribute [rw] game_session_data # A set of custom game session properties, formatted as a single # string value. This data is passed to a game server process with a # request to start a new game session (see [Start a Game Session][1]). # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession # @return [String] # # @!attribute [rw] matchmaker_data # Information about the matchmaking process that resulted in the game # session, if matchmaking was used. Data is in JSON syntax, formatted # as a string. Information includes the matchmaker ID as well as # player attributes and team assignments. For more details on # matchmaker data, see [Match Data][1]. Matchmaker data is updated # whenever new players are added during a successful backfill (see # [StartMatchBackfill][2]). # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data # [2]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html # @return [String] # # @!attribute [rw] location # The fleet location where the game session is running. This value # might specify the fleet's home Region or a remote location. # Location is expressed as an Amazon Web Services Region code such as # `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession AWS API Documentation # class GameSession < Struct.new( :game_session_id, :name, :fleet_id, :fleet_arn, :creation_time, :termination_time, :current_player_session_count, :maximum_player_session_count, :status, :status_reason, :game_properties, :ip_address, :dns_name, :port, :player_session_creation_policy, :creator_id, :game_session_data, :matchmaker_data, :location) SENSITIVE = [:ip_address, :port] include Aws::Structure end # Connection information for a new game session that is created in # response to a start matchmaking request. Once a match is made, the # FlexMatch engine creates a new game session for it. This information, # including the game session endpoint and player sessions for each # player in the original matchmaking request, is added to the # matchmaking ticket. # # @!attribute [rw] game_session_arn # A unique identifier for the game session. Use the game session ID. # @return [String] # # @!attribute [rw] ip_address # The IP address of the game session. To connect to a Amazon GameLift # game server, an app needs both the IP address and port number. # @return [String] # # @!attribute [rw] dns_name # The DNS identifier assigned to the instance that is running the game # session. Values have the following format: # # * TLS-enabled fleets: `..amazongamelift.com`. # # * Non-TLS-enabled fleets: `ec2-.compute.amazonaws.com`. (See [Amazon EC2 Instance IP # Addressing][1].) # # When connecting to a game session that is running on a TLS-enabled # fleet, you must use the DNS name, not the IP address. # # # # [1]: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses # @return [String] # # @!attribute [rw] port # The port number for the game session. To connect to a Amazon # GameLift game server, an app needs both the IP address and port # number. # @return [Integer] # # @!attribute [rw] matched_player_sessions # A collection of player session IDs, one for each player ID that was # included in the original matchmaking request. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionConnectionInfo AWS API Documentation # class GameSessionConnectionInfo < Struct.new( :game_session_arn, :ip_address, :dns_name, :port, :matched_player_sessions) SENSITIVE = [:ip_address] include Aws::Structure end # A game session's properties plus the protection policy currently in # force. # # @!attribute [rw] game_session # Object that describes a game session. # @return [Types::GameSession] # # @!attribute [rw] protection_policy # Current status of protection for the game session. # # * **NoProtection** -- The game session can be terminated during a # scale-down event. # # * **FullProtection** -- If the game session is in an `ACTIVE` # status, it cannot be terminated during a scale-down event. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionDetail AWS API Documentation # class GameSessionDetail < Struct.new( :game_session, :protection_policy) SENSITIVE = [] include Aws::Structure end # The game instance is currently full and cannot allow the requested # player(s) to join. Clients can retry such requests immediately or # after a waiting period. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionFullException AWS API Documentation # class GameSessionFullException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # Represents a potential game session placement, including the full # details of the original placement request and the current status. # # If the game session placement status is `PENDING`, the properties for # game session ID/ARN, region, IP address/DNS, and port aren't final. A # game session is not active and ready to accept players until placement # status reaches `FULFILLED`. When the placement is in `PENDING` status, # Amazon GameLift may attempt to place a game session multiple times # before succeeding. With each attempt it creates a GameSession object # and updates this placement object with the new game session # properties.. # # # # @!attribute [rw] placement_id # A unique identifier for a game session placement. # @return [String] # # @!attribute [rw] game_session_queue_name # A descriptive label that is associated with game session queue. # Queue names must be unique within each Region. # @return [String] # # @!attribute [rw] status # Current status of the game session placement request. # # * **PENDING** -- The placement request is in the queue waiting to be # processed. Game session properties are not yet final. # # * **FULFILLED** -- A new game session has been successfully placed. # Game session properties are now final. # # * **CANCELLED** -- The placement request was canceled. # # * **TIMED\_OUT** -- A new game session was not successfully created # before the time limit expired. You can resubmit the placement # request as needed. # # * **FAILED** -- Amazon GameLift is not able to complete the process # of placing the game session. Common reasons are the game session # terminated before the placement process was completed, or an # unexpected internal error. # @return [String] # # @!attribute [rw] game_properties # A set of key-value pairs that can store custom data in a game # session. For example: `\{"Key": "difficulty", "Value": "novice"\}`. # @return [Array] # # @!attribute [rw] maximum_player_session_count # The maximum number of players that can be connected simultaneously # to the game session. # @return [Integer] # # @!attribute [rw] game_session_name # A descriptive label that is associated with a game session. Session # names do not need to be unique. # @return [String] # # @!attribute [rw] game_session_id # A unique identifier for the game session. This value isn't final # until placement status is `FULFILLED`. # @return [String] # # @!attribute [rw] game_session_arn # Identifier for the game session created by this placement request. # This identifier is unique across all Regions. This value isn't # final until placement status is `FULFILLED`. # @return [String] # # @!attribute [rw] game_session_region # Name of the Region where the game session created by this placement # request is running. This value isn't final until placement status # is `FULFILLED`. # @return [String] # # @!attribute [rw] player_latencies # A set of values, expressed in milliseconds, that indicates the # amount of latency that a player experiences when connected to Amazon # Web Services Regions. # @return [Array] # # @!attribute [rw] start_time # Time stamp indicating when this request was placed in the queue. # Format is a number expressed in Unix time as milliseconds (for # example `"1469498468.057"`). # @return [Time] # # @!attribute [rw] end_time # Time stamp indicating when this request was completed, canceled, or # timed out. # @return [Time] # # @!attribute [rw] ip_address # The IP address of the game session. To connect to a Amazon GameLift # game server, an app needs both the IP address and port number. This # value isn't final until placement status is `FULFILLED`. # @return [String] # # @!attribute [rw] dns_name # The DNS identifier assigned to the instance that is running the game # session. Values have the following format: # # * TLS-enabled fleets: `..amazongamelift.com`. # # * Non-TLS-enabled fleets: `ec2-.compute.amazonaws.com`. (See [Amazon EC2 Instance IP # Addressing][1].) # # When connecting to a game session that is running on a TLS-enabled # fleet, you must use the DNS name, not the IP address. # # # # [1]: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses # @return [String] # # @!attribute [rw] port # The port number for the game session. To connect to a Amazon # GameLift game server, an app needs both the IP address and port # number. This value isn't final until placement status is # `FULFILLED`. # @return [Integer] # # @!attribute [rw] placed_player_sessions # A collection of information on player sessions created in response # to the game session placement request. These player sessions are # created only after a new game session is successfully placed # (placement status is `FULFILLED`). This information includes the # player ID, provided in the placement request, and a corresponding # player session ID. # @return [Array] # # @!attribute [rw] game_session_data # A set of custom game session properties, formatted as a single # string value. This data is passed to a game server process in the # `GameSession` object with a request to start a new game session (see # [Start a Game Session][1]). # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession # @return [String] # # @!attribute [rw] matchmaker_data # Information on the matchmaking process for this game. Data is in # JSON syntax, formatted as a string. It identifies the matchmaking # configuration used to create the match, and contains data on all # players assigned to the match, including player attributes and team # assignments. For more details on matchmaker data, see [Match # Data][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement AWS API Documentation # class GameSessionPlacement < Struct.new( :placement_id, :game_session_queue_name, :status, :game_properties, :maximum_player_session_count, :game_session_name, :game_session_id, :game_session_arn, :game_session_region, :player_latencies, :start_time, :end_time, :ip_address, :dns_name, :port, :placed_player_sessions, :game_session_data, :matchmaker_data) SENSITIVE = [:ip_address, :port] include Aws::Structure end # Configuration for a game session placement mechanism that processes # requests for new game sessions. A queue can be used on its own or as # part of a matchmaking solution. # # @!attribute [rw] name # A descriptive label that is associated with game session queue. # Queue names must be unique within each Region. # @return [String] # # @!attribute [rw] game_session_queue_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift game session queue resource and uniquely identifies it. # ARNs are unique across all Regions. Format is # `arn:aws:gamelift:::gamesessionqueue/`. In a # Amazon GameLift game session queue ARN, the resource ID matches the # *Name* value. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] timeout_in_seconds # The maximum time, in seconds, that a new game session placement # request remains in the queue. When a request exceeds this time, the # game session placement changes to a `TIMED_OUT` status. By default, # this property is set to `600`. # @return [Integer] # # @!attribute [rw] player_latency_policies # A set of policies that act as a sliding cap on player latency. # FleetIQ works to deliver low latency for most players in a game # session. These policies ensure that no individual player can be # placed into a game with unreasonably high latency. Use multiple # policies to gradually relax latency requirements a step at a time. # Multiple policies are applied based on their maximum allowed # latency, starting with the lowest value. # @return [Array] # # @!attribute [rw] destinations # A list of fleets and/or fleet aliases that can be used to fulfill # game session placement requests in the queue. Destinations are # identified by either a fleet ARN or a fleet alias ARN, and are # listed in order of placement preference. # @return [Array] # # @!attribute [rw] filter_configuration # A list of locations where a queue is allowed to place new game # sessions. Locations are specified in the form of Amazon Web Services # Region codes, such as `us-west-2`. If this parameter is not set, # game sessions can be placed in any queue location. # @return [Types::FilterConfiguration] # # @!attribute [rw] priority_configuration # Custom settings to use when prioritizing destinations and locations # for game session placements. This configuration replaces the FleetIQ # default prioritization process. Priority types that are not # explicitly named will be automatically applied at the end of the # prioritization process. # @return [Types::PriorityConfiguration] # # @!attribute [rw] custom_event_data # Information that is added to all events that are related to this # game session queue. # @return [String] # # @!attribute [rw] notification_target # An SNS topic ARN that is set up to receive game session placement # notifications. See [ Setting up notifications for game session # placement][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueue AWS API Documentation # class GameSessionQueue < Struct.new( :name, :game_session_queue_arn, :timeout_in_seconds, :player_latency_policies, :destinations, :filter_configuration, :priority_configuration, :custom_event_data, :notification_target) SENSITIVE = [] include Aws::Structure end # A fleet or alias designated in a game session queue. Queues fulfill # requests for new game sessions by placing a new game session on any of # the queue's destinations. # # @!attribute [rw] destination_arn # The Amazon Resource Name (ARN) that is assigned to fleet or fleet # alias. ARNs, which include a fleet ID or alias ID and a Region name, # provide a unique identifier across all Regions. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueueDestination AWS API Documentation # class GameSessionQueueDestination < Struct.new( :destination_arn) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that holds the compute resource # that you want to connect to. You can use either the fleet ID or ARN # value. # @return [String] # # @!attribute [rw] compute_name # A unique identifier for the compute resource that you want to # connect to. For an EC2 fleet compute, use the instance ID. For a # container fleet, use the compute name (for example, # `a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9`) # or the compute ARN. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetComputeAccessInput AWS API Documentation # class GetComputeAccessInput < Struct.new( :fleet_id, :compute_name) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # The ID of the fleet that holds the compute resource to be accessed. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] compute_name # The identifier of the compute resource to be accessed. This value # might be either a compute name or an instance ID. # @return [String] # # @!attribute [rw] compute_arn # The Amazon Resource Name ([ARN][1]) that is assigned to an Amazon # GameLift compute resource and uniquely identifies it. ARNs are # unique across all Regions. Format is # `arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] credentials # A set of temporary Amazon Web Services credentials for use when # connecting to the compute resource with Amazon EC2 Systems Manager # (SSM). # @return [Types::AwsCredentials] # # @!attribute [rw] target # (For container fleets only) The instance ID where the compute # resource is running. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetComputeAccessOutput AWS API Documentation # class GetComputeAccessOutput < Struct.new( :fleet_id, :fleet_arn, :compute_name, :compute_arn, :credentials, :target) SENSITIVE = [:credentials] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that the compute is registered to. # @return [String] # # @!attribute [rw] compute_name # The name of the compute resource you are requesting the # authentication token for. For an Anywhere fleet compute, use the # registered compute name. For an EC2 fleet instance, use the instance # ID. For a container fleet, use the compute name (for example, # `a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9`) # or the compute ARN. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetComputeAuthTokenInput AWS API Documentation # class GetComputeAuthTokenInput < Struct.new( :fleet_id, :compute_name) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that the compute is registered to. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] compute_name # The name of the compute resource that the authentication token is # issued to. # @return [String] # # @!attribute [rw] compute_arn # The Amazon Resource Name ([ARN][1]) that is assigned to an Amazon # GameLift compute resource and uniquely identifies it. ARNs are # unique across all Regions. Format is # `arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] auth_token # A valid temporary authentication token. # @return [String] # # @!attribute [rw] expiration_timestamp # The amount of time until the authentication token is no longer # valid. # @return [Time] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetComputeAuthTokenOutput AWS API Documentation # class GetComputeAuthTokenOutput < Struct.new( :fleet_id, :fleet_arn, :compute_name, :compute_arn, :auth_token, :expiration_timestamp) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_id # A unique identifier for the game session to get logs for. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlInput AWS API Documentation # class GetGameSessionLogUrlInput < Struct.new( :game_session_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] pre_signed_url # Location of the requested game session logs, available for download. # This URL is valid for 15 minutes, after which S3 will reject any # download request using this URL. You can request a new URL any time # within the 14-day period that the logs are retained. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlOutput AWS API Documentation # class GetGameSessionLogUrlOutput < Struct.new( :pre_signed_url) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that contains the instance you # want to access. You can request access to instances in EC2 fleets # with the following statuses: `ACTIVATING`, `ACTIVE`, or `ERROR`. Use # either a fleet ID or an ARN value. # # You can access fleets in `ERROR` status for a short period of time # before Amazon GameLift deletes them. # # # @return [String] # # @!attribute [rw] instance_id # A unique identifier for the instance you want to access. You can # access an instance in any status. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessInput AWS API Documentation # class GetInstanceAccessInput < Struct.new( :fleet_id, :instance_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] instance_access # The connection information for a fleet instance, including IP # address and access credentials. # @return [Types::InstanceAccess] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessOutput AWS API Documentation # class GetInstanceAccessOutput < Struct.new( :instance_access) SENSITIVE = [] include Aws::Structure end # A game session with this custom ID string already exists in this # fleet. Resolve this conflict before retrying this request. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/IdempotentParameterMismatchException AWS API Documentation # class IdempotentParameterMismatchException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # Represents a virtual computing instance that runs game server # processes and hosts game sessions. In Amazon GameLift, one or more # instances make up a managed EC2 fleet. # # @!attribute [rw] fleet_id # A unique identifier for the fleet that the instance belongs to. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] instance_id # A unique identifier for the instance. # @return [String] # # @!attribute [rw] ip_address # IP address that is assigned to the instance. # @return [String] # # @!attribute [rw] dns_name # The DNS identifier assigned to the instance that is running the game # session. Values have the following format: # # * TLS-enabled fleets: `..amazongamelift.com`. # # * Non-TLS-enabled fleets: `ec2-.compute.amazonaws.com`. (See [Amazon Elastic Compute # Cloud Instance IP Addressing][1].) # # When connecting to a game session that is running on a TLS-enabled # fleet, you must use the DNS name, not the IP address. # # # # [1]: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses # @return [String] # # @!attribute [rw] operating_system # Operating system that is running on this EC2 instance. # # Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See # more details in the [Amazon Linux 2 FAQs][1]. For game servers that # are hosted on AL2 and use Amazon GameLift server SDK 4.x., first # update the game server build to server SDK 5.x, and then deploy to # AL2023 instances. See [ Migrate to Amazon GameLift server SDK # version 5.][2] # # # # # # [1]: https://aws.amazon.com/amazon-linux-2/faqs/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk5-migration.html # @return [String] # # @!attribute [rw] type # EC2 instance type that defines the computing resources of this # instance. # @return [String] # # @!attribute [rw] status # Current status of the instance. Possible statuses include the # following: # # * **PENDING** -- The instance is in the process of being created and # launching server processes as defined in the fleet's run-time # configuration. # # * **ACTIVE** -- The instance has been successfully created and at # least one server process has successfully launched and reported # back to Amazon GameLift that it is ready to host a game session. # The instance is now considered ready to host game sessions. # # * **TERMINATING** -- The instance is in the process of shutting # down. This may happen to reduce capacity during a scaling down # event or to recycle resources in the event of a problem. # @return [String] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] location # The fleet location of the instance, expressed as an Amazon Web # Services Region code, such as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Instance AWS API Documentation # class Instance < Struct.new( :fleet_id, :fleet_arn, :instance_id, :ip_address, :dns_name, :operating_system, :type, :status, :creation_time, :location) SENSITIVE = [:ip_address] include Aws::Structure end # Information and credentials that you can use to remotely connect to an # instance in an EC2 managed fleet. This data type is returned in # response to a call to GetInstanceAccess. # # @!attribute [rw] fleet_id # A unique identifier for the fleet containing the instance to be # accessed. # @return [String] # # @!attribute [rw] instance_id # A unique identifier for the instance to be accessed. # @return [String] # # @!attribute [rw] ip_address # IP address assigned to the instance. # @return [String] # # @!attribute [rw] operating_system # Operating system that is running on the instance. # @return [String] # # @!attribute [rw] credentials # Security credentials that are required to access the instance. # @return [Types::InstanceCredentials] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceAccess AWS API Documentation # class InstanceAccess < Struct.new( :fleet_id, :instance_id, :ip_address, :operating_system, :credentials) SENSITIVE = [:ip_address, :credentials] include Aws::Structure end # A set of credentials that allow remote access to an instance in an EC2 # managed fleet. These credentials are returned in response to a call to # GetInstanceAccess, which requests access for instances that are # running game servers with the Amazon GameLift server SDK version 4.x # or earlier. # # @!attribute [rw] user_name # A user name for logging in. # @return [String] # # @!attribute [rw] secret # Secret string. For Windows instances, the secret is a password for # use with Windows Remote Desktop. For Linux instances, it's a # private key for use with SSH. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceCredentials AWS API Documentation # class InstanceCredentials < Struct.new( :user_name, :secret) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift FleetIQ and game # server groups.** # # An allowed instance type for a game server group. All game server # groups must have at least two instance types defined for it. Amazon # GameLift FleetIQ periodically evaluates each defined instance type for # viability. It then updates the Auto Scaling group with the list of # viable instance types. # # @!attribute [rw] instance_type # An Amazon EC2 instance type designation. # @return [String] # # @!attribute [rw] weighted_capacity # Instance weighting that indicates how much this instance type # contributes to the total capacity of a game server group. Instance # weights are used by Amazon GameLift FleetIQ to calculate the # instance type's cost per unit hour and better identify the most # cost-effective options. For detailed information on weighting # instance capacity, see [Instance Weighting][1] in the *Amazon # Elastic Compute Cloud Auto Scaling User Guide*. Default value is # "1". # # # # [1]: https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceDefinition AWS API Documentation # class InstanceDefinition < Struct.new( :instance_type, :weighted_capacity) SENSITIVE = [] include Aws::Structure end # The service encountered an unrecoverable internal failure while # processing the request. Clients can retry such requests immediately or # after a waiting period. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InternalServiceException AWS API Documentation # class InternalServiceException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # The requested operation would cause a conflict with the current state # of a resource associated with the request and/or the fleet. Resolve # the conflict before retrying. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InvalidFleetStatusException AWS API Documentation # class InvalidFleetStatusException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # The requested operation would cause a conflict with the current state # of a resource associated with the request and/or the game instance. # Resolve the conflict before retrying. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InvalidGameSessionStatusException AWS API Documentation # class InvalidGameSessionStatusException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # One or more parameter values in the request are invalid. Correct the # invalid parameter values before retrying. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InvalidRequestException AWS API Documentation # class InvalidRequestException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # A range of IP addresses and port settings that allow inbound traffic # to connect to processes on an instance in a fleet. Processes are # assigned an IP address/port number combination, which must fall into # the fleet's allowed ranges. For container fleets, the port settings # must use the same port numbers as the fleet's connection ports. # # For Realtime Servers fleets, Amazon GameLift automatically opens two # port ranges, one for TCP messaging and one for UDP. # # @!attribute [rw] from_port # A starting value for a range of allowed port numbers. # # For fleets using Linux builds, only ports `22` and `1026-60000` are # valid. # # For fleets using Windows builds, only ports `1026-60000` are valid. # @return [Integer] # # @!attribute [rw] to_port # An ending value for a range of allowed port numbers. Port numbers # are end-inclusive. This value must be equal to or greater than # `FromPort`. # # For fleets using Linux builds, only ports `22` and `1026-60000` are # valid. # # For fleets using Windows builds, only ports `1026-60000` are valid. # @return [Integer] # # @!attribute [rw] ip_range # A range of allowed IP addresses. This value must be expressed in # CIDR notation. Example: "`000.000.000.000/[subnet mask]`" or # optionally the shortened version "`0.0.0.0/[subnet mask]`". # @return [String] # # @!attribute [rw] protocol # The network communication protocol used by the fleet. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/IpPermission AWS API Documentation # class IpPermission < Struct.new( :from_port, :to_port, :ip_range, :protocol) SENSITIVE = [:from_port, :to_port, :ip_range] include Aws::Structure end # **This data type is used with the Amazon GameLift FleetIQ and game # server groups.** # # An Amazon Elastic Compute Cloud launch template that contains # configuration settings and game server code to be deployed to all # instances in a game server group. The launch template is specified # when creating a new game server group. # # @!attribute [rw] launch_template_id # A unique identifier for an existing Amazon EC2 launch template. # @return [String] # # @!attribute [rw] launch_template_name # A readable identifier for an existing Amazon EC2 launch template. # @return [String] # # @!attribute [rw] version # The version of the Amazon EC2 launch template to use. If no version # is specified, the default version will be used. With Amazon EC2, you # can specify a default version for a launch template. If none is set, # the default is the first version created. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/LaunchTemplateSpecification AWS API Documentation # class LaunchTemplateSpecification < Struct.new( :launch_template_id, :launch_template_name, :version) SENSITIVE = [] include Aws::Structure end # The requested operation would cause the resource to exceed the allowed # service limit. Resolve the issue before retrying. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/LimitExceededException AWS API Documentation # class LimitExceededException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] routing_strategy_type # The routing type to filter results on. Use this parameter to # retrieve only aliases with a certain routing type. To retrieve all # aliases, leave this parameter empty. # # Possible routing types include the following: # # * **SIMPLE** -- The alias resolves to one specific fleet. Use this # type when routing to active fleets. # # * **TERMINAL** -- The alias does not resolve to a fleet but instead # can be used to display a message to the user. A terminal alias # throws a TerminalRoutingStrategyException with the # [RoutingStrategy][1] message embedded. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_RoutingStrategy.html # @return [String] # # @!attribute [rw] name # A descriptive label that is associated with an alias. Alias names do # not need to be unique. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesInput AWS API Documentation # class ListAliasesInput < Struct.new( :routing_strategy_type, :name, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] aliases # A collection of alias resources that match the request parameters. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesOutput AWS API Documentation # class ListAliasesOutput < Struct.new( :aliases, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] status # Build status to filter results by. To retrieve all builds, leave # this parameter empty. # # Possible build statuses include the following: # # * **INITIALIZED** -- A new build has been defined, but no files have # been uploaded. You cannot create fleets for builds that are in # this status. When a build is successfully created, the build # status is set to this value. # # * **READY** -- The game build has been successfully uploaded. You # can now create new fleets for this build. # # * **FAILED** -- The game build upload failed. You cannot create new # fleets for this build. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, don't # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsInput AWS API Documentation # class ListBuildsInput < Struct.new( :status, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] builds # A collection of build resources that match the request. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsOutput AWS API Documentation # class ListBuildsOutput < Struct.new( :builds, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to retrieve compute resources for. # @return [String] # # @!attribute [rw] location # The name of a location to retrieve compute resources for. For an # Amazon GameLift Anywhere fleet, use a custom location. For a # multi-location EC2 or container fleet, provide a Amazon Web Services # Region or Local Zone code (for example: `us-west-2` or # `us-west-2-lax-1`). # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListComputeInput AWS API Documentation # class ListComputeInput < Struct.new( :fleet_id, :location, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] compute_list # A list of compute resources in the specified fleet. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListComputeOutput AWS API Documentation # class ListComputeOutput < Struct.new( :compute_list, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] scheduling_strategy # The type of container group definitions to retrieve. # # * `DAEMON` -- Daemon container groups run background processes and # are deployed once per fleet instance. # # * `REPLICA` -- Replica container groups run your game server # application and supporting software. Replica groups might be # deployed multiple times per fleet instance. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListContainerGroupDefinitionsInput AWS API Documentation # class ListContainerGroupDefinitionsInput < Struct.new( :scheduling_strategy, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] container_group_definitions # A result set of container group definitions that match the request. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListContainerGroupDefinitionsOutput AWS API Documentation # class ListContainerGroupDefinitionsOutput < Struct.new( :container_group_definitions, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] build_id # A unique identifier for the build to request fleets for. Use this # parameter to return only fleets using a specified build. Use either # the build ID or ARN value. # @return [String] # # @!attribute [rw] script_id # A unique identifier for the Realtime script to request fleets for. # Use this parameter to return only fleets using a specified script. # Use either the script ID or ARN value. # @return [String] # # @!attribute [rw] container_group_definition_name # The container group definition name to request fleets for. Use this # parameter to return only fleets that are deployed with the specified # container group definition. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsInput AWS API Documentation # class ListFleetsInput < Struct.new( :build_id, :script_id, :container_group_definition_name, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_ids # A set of fleet IDs that match the list request. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsOutput AWS API Documentation # class ListFleetsOutput < Struct.new( :fleet_ids, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] limit # The game server groups' limit. # @return [Integer] # # @!attribute [rw] next_token # Specify the pagination token from a previous request to retrieve the # next page of results. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroupsInput AWS API Documentation # class ListGameServerGroupsInput < Struct.new( :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_groups # The game server groups' game server groups. # @return [Array] # # @!attribute [rw] next_token # Specify the pagination token from a previous request to retrieve the # next page of results. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroupsOutput AWS API Documentation # class ListGameServerGroupsOutput < Struct.new( :game_server_groups, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # An identifier for the game server group to retrieve a list of game # servers from. Use either the name or ARN value. # @return [String] # # @!attribute [rw] sort_order # Indicates how to sort the returned data based on game server # registration timestamp. Use `ASCENDING` to retrieve oldest game # servers first, or use `DESCENDING` to retrieve newest game servers # first. If this parameter is left empty, game servers are returned in # no particular order. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServersInput AWS API Documentation # class ListGameServersInput < Struct.new( :game_server_group_name, :sort_order, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_servers # A collection of game server objects that match the request. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServersOutput AWS API Documentation # class ListGameServersOutput < Struct.new( :game_servers, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] filters # Filters the list for `AWS` or `CUSTOM` locations. # @return [Array] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListLocationsInput AWS API Documentation # class ListLocationsInput < Struct.new( :filters, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] locations # A collection of locations. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListLocationsOutput AWS API Documentation # class ListLocationsOutput < Struct.new( :locations, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, don't # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScriptsInput AWS API Documentation # class ListScriptsInput < Struct.new( :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] scripts # A set of properties describing the requested script. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScriptsOutput AWS API Documentation # class ListScriptsOutput < Struct.new( :scripts, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] resource_arn # The Amazon Resource Name ([ARN][1]) that uniquely identifies the # Amazon GameLift resource that you want to retrieve tags for. Amazon # GameLift includes resource ARNs in the data object for the resource. # You can retrieve the ARN by calling a `List` or `Describe` operation # for the resource type. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResourceRequest AWS API Documentation # class ListTagsForResourceRequest < Struct.new( :resource_arn) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] tags # The collection of tags assigned to the resource. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResourceResponse AWS API Documentation # class ListTagsForResourceResponse < Struct.new( :tags) SENSITIVE = [] include Aws::Structure end # Details about a location in a multi-location fleet. # # @!attribute [rw] location_state # A fleet location and its current life-cycle state. # @return [Types::LocationState] # # @!attribute [rw] stopped_actions # A list of fleet actions that have been suspended in the fleet # location. # @return [Array] # # @!attribute [rw] update_status # The status of fleet activity updates to the location. The status # `PENDING_UPDATE` indicates that `StopFleetActions` or # `StartFleetActions` has been requested but the update has not yet # been completed for the location. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/LocationAttributes AWS API Documentation # class LocationAttributes < Struct.new( :location_state, :stopped_actions, :update_status) SENSITIVE = [] include Aws::Structure end # **This data type has been expanded to use with the Amazon GameLift # containers feature, which is currently in public preview.** # # A remote location where a multi-location fleet can deploy game servers # for game hosting. # # @!attribute [rw] location # An Amazon Web Services Region code, such as `us-west-2`. For a list # of supported Regions and Local Zones, see [ Amazon GameLift service # locations][1] for managed hosting. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/LocationConfiguration AWS API Documentation # class LocationConfiguration < Struct.new( :location) SENSITIVE = [] include Aws::Structure end # Properties of a custom location for use in an Amazon GameLift Anywhere # fleet. This data type is returned in response to a call to # CreateLocation. # # @!attribute [rw] location_name # The location's name. # @return [String] # # @!attribute [rw] location_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift location resource and uniquely identifies it. ARNs are # unique across all Regions. Format is # `arn:aws:gamelift:::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/LocationModel AWS API Documentation # class LocationModel < Struct.new( :location_name, :location_arn) SENSITIVE = [] include Aws::Structure end # A fleet location and its life-cycle state. A location state object # might be used to describe a fleet's remote location or home Region. # Life-cycle state tracks the progress of launching the first instance # in a new location and preparing it for game hosting, and then removing # all instances and deleting the location from the fleet. # # * **NEW** -- A new fleet location has been defined and desired # instances is set to 1. # # * **DOWNLOADING/VALIDATING/BUILDING/ACTIVATING** -- Amazon GameLift is # setting up the new fleet location, creating new instances with the # game build or Realtime script and starting server processes. # # * **ACTIVE** -- Hosts can now accept game sessions. # # * **ERROR** -- An error occurred when downloading, validating, # building, or activating the fleet location. # # * **DELETING** -- Hosts are responding to a delete fleet location # request. # # * **TERMINATED** -- The fleet location no longer exists. # # * **NOT\_FOUND** -- The fleet location was not found. This could be # because the custom location was removed or not created. # # @!attribute [rw] location # The fleet location, expressed as an Amazon Web Services Region code # such as `us-west-2`. # @return [String] # # @!attribute [rw] status # The life-cycle status of a fleet location. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/LocationState AWS API Documentation # class LocationState < Struct.new( :location, :status) SENSITIVE = [] include Aws::Structure end # Represents a new player session that is created as a result of a # successful FlexMatch match. A successful match automatically creates # new player sessions for every player ID in the original matchmaking # request. # # When players connect to the match's game session, they must include # both player ID and player session ID in order to claim their assigned # player slot. # # @!attribute [rw] player_id # A unique identifier for a player # @return [String] # # @!attribute [rw] player_session_id # A unique identifier for a player session # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchedPlayerSession AWS API Documentation # class MatchedPlayerSession < Struct.new( :player_id, :player_session_id) SENSITIVE = [:player_id] include Aws::Structure end # Guidelines for use with FlexMatch to match players into games. All # matchmaking requests must specify a matchmaking configuration. # # @!attribute [rw] name # A unique identifier for the matchmaking configuration. This name is # used to identify the configuration associated with a matchmaking # request or ticket. # @return [String] # # @!attribute [rw] configuration_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift matchmaking configuration resource and uniquely identifies # it. ARNs are unique across all Regions. Format is # `arn:aws:gamelift:::matchmakingconfiguration/`. In a Amazon GameLift configuration ARN, the # resource ID matches the *Name* value. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] description # A descriptive label that is associated with matchmaking # configuration. # @return [String] # # @!attribute [rw] game_session_queue_arns # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift game session queue resource and uniquely identifies it. # ARNs are unique across all Regions. Format is # `arn:aws:gamelift:::gamesessionqueue/`. Queues # can be located in any Region. Queues are used to start new Amazon # GameLift-hosted game sessions for matches that are created with this # matchmaking configuration. This property is not set when # `FlexMatchMode` is set to `STANDALONE`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [Array] # # @!attribute [rw] request_timeout_seconds # The maximum duration, in seconds, that a matchmaking ticket can # remain in process before timing out. Requests that fail due to # timing out can be resubmitted as needed. # @return [Integer] # # @!attribute [rw] acceptance_timeout_seconds # The length of time (in seconds) to wait for players to accept a # proposed match, if acceptance is required. If any player rejects the # match or fails to accept before the timeout, the ticket continues to # look for an acceptable match. # @return [Integer] # # @!attribute [rw] acceptance_required # A flag that indicates whether a match that was created with this # configuration must be accepted by the matched players. To require # acceptance, set to TRUE. When this option is enabled, matchmaking # tickets use the status `REQUIRES_ACCEPTANCE` to indicate when a # completed potential match is waiting for player acceptance. # @return [Boolean] # # @!attribute [rw] rule_set_name # A unique identifier for the matchmaking rule set to use with this # configuration. A matchmaking configuration can only use rule sets # that are defined in the same Region. # @return [String] # # @!attribute [rw] rule_set_arn # The Amazon Resource Name ([ARN][1]) associated with the GameLift # matchmaking rule set resource that this configuration uses. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] notification_target # An SNS topic ARN that is set up to receive matchmaking # notifications. # @return [String] # # @!attribute [rw] additional_player_count # The number of player slots in a match to keep open for future # players. For example, if the configuration's rule set specifies a # match for a single 10-person team, and the additional player count # is set to 2, 10 players will be selected for the match and 2 more # player slots will be open for future players. This parameter is not # used when `FlexMatchMode` is set to `STANDALONE`. # @return [Integer] # # @!attribute [rw] custom_event_data # Information to attach to all events related to the matchmaking # configuration. # @return [String] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] game_properties # A set of key-value pairs that can store custom data in a game # session. For example: `\{"Key": "difficulty", "Value": "novice"\}`. # This information is added to the new `GameSession` object that is # created for a successful match. This parameter is not used when # `FlexMatchMode` is set to `STANDALONE`. # @return [Array] # # @!attribute [rw] game_session_data # A set of custom game session properties, formatted as a single # string value. This data is passed to a game server process with a # request to start a new game session (see [Start a Game Session][1]). # This information is added to the new `GameSession` object that is # created for a successful match. This parameter is not used when # `FlexMatchMode` is set to `STANDALONE`. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession # @return [String] # # @!attribute [rw] backfill_mode # The method used to backfill game sessions created with this # matchmaking configuration. MANUAL indicates that the game makes # backfill requests or does not use the match backfill feature. # AUTOMATIC indicates that GameLift creates backfill requests whenever # a game session has one or more open slots. Learn more about manual # and automatic backfill in [Backfill existing games with # FlexMatch][1]. Automatic backfill is not available when # `FlexMatchMode` is set to `STANDALONE`. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html # @return [String] # # @!attribute [rw] flex_match_mode # Indicates whether this matchmaking configuration is being used with # Amazon GameLift hosting or as a standalone matchmaking solution. # # * **STANDALONE** - FlexMatch forms matches and returns match # information, including players and team assignments, in a [ # MatchmakingSucceeded][1] event. # # * **WITH\_QUEUE** - FlexMatch forms matches and uses the specified # Amazon GameLift queue to start a game session for the match. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingConfiguration AWS API Documentation # class MatchmakingConfiguration < Struct.new( :name, :configuration_arn, :description, :game_session_queue_arns, :request_timeout_seconds, :acceptance_timeout_seconds, :acceptance_required, :rule_set_name, :rule_set_arn, :notification_target, :additional_player_count, :custom_event_data, :creation_time, :game_properties, :game_session_data, :backfill_mode, :flex_match_mode) SENSITIVE = [] include Aws::Structure end # Set of rule statements, used with FlexMatch, that determine how to # build your player matches. Each rule set describes a type of group to # be created and defines the parameters for acceptable player matches. # # A rule set may define the following elements for a match. For detailed # information and examples showing how to construct a rule set, see # [Build a FlexMatch rule set][1]. # # * Teams -- Required. A rule set must define one or multiple teams for # the match and set minimum and maximum team sizes. For example, a # rule set might describe a 4x4 match that requires all eight slots to # be filled. # # * Player attributes -- Optional. These attributes specify a set of # player characteristics to evaluate when looking for a match. # Matchmaking requests that use a rule set with player attributes must # provide the corresponding attribute values. For example, an # attribute might specify a player's skill or level. # # * Rules -- Optional. Rules define how to evaluate potential players # for a match based on player attributes. A rule might specify minimum # requirements for individual players, teams, or entire matches. For # example, a rule might require each player to meet a certain skill # level, each team to have at least one player in a certain role, or # the match to have a minimum average skill level. or may describe an # entire group--such as all teams must be evenly matched or have at # least one player in a certain role. # # * Expansions -- Optional. Expansions allow you to relax the rules # after a period of time when no acceptable matches are found. This # feature lets you balance getting players into games in a reasonable # amount of time instead of making them wait indefinitely for the best # possible match. For example, you might use an expansion to increase # the maximum skill variance between players after 30 seconds. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html # # @!attribute [rw] rule_set_name # A unique identifier for the matchmaking rule set # @return [String] # # @!attribute [rw] rule_set_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift matchmaking rule set resource and uniquely identifies it. # ARNs are unique across all Regions. Format is # `arn:aws:gamelift:::matchmakingruleset/`. In a # GameLift rule set ARN, the resource ID matches the *RuleSetName* # value. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] rule_set_body # A collection of matchmaking rules, formatted as a JSON string. # Comments are not allowed in JSON, but most elements support a # description field. # @return [String] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingRuleSet AWS API Documentation # class MatchmakingRuleSet < Struct.new( :rule_set_name, :rule_set_arn, :rule_set_body, :creation_time) SENSITIVE = [] include Aws::Structure end # Ticket generated to track the progress of a matchmaking request. Each # ticket is uniquely identified by a ticket ID, supplied by the # requester, when creating a matchmaking request. # # @!attribute [rw] ticket_id # A unique identifier for a matchmaking ticket. # @return [String] # # @!attribute [rw] configuration_name # Name of the matchmaking configuration that is used with this ticket. # Matchmaking configurations determine how players are grouped into a # match and how a new game session is created for the match. # @return [String] # # @!attribute [rw] configuration_arn # The Amazon Resource Name ([ARN][1]) associated with the GameLift # matchmaking configuration resource that is used with this ticket. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] status # Current status of the matchmaking request. # # * **QUEUED** -- The matchmaking request has been received and is # currently waiting to be processed. # # * **SEARCHING** -- The matchmaking request is currently being # processed. # # * **REQUIRES\_ACCEPTANCE** -- A match has been proposed and the # players must accept the match. This status is used only with # requests that use a matchmaking configuration with a player # acceptance requirement. # # * **PLACING** -- The FlexMatch engine has matched players and is in # the process of placing a new game session for the match. # # * **COMPLETED** -- Players have been matched and a game session is # ready to host the players. A ticket in this state contains the # necessary connection information for players. # # * **FAILED** -- The matchmaking request was not completed. # # * **CANCELLED** -- The matchmaking request was canceled. This may be # the result of a `StopMatchmaking` operation or a proposed match # that one or more players failed to accept. # # * **TIMED\_OUT** -- The matchmaking request was not successful # within the duration specified in the matchmaking configuration. # # Matchmaking requests that fail to successfully complete (statuses # FAILED, CANCELLED, TIMED\_OUT) can be resubmitted as new requests # with new ticket IDs. # # # @return [String] # # @!attribute [rw] status_reason # Code to explain the current status. For example, a status reason may # indicate when a ticket has returned to `SEARCHING` status after a # proposed match fails to receive player acceptances. # @return [String] # # @!attribute [rw] status_message # Additional information about the current status. # @return [String] # # @!attribute [rw] start_time # Time stamp indicating when this matchmaking request was received. # Format is a number expressed in Unix time as milliseconds (for # example `"1469498468.057"`). # @return [Time] # # @!attribute [rw] end_time # Time stamp indicating when the matchmaking request stopped being # processed due to successful completion, timeout, or cancellation. # Format is a number expressed in Unix time as milliseconds (for # example `"1469498468.057"`). # @return [Time] # # @!attribute [rw] players # A set of `Player` objects, each representing a player to find # matches for. Players are identified by a unique player ID and may # include latency data for use during matchmaking. If the ticket is in # status `COMPLETED`, the `Player` objects include the team the # players were assigned to in the resulting match. # @return [Array] # # @!attribute [rw] game_session_connection_info # Connection information for a new game session. Once a match is made, # the FlexMatch engine creates a new game session for it. This # information is added to the matchmaking ticket, which you can be # retrieve by calling [DescribeMatchmaking][1] . # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeMatchmaking.html # @return [Types::GameSessionConnectionInfo] # # @!attribute [rw] estimated_wait_time # Average amount of time (in seconds) that players are currently # waiting for a match. If there is not enough recent data, this # property may be empty. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingTicket AWS API Documentation # class MatchmakingTicket < Struct.new( :ticket_id, :configuration_name, :configuration_arn, :status, :status_reason, :status_message, :start_time, :end_time, :players, :game_session_connection_info, :estimated_wait_time) SENSITIVE = [] include Aws::Structure end # The requested resources was not found. The resource was either not # created yet or deleted. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/NotFoundException AWS API Documentation # class NotFoundException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # The operation failed because Amazon GameLift has not yet finished # validating this compute. We recommend attempting 8 to 10 retries over # 3 to 5 minutes with [exponential backoffs and jitter][1]. # # # # [1]: http://aws.amazon.com/blogs/https:/aws.amazon.com/blogs/architecture/exponential-backoff-and-jitter/ # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/NotReadyException AWS API Documentation # class NotReadyException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # The specified game server group has no available game servers to # fulfill a `ClaimGameServer` request. Clients can retry such requests # immediately or after a waiting period. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/OutOfCapacityException AWS API Documentation # class OutOfCapacityException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # Information about a player session. This object contains only the # player ID and player session ID. To retrieve full details on a player # session, call [DescribePlayerSessions][1] with the player session ID. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribePlayerSessions.html # # @!attribute [rw] player_id # A unique identifier for a player that is associated with this player # session. # @return [String] # # @!attribute [rw] player_session_id # A unique identifier for a player session. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlacedPlayerSession AWS API Documentation # class PlacedPlayerSession < Struct.new( :player_id, :player_session_id) SENSITIVE = [:player_id] include Aws::Structure end # Represents a player in matchmaking. When starting a matchmaking # request, a player has a player ID, attributes, and may have latency # data. Team information is added after a match has been successfully # completed. # # @!attribute [rw] player_id # A unique identifier for a player # @return [String] # # @!attribute [rw] player_attributes # A collection of key:value pairs containing player information for # use in matchmaking. Player attribute keys must match the # *playerAttributes* used in a matchmaking rule set. Example: # `"PlayerAttributes": \{"skill": \{"N": "23"\}, "gameMode": \{"S": # "deathmatch"\}\}`. # # You can provide up to 10 `PlayerAttributes`. # @return [Hash] # # @!attribute [rw] team # Name of the team that the player is assigned to in a match. Team # names are defined in a matchmaking rule set. # @return [String] # # @!attribute [rw] latency_in_ms # A set of values, expressed in milliseconds, that indicates the # amount of latency that a player experiences when connected to @aws; # Regions. If this property is present, FlexMatch considers placing # the match only in Regions for which latency is reported. # # If a matchmaker has a rule that evaluates player latency, players # must report latency in order to be matched. If no latency is # reported in this scenario, FlexMatch assumes that no Regions are # available to the player and the ticket is not matchable. # @return [Hash] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Player AWS API Documentation # class Player < Struct.new( :player_id, :player_attributes, :team, :latency_in_ms) SENSITIVE = [:player_id] include Aws::Structure end # Regional latency information for a player, used when requesting a new # game session. This value indicates the amount of time lag that exists # when the player is connected to a fleet in the specified Region. The # relative difference between a player's latency values for multiple # Regions are used to determine which fleets are best suited to place a # new game session for the player. # # @!attribute [rw] player_id # A unique identifier for a player associated with the latency data. # @return [String] # # @!attribute [rw] region_identifier # Name of the Region that is associated with the latency value. # @return [String] # # @!attribute [rw] latency_in_milliseconds # Amount of time that represents the time lag experienced by the # player when connected to the specified Region. # @return [Float] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatency AWS API Documentation # class PlayerLatency < Struct.new( :player_id, :region_identifier, :latency_in_milliseconds) SENSITIVE = [:player_id] include Aws::Structure end # Sets a latency cap for individual players when placing a game session. # With a latency policy in force, a game session cannot be placed in a # fleet location where a player reports latency higher than the cap. # Latency policies are used only with placement request that provide # player latency information. Player latency policies can be stacked to # gradually relax latency requirements over time. # # @!attribute [rw] maximum_individual_player_latency_milliseconds # The maximum latency value that is allowed for any player, in # milliseconds. All policies must have a value set for this property. # @return [Integer] # # @!attribute [rw] policy_duration_seconds # The length of time, in seconds, that the policy is enforced while # placing a new game session. A null value for this property means # that the policy is enforced until the queue times out. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatencyPolicy AWS API Documentation # class PlayerLatencyPolicy < Struct.new( :maximum_individual_player_latency_milliseconds, :policy_duration_seconds) SENSITIVE = [] include Aws::Structure end # Represents a player session. Player sessions are created either for a # specific game session, or as part of a game session placement or # matchmaking request. A player session can represents a reserved player # slot in a game session (when status is `RESERVED`) or actual player # activity in a game session (when status is `ACTIVE`). A player session # object, including player data, is automatically passed to a game # session when the player connects to the game session and is validated. # After the game session ends, player sessions information is retained # for 30 days and then removed. # # **Related actions** # # [All APIs by task][1] # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets # # @!attribute [rw] player_session_id # A unique identifier for a player session. # @return [String] # # @!attribute [rw] player_id # A unique identifier for a player that is associated with this player # session. # @return [String] # # @!attribute [rw] game_session_id # A unique identifier for the game session that the player session is # connected to. # @return [String] # # @!attribute [rw] fleet_id # A unique identifier for the fleet that the player's game session is # running on. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) associated with the GameLift # fleet that the player's game session is running on. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] termination_time # A time stamp indicating when this data object was terminated. Format # is a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] status # Current status of the player session. # # Possible player session statuses include the following: # # * **RESERVED** -- The player session request has been received, but # the player has not yet connected to the server process and/or been # validated. # # * **ACTIVE** -- The player has been validated by the server process # and is currently connected. # # * **COMPLETED** -- The player connection has been dropped. # # * **TIMEDOUT** -- A player session request was received, but the # player did not connect and/or was not validated within the timeout # limit (60 seconds). # @return [String] # # @!attribute [rw] ip_address # The IP address of the game session. To connect to a Amazon GameLift # game server, an app needs both the IP address and port number. # @return [String] # # @!attribute [rw] dns_name # The DNS identifier assigned to the instance that is running the game # session. Values have the following format: # # * TLS-enabled fleets: `..amazongamelift.com`. # # * Non-TLS-enabled fleets: `ec2-.compute.amazonaws.com`. (See [Amazon EC2 Instance IP # Addressing][1].) # # When connecting to a game session that is running on a TLS-enabled # fleet, you must use the DNS name, not the IP address. # # # # [1]: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses # @return [String] # # @!attribute [rw] port # Port number for the game session. To connect to a Amazon GameLift # server process, an app needs both the IP address and port number. # @return [Integer] # # @!attribute [rw] player_data # Developer-defined information related to a player. Amazon GameLift # does not use this data, so it can be formatted as needed for use in # the game. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerSession AWS API Documentation # class PlayerSession < Struct.new( :player_session_id, :player_id, :game_session_id, :fleet_id, :fleet_arn, :creation_time, :termination_time, :status, :ip_address, :dns_name, :port, :player_data) SENSITIVE = [:player_id, :ip_address, :port] include Aws::Structure end # Custom prioritization settings for use by a game session queue when # placing new game sessions with available game servers. When defined, # this configuration replaces the default FleetIQ prioritization # process, which is as follows: # # * If player latency data is included in a game session request, # destinations and locations are prioritized first based on lowest # average latency (1), then on lowest hosting cost (2), then on # destination list order (3), and finally on location (alphabetical) # (4). This approach ensures that the queue's top priority is to # place game sessions where average player latency is lowest, and--if # latency is the same--where the hosting cost is less, etc. # # * If player latency data is not included, destinations and locations # are prioritized first on destination list order (1), and then on # location (alphabetical) (2). This approach ensures that the queue's # top priority is to place game sessions on the first destination # fleet listed. If that fleet has multiple locations, the game session # is placed on the first location (when listed alphabetically). # # Changing the priority order will affect how game sessions are placed. # # @!attribute [rw] priority_order # The recommended sequence to use when prioritizing where to place new # game sessions. Each type can only be listed once. # # * `LATENCY` -- FleetIQ prioritizes locations where the average # player latency (provided in each game session request) is lowest. # # * `COST` -- FleetIQ prioritizes destinations with the lowest current # hosting costs. Cost is evaluated based on the location, instance # type, and fleet type (Spot or On-Demand) for each destination in # the queue. # # * `DESTINATION` -- FleetIQ prioritizes based on the order that # destinations are listed in the queue configuration. # # * `LOCATION` -- FleetIQ prioritizes based on the provided order of # locations, as defined in `LocationOrder`. # @return [Array] # # @!attribute [rw] location_order # The prioritization order to use for fleet locations, when the # `PriorityOrder` property includes `LOCATION`. Locations are # identified by Amazon Web Services Region codes such as `us-west-2`. # Each location can only be listed once. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PriorityConfiguration AWS API Documentation # class PriorityConfiguration < Struct.new( :priority_order, :location_order) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A descriptive label that is associated with a fleet's scaling # policy. Policy names do not need to be unique. A fleet can have only # one scaling policy with the same name. # @return [String] # # @!attribute [rw] fleet_id # A unique identifier for the fleet to apply this policy to. You can # use either the fleet ID or ARN value. The fleet cannot be in any of # the following statuses: ERROR or DELETING. # @return [String] # # @!attribute [rw] scaling_adjustment # Amount of adjustment to make, based on the scaling adjustment type. # @return [Integer] # # @!attribute [rw] scaling_adjustment_type # The type of adjustment to make to a fleet's instance count: # # * **ChangeInCapacity** -- add (or subtract) the scaling adjustment # value from the current instance count. Positive values scale up # while negative values scale down. # # * **ExactCapacity** -- set the instance count to the scaling # adjustment value. # # * **PercentChangeInCapacity** -- increase or reduce the current # instance count by the scaling adjustment, read as a percentage. # Positive values scale up while negative values scale down; for # example, a value of "-10" scales the fleet down by 10%. # @return [String] # # @!attribute [rw] threshold # Metric value used to trigger a scaling event. # @return [Float] # # @!attribute [rw] comparison_operator # Comparison operator to use when measuring the metric against the # threshold value. # @return [String] # # @!attribute [rw] evaluation_periods # Length of time (in minutes) the metric must be at or beyond the # threshold before a scaling event is triggered. # @return [Integer] # # @!attribute [rw] metric_name # Name of the Amazon GameLift-defined metric that is used to trigger a # scaling adjustment. For detailed descriptions of fleet metrics, see # [Monitor Amazon GameLift with Amazon CloudWatch][1]. # # * **ActivatingGameSessions** -- Game sessions in the process of # being created. # # * **ActiveGameSessions** -- Game sessions that are currently # running. # # * **ActiveInstances** -- Fleet instances that are currently running # at least one game session. # # * **AvailableGameSessions** -- Additional game sessions that fleet # could host simultaneously, given current capacity. # # * **AvailablePlayerSessions** -- Empty player slots in currently # active game sessions. This includes game sessions that are not # currently accepting players. Reserved player slots are not # included. # # * **CurrentPlayerSessions** -- Player slots in active game sessions # that are being used by a player or are reserved for a player. # # * **IdleInstances** -- Active instances that are currently hosting # zero game sessions. # # * **PercentAvailableGameSessions** -- Unused percentage of the total # number of game sessions that a fleet could host simultaneously, # given current capacity. Use this metric for a target-based scaling # policy. # # * **PercentIdleInstances** -- Percentage of the total number of # active instances that are hosting zero game sessions. # # * **QueueDepth** -- Pending game session placement requests, in any # queue, where the current fleet is the top-priority destination. # # * **WaitTime** -- Current wait time for pending game session # placement requests, in any queue, where the current fleet is the # top-priority destination. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html # @return [String] # # @!attribute [rw] policy_type # The type of scaling policy to create. For a target-based policy, set # the parameter *MetricName* to 'PercentAvailableGameSessions' and # specify a *TargetConfiguration*. For a rule-based policy set the # following parameters: *MetricName*, *ComparisonOperator*, # *Threshold*, *EvaluationPeriods*, *ScalingAdjustmentType*, and # *ScalingAdjustment*. # @return [String] # # @!attribute [rw] target_configuration # An object that contains settings for a target-based scaling policy. # @return [Types::TargetConfiguration] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyInput AWS API Documentation # class PutScalingPolicyInput < Struct.new( :name, :fleet_id, :scaling_adjustment, :scaling_adjustment_type, :threshold, :comparison_operator, :evaluation_periods, :metric_name, :policy_type, :target_configuration) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A descriptive label that is associated with a fleet's scaling # policy. Policy names do not need to be unique. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyOutput AWS API Documentation # class PutScalingPolicyOutput < Struct.new( :name) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to register the compute to. You # can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] compute_name # A descriptive label for the compute resource. # @return [String] # # @!attribute [rw] certificate_path # The path to a TLS certificate on your compute resource. Amazon # GameLift doesn't validate the path and certificate. # @return [String] # # @!attribute [rw] dns_name # The DNS name of the compute resource. Amazon GameLift requires # either a DNS name or IP address. # @return [String] # # @!attribute [rw] ip_address # The IP address of the compute resource. Amazon GameLift requires # either a DNS name or IP address. When registering an Anywhere fleet, # an IP address is required. # @return [String] # # @!attribute [rw] location # The name of a custom location to associate with the compute resource # being registered. This parameter is required when registering a # compute for an Anywhere fleet. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterComputeInput AWS API Documentation # class RegisterComputeInput < Struct.new( :fleet_id, :compute_name, :certificate_path, :dns_name, :ip_address, :location) SENSITIVE = [:ip_address] include Aws::Structure end # @!attribute [rw] compute # The details of the compute resource you registered. # @return [Types::Compute] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterComputeOutput AWS API Documentation # class RegisterComputeOutput < Struct.new( :compute) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group where the game server # is running. # @return [String] # # @!attribute [rw] game_server_id # A custom string that uniquely identifies the game server to # register. Game server IDs are developer-defined and must be unique # across all game server groups in your Amazon Web Services account. # @return [String] # # @!attribute [rw] instance_id # The unique identifier for the instance where the game server is # running. This ID is available in the instance metadata. EC2 instance # IDs use a 17-character format, for example: `i-1234567890abcdef0`. # @return [String] # # @!attribute [rw] connection_info # Information that is needed to make inbound client connections to the # game server. This might include the IP address and port, DNS name, # and other information. # @return [String] # # @!attribute [rw] game_server_data # A set of custom game server properties, formatted as a single string # value. This data is passed to a game client or service when it # requests information on game servers. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServerInput AWS API Documentation # class RegisterGameServerInput < Struct.new( :game_server_group_name, :game_server_id, :instance_id, :connection_info, :game_server_data) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server # Object that describes the newly registered game server. # @return [Types::GameServer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServerOutput AWS API Documentation # class RegisterGameServerOutput < Struct.new( :game_server) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift containers feature, # which is currently in public preview.** # # The number and status of replica container groups that are deployed # across a fleet with compute type `CONTAINER`. This information, # combined with the number of server processes being hosted per # container group (see `RuntimeConfiguration`), tells you how many game # sessions the fleet is currently capable of hosting concurrently. # # **Returned by:** DescribeFleetCapacity, DescribeFleetLocationCapacity # # @!attribute [rw] pending # The number of container groups that are starting up but have not yet # registered. # @return [Integer] # # @!attribute [rw] active # The number of container groups that have active game sessions. # @return [Integer] # # @!attribute [rw] idle # The number of container groups that have no active game sessions. # @return [Integer] # # @!attribute [rw] terminating # The number of container groups that are in the process of shutting # down. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ReplicaContainerGroupCounts AWS API Documentation # class ReplicaContainerGroupCounts < Struct.new( :pending, :active, :idle, :terminating) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] build_id # A unique identifier for the build to get credentials for. You can # use either the build ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsInput AWS API Documentation # class RequestUploadCredentialsInput < Struct.new( :build_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] upload_credentials # Amazon Web Services credentials required when uploading a game build # to the storage location. These credentials have a limited lifespan # and are valid only for the build they were issued for. # @return [Types::AwsCredentials] # # @!attribute [rw] storage_location # Amazon S3 path and key, identifying where the game build files are # stored. # @return [Types::S3Location] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsOutput AWS API Documentation # class RequestUploadCredentialsOutput < Struct.new( :upload_credentials, :storage_location) SENSITIVE = [:upload_credentials] include Aws::Structure end # @!attribute [rw] alias_id # The unique identifier of the alias that you want to retrieve a fleet # ID for. You can use either the alias ID or ARN value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasInput AWS API Documentation # class ResolveAliasInput < Struct.new( :alias_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # The fleet identifier that the alias is pointing to. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) associated with the GameLift # fleet resource that this alias points to. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasOutput AWS API Documentation # class ResolveAliasOutput < Struct.new( :fleet_id, :fleet_arn) SENSITIVE = [] include Aws::Structure end # A policy that puts limits on the number of game sessions that a player # can create within a specified span of time. With this policy, you can # control players' ability to consume available resources. # # The policy is evaluated when a player tries to create a new game # session. On receiving a `CreateGameSession` request, Amazon GameLift # checks that the player (identified by `CreatorId`) has created fewer # than game session limit in the specified time period. # # @!attribute [rw] new_game_sessions_per_creator # A policy that puts limits on the number of game sessions that a # player can create within a specified span of time. With this policy, # you can control players' ability to consume available resources. # # The policy is evaluated when a player tries to create a new game # session. On receiving a `CreateGameSession` request, Amazon GameLift # checks that the player (identified by `CreatorId`) has created fewer # than game session limit in the specified time period. # @return [Integer] # # @!attribute [rw] policy_period_in_minutes # The time span used in evaluating the resource creation limit policy. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResourceCreationLimitPolicy AWS API Documentation # class ResourceCreationLimitPolicy < Struct.new( :new_game_sessions_per_creator, :policy_period_in_minutes) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group. Use either the name # or ARN value. # @return [String] # # @!attribute [rw] resume_actions # The activity to resume for this game server group. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroupInput AWS API Documentation # class ResumeGameServerGroupInput < Struct.new( :game_server_group_name, :resume_actions) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group # An object that describes the game server group resource, with the # `SuspendedActions` property updated to reflect the resumed activity. # @return [Types::GameServerGroup] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroupOutput AWS API Documentation # class ResumeGameServerGroupOutput < Struct.new( :game_server_group) SENSITIVE = [] include Aws::Structure end # The routing configuration for a fleet alias. # # **Related actions** # # [All APIs by task][1] # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets # # @!attribute [rw] type # The type of routing strategy for the alias. # # Possible routing types include the following: # # * **SIMPLE** - The alias resolves to one specific fleet. Use this # type when routing to active fleets. # # * **TERMINAL** - The alias does not resolve to a fleet but instead # can be used to display a message to the user. A terminal alias # throws a TerminalRoutingStrategyException with the message # embedded. # @return [String] # # @!attribute [rw] fleet_id # A unique identifier for the fleet that the alias points to. This # value is the fleet ID, not the fleet ARN. # @return [String] # # @!attribute [rw] message # The message text to be used with a terminal routing strategy. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RoutingStrategy AWS API Documentation # class RoutingStrategy < Struct.new( :type, :fleet_id, :message) SENSITIVE = [] include Aws::Structure end # **This data type has been expanded to use with the Amazon GameLift # containers feature, which is currently in public preview.** # # A set of instructions that define the set of server processes to run # on computes in a fleet. Server processes run either an executable in a # custom game build or a Realtime Servers script. Amazon GameLift # launches the processes, manages their life cycle, and replaces them as # needed. Computes check regularly for an updated runtime configuration. # # On a container fleet, the Amazon GameLift Agent uses the runtime # configuration to manage the lifecycle of server processes in a replica # container group. # # An Amazon GameLift instance is limited to 50 processes running # concurrently. To calculate the total number of processes defined in a # runtime configuration, add the values of the `ConcurrentExecutions` # parameter for each server process. Learn more about [ Running Multiple # Processes on a Fleet][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html # # @!attribute [rw] server_processes # A collection of server process configurations that identify what # server processes to run on fleet computes. # @return [Array] # # @!attribute [rw] max_concurrent_game_session_activations # The number of game sessions in status `ACTIVATING` to allow on an # instance or container. This setting limits the instance resources # that can be used for new game activations at any one time. # @return [Integer] # # @!attribute [rw] game_session_activation_timeout_seconds # The maximum amount of time (in seconds) allowed to launch a new game # session and have it report ready to host players. During this time, # the game session is in status `ACTIVATING`. If the game session does # not become active before the timeout, it is ended and the game # session status is changed to `TERMINATED`. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RuntimeConfiguration AWS API Documentation # class RuntimeConfiguration < Struct.new( :server_processes, :max_concurrent_game_session_activations, :game_session_activation_timeout_seconds) SENSITIVE = [] include Aws::Structure end # The location in Amazon S3 where build or script files are stored for # access by Amazon GameLift. # # @!attribute [rw] bucket # An Amazon S3 bucket identifier. Thename of the S3 bucket. # # Amazon GameLift doesn't support uploading from Amazon S3 buckets # with names that contain a dot (.). # # # @return [String] # # @!attribute [rw] key # The name of the zip file that contains the build files or script # files. # @return [String] # # @!attribute [rw] role_arn # The Amazon Resource Name ([ARN][1]) for an IAM role that allows # Amazon GameLift to access the S3 bucket. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] object_version # The version of the file, if object versioning is turned on for the # bucket. Amazon GameLift uses this information when retrieving files # from an S3 bucket that you own. Use this parameter to specify a # specific version of the file. If not set, the latest version of the # file is retrieved. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/S3Location AWS API Documentation # class S3Location < Struct.new( :bucket, :key, :role_arn, :object_version) SENSITIVE = [] include Aws::Structure end # Rule that controls how a fleet is scaled. Scaling policies are # uniquely identified by the combination of name and fleet ID. # # @!attribute [rw] fleet_id # A unique identifier for the fleet that is associated with this # scaling policy. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] name # A descriptive label that is associated with a fleet's scaling # policy. Policy names do not need to be unique. # @return [String] # # @!attribute [rw] status # Current status of the scaling policy. The scaling policy can be in # force only when in an `ACTIVE` status. Scaling policies can be # suspended for individual fleets. If the policy is suspended for a # fleet, the policy status does not change. # # * **ACTIVE** -- The scaling policy can be used for auto-scaling a # fleet. # # * **UPDATE\_REQUESTED** -- A request to update the scaling policy # has been received. # # * **UPDATING** -- A change is being made to the scaling policy. # # * **DELETE\_REQUESTED** -- A request to delete the scaling policy # has been received. # # * **DELETING** -- The scaling policy is being deleted. # # * **DELETED** -- The scaling policy has been deleted. # # * **ERROR** -- An error occurred in creating the policy. It should # be removed and recreated. # @return [String] # # @!attribute [rw] scaling_adjustment # Amount of adjustment to make, based on the scaling adjustment type. # @return [Integer] # # @!attribute [rw] scaling_adjustment_type # The type of adjustment to make to a fleet's instance count. # # * **ChangeInCapacity** -- add (or subtract) the scaling adjustment # value from the current instance count. Positive values scale up # while negative values scale down. # # * **ExactCapacity** -- set the instance count to the scaling # adjustment value. # # * **PercentChangeInCapacity** -- increase or reduce the current # instance count by the scaling adjustment, read as a percentage. # Positive values scale up while negative values scale down. # @return [String] # # @!attribute [rw] comparison_operator # Comparison operator to use when measuring a metric against the # threshold value. # @return [String] # # @!attribute [rw] threshold # Metric value used to trigger a scaling event. # @return [Float] # # @!attribute [rw] evaluation_periods # Length of time (in minutes) the metric must be at or beyond the # threshold before a scaling event is triggered. # @return [Integer] # # @!attribute [rw] metric_name # Name of the Amazon GameLift-defined metric that is used to trigger a # scaling adjustment. For detailed descriptions of fleet metrics, see # [Monitor Amazon GameLift with Amazon CloudWatch][1]. # # * **ActivatingGameSessions** -- Game sessions in the process of # being created. # # * **ActiveGameSessions** -- Game sessions that are currently # running. # # * **ActiveInstances** -- Fleet instances that are currently running # at least one game session. # # * **AvailableGameSessions** -- Additional game sessions that fleet # could host simultaneously, given current capacity. # # * **AvailablePlayerSessions** -- Empty player slots in currently # active game sessions. This includes game sessions that are not # currently accepting players. Reserved player slots are not # included. # # * **CurrentPlayerSessions** -- Player slots in active game sessions # that are being used by a player or are reserved for a player. # # * **IdleInstances** -- Active instances that are currently hosting # zero game sessions. # # * **PercentAvailableGameSessions** -- Unused percentage of the total # number of game sessions that a fleet could host simultaneously, # given current capacity. Use this metric for a target-based scaling # policy. # # * **PercentIdleInstances** -- Percentage of the total number of # active instances that are hosting zero game sessions. # # * **QueueDepth** -- Pending game session placement requests, in any # queue, where the current fleet is the top-priority destination. # # * **WaitTime** -- Current wait time for pending game session # placement requests, in any queue, where the current fleet is the # top-priority destination. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html # @return [String] # # @!attribute [rw] policy_type # The type of scaling policy to create. For a target-based policy, set # the parameter *MetricName* to 'PercentAvailableGameSessions' and # specify a *TargetConfiguration*. For a rule-based policy set the # following parameters: *MetricName*, *ComparisonOperator*, # *Threshold*, *EvaluationPeriods*, *ScalingAdjustmentType*, and # *ScalingAdjustment*. # @return [String] # # @!attribute [rw] target_configuration # An object that contains settings for a target-based scaling policy. # @return [Types::TargetConfiguration] # # @!attribute [rw] update_status # The current status of the fleet's scaling policies in a requested # fleet location. The status `PENDING_UPDATE` indicates that an update # was requested for the fleet but has not yet been completed for the # location. # @return [String] # # @!attribute [rw] location # The fleet location. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ScalingPolicy AWS API Documentation # class ScalingPolicy < Struct.new( :fleet_id, :fleet_arn, :name, :status, :scaling_adjustment, :scaling_adjustment_type, :comparison_operator, :threshold, :evaluation_periods, :metric_name, :policy_type, :target_configuration, :update_status, :location) SENSITIVE = [] include Aws::Structure end # Properties describing a Realtime script. # # **Related actions** # # [All APIs by task][1] # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets # # @!attribute [rw] script_id # A unique identifier for the Realtime script # @return [String] # # @!attribute [rw] script_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift script resource and uniquely identifies it. ARNs are unique # across all Regions. In a GameLift script ARN, the resource ID # matches the *ScriptId* value. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] name # A descriptive label that is associated with a script. Script names # don't need to be unique. # @return [String] # # @!attribute [rw] version # Version information associated with a build or script. Version # strings don't need to be unique. # @return [String] # # @!attribute [rw] size_on_disk # The file size of the uploaded Realtime script, expressed in bytes. # When files are uploaded from an S3 location, this value remains at # "0". # @return [Integer] # # @!attribute [rw] creation_time # A time stamp indicating when this data object was created. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] storage_location # The location of the Amazon S3 bucket where a zipped file containing # your Realtime scripts is stored. The storage location must specify # the Amazon S3 bucket name, the zip file name (the "key"), and a # role ARN that allows Amazon GameLift to access the Amazon S3 storage # location. The S3 bucket must be in the same Region where you want to # create a new script. By default, Amazon GameLift uploads the latest # version of the zip file; if you have S3 object versioning turned on, # you can use the `ObjectVersion` parameter to specify an earlier # version. # @return [Types::S3Location] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Script AWS API Documentation # class Script < Struct.new( :script_id, :script_arn, :name, :version, :size_on_disk, :creation_time, :storage_location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to search for active game # sessions. You can use either the fleet ID or ARN value. Each request # must reference either a fleet ID or alias ID, but not both. # @return [String] # # @!attribute [rw] alias_id # A unique identifier for the alias associated with the fleet to # search for active game sessions. You can use either the alias ID or # ARN value. Each request must reference either a fleet ID or alias # ID, but not both. # @return [String] # # @!attribute [rw] location # A fleet location to search for game sessions. You can specify a # fleet's home Region or a remote location. Use the Amazon Web # Services Region code format, such as `us-west-2`. # @return [String] # # @!attribute [rw] filter_expression # String containing the search criteria for the session search. If no # filter expression is included, the request returns results for all # game sessions in the fleet that are in `ACTIVE` status. # # A filter expression can contain one or multiple conditions. Each # condition consists of the following: # # * **Operand** -- Name of a game session attribute. Valid values are # `gameSessionName`, `gameSessionId`, `gameSessionProperties`, # `maximumSessions`, `creationTimeMillis`, `playerSessionCount`, # `hasAvailablePlayerSessions`. # # * **Comparator** -- Valid comparators are: `=`, `<>`, `<`, `>`, # `<=`, `>=`. # # * **Value** -- Value to be searched for. Values may be numbers, # boolean values (true/false) or strings depending on the operand. # String values are case sensitive and must be enclosed in single # quotes. Special characters must be escaped. Boolean and string # values can only be used with the comparators `=` and `<>`. For # example, the following filter expression searches on # `gameSessionName`: "`FilterExpression": "gameSessionName = # 'Matt\'s Awesome Game 1'"`. # # To chain multiple conditions in a single expression, use the logical # keywords `AND`, `OR`, and `NOT` and parentheses as needed. For # example: `x AND y AND NOT z`, `NOT (x OR y)`. # # Session search evaluates conditions from left to right using the # following precedence rules: # # 1. `=`, `<>`, `<`, `>`, `<=`, `>=` # # 2. Parentheses # # 3. NOT # # 4. AND # # 5. OR # # For example, this filter expression retrieves game sessions hosting # at least ten players that have an open player slot: # `"maximumSessions>=10 AND hasAvailablePlayerSessions=true"`. # @return [String] # # @!attribute [rw] sort_expression # Instructions on how to sort the search results. If no sort # expression is included, the request returns results in random order. # A sort expression consists of the following elements: # # * **Operand** -- Name of a game session attribute. Valid values are # `gameSessionName`, `gameSessionId`, `gameSessionProperties`, # `maximumSessions`, `creationTimeMillis`, `playerSessionCount`, # `hasAvailablePlayerSessions`. # # * **Order** -- Valid sort orders are `ASC` (ascending) and `DESC` # (descending). # # For example, this sort expression returns the oldest active sessions # first: `"SortExpression": "creationTimeMillis ASC"`. Results with a # null value for the sort operand are returned at the end of the list. # @return [String] # # @!attribute [rw] limit # The maximum number of results to return. Use this parameter with # `NextToken` to get results as a set of sequential pages. The maximum # number of results returned is 20, even if this value is not set or # is set higher than 20. # @return [Integer] # # @!attribute [rw] next_token # A token that indicates the start of the next sequential page of # results. Use the token that is returned with a previous call to this # operation. To start at the beginning of the result set, do not # specify a value. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsInput AWS API Documentation # class SearchGameSessionsInput < Struct.new( :fleet_id, :alias_id, :location, :filter_expression, :sort_expression, :limit, :next_token) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_sessions # A collection of objects containing game session properties for each # session that matches the request. # @return [Array] # # @!attribute [rw] next_token # A token that indicates where to resume retrieving results on the # next call to this operation. If no token is returned, these results # represent the end of the list. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsOutput AWS API Documentation # class SearchGameSessionsOutput < Struct.new( :game_sessions, :next_token) SENSITIVE = [] include Aws::Structure end # A set of instructions for launching server processes on fleet # computes. Server processes run either an executable in a custom game # build or a Realtime Servers script. Server process configurations are # part of a fleet's runtime configuration. # # @!attribute [rw] launch_path # The location of a game build executable or Realtime script. Game # builds and Realtime scripts are installed on instances at the root: # # * Windows (custom game builds only): `C:\game`. Example: # "`C:\game\MyGame\server.exe`" # # * Linux: `/local/game`. Examples: # "`/local/game/MyGame/server.exe`" or # "`/local/game/MyRealtimeScript.js`" # # Amazon GameLift doesn't support the use of setup scripts that # launch the game executable. For custom game builds, this parameter # must indicate the executable that calls the server SDK operations # `initSDK()` and `ProcessReady()`. # # # @return [String] # # @!attribute [rw] parameters # An optional list of parameters to pass to the server executable or # Realtime script on launch. # @return [String] # # @!attribute [rw] concurrent_executions # The number of server processes using this configuration that run # concurrently on each instance or container.. # @return [Integer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ServerProcess AWS API Documentation # class ServerProcess < Struct.new( :launch_path, :parameters, :concurrent_executions) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to restart actions on. You can use # either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] actions # List of actions to restart on the fleet. # @return [Array] # # @!attribute [rw] location # The fleet location to restart fleet actions for. Specify a location # in the form of an Amazon Web Services Region code, such as # `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActionsInput AWS API Documentation # class StartFleetActionsInput < Struct.new( :fleet_id, :actions, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to restart actions on. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActionsOutput AWS API Documentation # class StartFleetActionsOutput < Struct.new( :fleet_id, :fleet_arn) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] placement_id # A unique identifier to assign to the new game session placement. # This value is developer-defined. The value must be unique across all # Regions and cannot be reused. # @return [String] # # @!attribute [rw] game_session_queue_name # Name of the queue to use to place the new game session. You can use # either the queue name or ARN value. # @return [String] # # @!attribute [rw] game_properties # A set of key-value pairs that can store custom data in a game # session. For example: `\{"Key": "difficulty", "Value": "novice"\}`. # @return [Array] # # @!attribute [rw] maximum_player_session_count # The maximum number of players that can be connected simultaneously # to the game session. # @return [Integer] # # @!attribute [rw] game_session_name # A descriptive label that is associated with a game session. Session # names do not need to be unique. # @return [String] # # @!attribute [rw] player_latencies # A set of values, expressed in milliseconds, that indicates the # amount of latency that a player experiences when connected to Amazon # Web Services Regions. This information is used to try to place the # new game session where it can offer the best possible gameplay # experience for the players. # @return [Array] # # @!attribute [rw] desired_player_sessions # Set of information on each player to create a player session for. # @return [Array] # # @!attribute [rw] game_session_data # A set of custom game session properties, formatted as a single # string value. This data is passed to a game server process in the # `GameSession` object with a request to start a new game session (see # [Start a Game Session][1]). # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementInput AWS API Documentation # class StartGameSessionPlacementInput < Struct.new( :placement_id, :game_session_queue_name, :game_properties, :maximum_player_session_count, :game_session_name, :player_latencies, :desired_player_sessions, :game_session_data) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_placement # Object that describes the newly created game session placement. This # object includes all the information provided in the request, as well # as start/end time stamps and placement status. # @return [Types::GameSessionPlacement] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementOutput AWS API Documentation # class StartGameSessionPlacementOutput < Struct.new( :game_session_placement) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] ticket_id # A unique identifier for a matchmaking ticket. If no ticket ID is # specified here, Amazon GameLift will generate one in the form of a # UUID. Use this identifier to track the match backfill ticket status # and retrieve match results. # @return [String] # # @!attribute [rw] configuration_name # Name of the matchmaker to use for this request. You can use either # the configuration name or ARN value. The ARN of the matchmaker that # was used with the original game session is listed in the # `GameSession` object, `MatchmakerData` property. # @return [String] # # @!attribute [rw] game_session_arn # A unique identifier for the game session. Use the game session ID. # When using FlexMatch as a standalone matchmaking solution, this # parameter is not needed. # @return [String] # # @!attribute [rw] players # Match information on all players that are currently assigned to the # game session. This information is used by the matchmaker to find new # players and add them to the existing game. # # You can include up to 199 `Players` in a `StartMatchBackfill` # request. # # * PlayerID, PlayerAttributes, Team -- This information is maintained # in the `GameSession` object, `MatchmakerData` property, for all # players who are currently assigned to the game session. The # matchmaker data is in JSON syntax, formatted as a string. For more # details, see [ Match Data][1]. # # The backfill request must specify the team membership for every # player. Do not specify team if you are not using backfill. # # * LatencyInMs -- If the matchmaker uses player latency, include a # latency value, in milliseconds, for the Region that the game # session is currently in. Do not include latency values for any # other Region. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfillInput AWS API Documentation # class StartMatchBackfillInput < Struct.new( :ticket_id, :configuration_name, :game_session_arn, :players) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] matchmaking_ticket # Ticket representing the backfill matchmaking request. This object # includes the information in the request, ticket status, and match # results as generated during the matchmaking process. # @return [Types::MatchmakingTicket] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfillOutput AWS API Documentation # class StartMatchBackfillOutput < Struct.new( :matchmaking_ticket) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] ticket_id # A unique identifier for a matchmaking ticket. If no ticket ID is # specified here, Amazon GameLift will generate one in the form of a # UUID. Use this identifier to track the matchmaking ticket status and # retrieve match results. # @return [String] # # @!attribute [rw] configuration_name # Name of the matchmaking configuration to use for this request. # Matchmaking configurations must exist in the same Region as this # request. You can use either the configuration name or ARN value. # @return [String] # # @!attribute [rw] players # Information on each player to be matched. This information must # include a player ID, and may contain player attributes and latency # data to be used in the matchmaking process. After a successful # match, `Player` objects contain the name of the team the player is # assigned to. # # You can include up to 10 `Players` in a `StartMatchmaking` request. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmakingInput AWS API Documentation # class StartMatchmakingInput < Struct.new( :ticket_id, :configuration_name, :players) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] matchmaking_ticket # Ticket representing the matchmaking request. This object include the # information included in the request, ticket status, and match # results as generated during the matchmaking process. # @return [Types::MatchmakingTicket] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmakingOutput AWS API Documentation # class StartMatchmakingOutput < Struct.new( :matchmaking_ticket) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to stop actions on. You can use # either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] actions # List of actions to suspend on the fleet. # @return [Array] # # @!attribute [rw] location # The fleet location to stop fleet actions for. Specify a location in # the form of an Amazon Web Services Region code, such as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActionsInput AWS API Documentation # class StopFleetActionsInput < Struct.new( :fleet_id, :actions, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to stop actions on. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActionsOutput AWS API Documentation # class StopFleetActionsOutput < Struct.new( :fleet_id, :fleet_arn) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] placement_id # A unique identifier for a game session placement to stop. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementInput AWS API Documentation # class StopGameSessionPlacementInput < Struct.new( :placement_id) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_placement # Object that describes the canceled game session placement, with # `CANCELLED` status and an end time stamp. # @return [Types::GameSessionPlacement] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementOutput AWS API Documentation # class StopGameSessionPlacementOutput < Struct.new( :game_session_placement) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] ticket_id # A unique identifier for a matchmaking ticket. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmakingInput AWS API Documentation # class StopMatchmakingInput < Struct.new( :ticket_id) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmakingOutput AWS API Documentation # class StopMatchmakingOutput < Aws::EmptyStructure; end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group. Use either the name # or ARN value. # @return [String] # # @!attribute [rw] suspend_actions # The activity to suspend for this game server group. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroupInput AWS API Documentation # class SuspendGameServerGroupInput < Struct.new( :game_server_group_name, :suspend_actions) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group # An object that describes the game server group resource, with the # `SuspendedActions` property updated to reflect the suspended # activity. # @return [Types::GameServerGroup] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroupOutput AWS API Documentation # class SuspendGameServerGroupOutput < Struct.new( :game_server_group) SENSITIVE = [] include Aws::Structure end # A label that you can assign to a Amazon GameLift resource. # # **Learn more** # # [Tagging Amazon Web Services Resources][1] in the *Amazon Web Services # General Reference* # # [ Amazon Web Services Tagging Strategies][2] # # **Related actions** # # [All APIs by task][3] # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # [2]: http://aws.amazon.com/answers/account-management/aws-tagging-strategies/ # [3]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets # # @!attribute [rw] key # The key for a developer-defined key value pair for tagging an Amazon # Web Services resource. # @return [String] # # @!attribute [rw] value # The value for a developer-defined key value pair for tagging an # Amazon Web Services resource. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Tag AWS API Documentation # class Tag < Struct.new( :key, :value) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] resource_arn # The Amazon Resource Name ([ARN][1]) that uniquely identifies the # Amazon GameLift resource that you want to assign tags to. Amazon # GameLift includes resource ARNs in the data object for the resource. # You can retrieve the ARN by calling a `List` or `Describe` operation # for the resource type. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] tags # A list of one or more tags to assign to the specified Amazon # GameLift resource. Tags are developer-defined and structured as # key-value pairs. The maximum tag limit may be lower than stated. See # [ Tagging Amazon Web Services Resources][1] for tagging limits. # # # # [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResourceRequest AWS API Documentation # class TagResourceRequest < Struct.new( :resource_arn, :tags) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResourceResponse AWS API Documentation # class TagResourceResponse < Aws::EmptyStructure; end # The requested tagging operation did not succeed. This may be due to # invalid tag format or the maximum tag limit may have been exceeded. # Resolve the issue before retrying. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TaggingFailedException AWS API Documentation # class TaggingFailedException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # Settings for a target-based scaling policy. A target-based policy # tracks a particular fleet metric specifies a target value for the # metric. As player usage changes, the policy triggers Amazon GameLift # to adjust capacity so that the metric returns to the target value. The # target configuration specifies settings as needed for the target based # policy, including the target value. # # @!attribute [rw] target_value # Desired value to use with a target-based scaling policy. The value # must be relevant for whatever metric the scaling policy is using. # For example, in a policy using the metric # PercentAvailableGameSessions, the target value should be the # preferred size of the fleet's buffer (the percent of capacity that # should be idle and ready for new game sessions). # @return [Float] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TargetConfiguration AWS API Documentation # class TargetConfiguration < Struct.new( :target_value) SENSITIVE = [] include Aws::Structure end # **This data type is used with the Amazon GameLift FleetIQ and game # server groups.** # # Settings for a target-based scaling policy as part of a # [GameServerGroupAutoScalingPolicy][1] . These settings are used to # create a target-based policy that tracks the Amazon GameLift FleetIQ # metric `"PercentUtilizedGameServers"` and specifies a target value for # the metric. As player usage changes, the policy triggers to adjust the # game server group capacity so that the metric returns to the target # value. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerGroupAutoScalingPolicy.html # # @!attribute [rw] target_value # Desired value to use with a game server group target-based scaling # policy. # @return [Float] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TargetTrackingConfiguration AWS API Documentation # class TargetTrackingConfiguration < Struct.new( :target_value) SENSITIVE = [] include Aws::Structure end # The service is unable to resolve the routing for a particular alias # because it has a terminal `RoutingStrategy` associated with it. The # message returned in this exception is the message defined in the # routing strategy itself. Such requests should only be retried if the # routing strategy for the specified alias is modified. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TerminalRoutingStrategyException AWS API Documentation # class TerminalRoutingStrategyException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # The client failed authentication. Clients should not retry such # requests. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UnauthorizedException AWS API Documentation # class UnauthorizedException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # The requested operation is not supported in the Region specified. # # @!attribute [rw] message # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UnsupportedRegionException AWS API Documentation # class UnsupportedRegionException < Struct.new( :message) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] resource_arn # The Amazon Resource Name ([ARN][1]) that uniquely identifies the # Amazon GameLift resource that you want to remove tags from. Amazon # GameLift includes resource ARNs in the data object for the resource. # You can retrieve the ARN by calling a `List` or `Describe` operation # for the resource type. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] tag_keys # A list of one or more tag keys to remove from the specified Amazon # GameLift resource. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResourceRequest AWS API Documentation # class UntagResourceRequest < Struct.new( :resource_arn, :tag_keys) SENSITIVE = [] include Aws::Structure end # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResourceResponse AWS API Documentation # class UntagResourceResponse < Aws::EmptyStructure; end # @!attribute [rw] alias_id # A unique identifier for the alias that you want to update. You can # use either the alias ID or ARN value. # @return [String] # # @!attribute [rw] name # A descriptive label that is associated with an alias. Alias names do # not need to be unique. # @return [String] # # @!attribute [rw] description # A human-readable description of the alias. # @return [String] # # @!attribute [rw] routing_strategy # The routing configuration, including routing type and fleet target, # for the alias. # @return [Types::RoutingStrategy] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasInput AWS API Documentation # class UpdateAliasInput < Struct.new( :alias_id, :name, :description, :routing_strategy) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] alias # The updated alias resource. # @return [Types::Alias] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasOutput AWS API Documentation # class UpdateAliasOutput < Struct.new( :alias) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] build_id # A unique identifier for the build to update. You can use either the # build ID or ARN value. # @return [String] # # @!attribute [rw] name # A descriptive label associated with a build. Build names don't need # to be unique. # @return [String] # # @!attribute [rw] version # Version information associated with a build or script. Version # strings don't need to be unique. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildInput AWS API Documentation # class UpdateBuildInput < Struct.new( :build_id, :name, :version) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] build # The updated build resource. # @return [Types::Build] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildOutput AWS API Documentation # class UpdateBuildOutput < Struct.new( :build) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to update attribute metadata for. # You can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] name # A descriptive label that is associated with a fleet. Fleet names do # not need to be unique. # @return [String] # # @!attribute [rw] description # A human-readable description of a fleet. # @return [String] # # @!attribute [rw] new_game_session_protection_policy # The game session protection policy to apply to all new game sessions # created in this fleet. Game sessions that already exist are not # affected. You can set protection for individual game sessions using # [UpdateGameSession][1] . # # * **NoProtection** -- The game session can be terminated during a # scale-down event. # # * **FullProtection** -- If the game session is in an `ACTIVE` # status, it cannot be terminated during a scale-down event. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSession.html # @return [String] # # @!attribute [rw] resource_creation_limit_policy # Policy settings that limit the number of game sessions an individual # player can create over a span of time. # @return [Types::ResourceCreationLimitPolicy] # # @!attribute [rw] metric_groups # The name of a metric group to add this fleet to. Use a metric group # in Amazon CloudWatch to aggregate the metrics from multiple fleets. # Provide an existing metric group name, or create a new metric group # by providing a new name. A fleet can only be in one metric group at # a time. # @return [Array] # # @!attribute [rw] anywhere_configuration # Amazon GameLift Anywhere configuration options. # @return [Types::AnywhereConfiguration] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesInput AWS API Documentation # class UpdateFleetAttributesInput < Struct.new( :fleet_id, :name, :description, :new_game_session_protection_policy, :resource_creation_limit_policy, :metric_groups, :anywhere_configuration) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that was updated. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesOutput AWS API Documentation # class UpdateFleetAttributesOutput < Struct.new( :fleet_id, :fleet_arn) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to update capacity settings for. # You can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] desired_instances # The number of Amazon EC2 instances you want to maintain in the # specified fleet location. This value must fall between the minimum # and maximum size limits. Changes in desired instance value can take # up to 1 minute to be reflected when viewing the fleet's capacity # settings. # @return [Integer] # # @!attribute [rw] min_size # The minimum number of instances that are allowed in the specified # fleet location. If this parameter is not set, the default is 0. # @return [Integer] # # @!attribute [rw] max_size # The maximum number of instances that are allowed in the specified # fleet location. If this parameter is not set, the default is 1. # @return [Integer] # # @!attribute [rw] location # The name of a remote location to update fleet capacity settings for, # in the form of an Amazon Web Services Region code such as # `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityInput AWS API Documentation # class UpdateFleetCapacityInput < Struct.new( :fleet_id, :desired_instances, :min_size, :max_size, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that was updated. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] location # The remote location being updated, expressed as an Amazon Web # Services Region code, such as `us-west-2`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityOutput AWS API Documentation # class UpdateFleetCapacityOutput < Struct.new( :fleet_id, :fleet_arn, :location) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to update port settings for. You # can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] inbound_permission_authorizations # A collection of port settings to be added to the fleet resource. # @return [Array] # # @!attribute [rw] inbound_permission_revocations # A collection of port settings to be removed from the fleet resource. # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsInput AWS API Documentation # class UpdateFleetPortSettingsInput < Struct.new( :fleet_id, :inbound_permission_authorizations, :inbound_permission_revocations) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet that was updated. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift fleet resource and uniquely identifies it. ARNs are unique # across all Regions. Format is # `arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsOutput AWS API Documentation # class UpdateFleetPortSettingsOutput < Struct.new( :fleet_id, :fleet_arn) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group. Use either the name # or ARN value. # @return [String] # # @!attribute [rw] role_arn # The Amazon Resource Name ([ARN][1]) for an IAM role that allows # Amazon GameLift to access your Amazon EC2 Auto Scaling groups. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] instance_definitions # An updated list of Amazon EC2 instance types to use in the Auto # Scaling group. The instance definitions must specify at least two # different instance types that are supported by Amazon GameLift # FleetIQ. This updated list replaces the entire current list of # instance definitions for the game server group. For more information # on instance types, see [EC2 Instance Types][1] in the *Amazon EC2 # User Guide*. You can optionally specify capacity weighting for each # instance type. If no weight value is specified for an instance type, # it is set to the default value "1". For more information about # capacity weighting, see [ Instance Weighting for Amazon EC2 Auto # Scaling][2] in the Amazon EC2 Auto Scaling User Guide. # # # # [1]: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html # [2]: https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html # @return [Array] # # @!attribute [rw] game_server_protection_policy # A flag that indicates whether instances in the game server group are # protected from early termination. Unprotected instances that have # active game servers running might be terminated during a scale-down # event, causing players to be dropped from the game. Protected # instances cannot be terminated while there are active game servers # running except in the event of a forced game server group deletion # (see ). An exception to this is with Spot Instances, which can be # terminated by Amazon Web Services regardless of protection status. # This property is set to `NO_PROTECTION` by default. # @return [String] # # @!attribute [rw] balancing_strategy # Indicates how Amazon GameLift FleetIQ balances the use of Spot # Instances and On-Demand Instances in the game server group. Method # options include the following: # # * `SPOT_ONLY` - Only Spot Instances are used in the game server # group. If Spot Instances are unavailable or not viable for game # hosting, the game server group provides no hosting capacity until # Spot Instances can again be used. Until then, no new instances are # started, and the existing nonviable Spot Instances are terminated # (after current gameplay ends) and are not replaced. # # * `SPOT_PREFERRED` - (default value) Spot Instances are used # whenever available in the game server group. If Spot Instances are # unavailable, the game server group continues to provide hosting # capacity by falling back to On-Demand Instances. Existing # nonviable Spot Instances are terminated (after current gameplay # ends) and are replaced with new On-Demand Instances. # # * `ON_DEMAND_ONLY` - Only On-Demand Instances are used in the game # server group. No Spot Instances are used, even when available, # while this balancing strategy is in force. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroupInput AWS API Documentation # class UpdateGameServerGroupInput < Struct.new( :game_server_group_name, :role_arn, :instance_definitions, :game_server_protection_policy, :balancing_strategy) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group # An object that describes the game server group resource with updated # properties. # @return [Types::GameServerGroup] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroupOutput AWS API Documentation # class UpdateGameServerGroupOutput < Struct.new( :game_server_group) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server_group_name # A unique identifier for the game server group where the game server # is running. # @return [String] # # @!attribute [rw] game_server_id # A custom string that uniquely identifies the game server to update. # @return [String] # # @!attribute [rw] game_server_data # A set of custom game server properties, formatted as a single string # value. This data is passed to a game client or service when it # requests information on game servers. # @return [String] # # @!attribute [rw] utilization_status # Indicates if the game server is available or is currently hosting # gameplay. You can update a game server status from `AVAILABLE` to # `UTILIZED`, but you can't change a the status from `UTILIZED` to # `AVAILABLE`. # @return [String] # # @!attribute [rw] health_check # Indicates health status of the game server. A request that includes # this parameter updates the game server's *LastHealthCheckTime* # timestamp. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerInput AWS API Documentation # class UpdateGameServerInput < Struct.new( :game_server_group_name, :game_server_id, :game_server_data, :utilization_status, :health_check) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_server # Object that describes the newly updated game server. # @return [Types::GameServer] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerOutput AWS API Documentation # class UpdateGameServerOutput < Struct.new( :game_server) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_id # A unique identifier for the game session to update. # @return [String] # # @!attribute [rw] maximum_player_session_count # The maximum number of players that can be connected simultaneously # to the game session. # @return [Integer] # # @!attribute [rw] name # A descriptive label that is associated with a game session. Session # names do not need to be unique. # @return [String] # # @!attribute [rw] player_session_creation_policy # A policy that determines whether the game session is accepting new # players. # @return [String] # # @!attribute [rw] protection_policy # Game session protection policy to apply to this game session only. # # * **NoProtection** -- The game session can be terminated during a # scale-down event. # # * **FullProtection** -- If the game session is in an `ACTIVE` # status, it cannot be terminated during a scale-down event. # @return [String] # # @!attribute [rw] game_properties # A set of key-value pairs that can store custom data in a game # session. For example: `\{"Key": "difficulty", "Value": "novice"\}`. # You can use this parameter to modify game properties in an active # game session. This action adds new properties and modifies existing # properties. There is no way to delete properties. For an example, # see [Update the value of a game property][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-update # @return [Array] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionInput AWS API Documentation # class UpdateGameSessionInput < Struct.new( :game_session_id, :maximum_player_session_count, :name, :player_session_creation_policy, :protection_policy, :game_properties) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session # The updated game session properties. # @return [Types::GameSession] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionOutput AWS API Documentation # class UpdateGameSessionOutput < Struct.new( :game_session) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A descriptive label that is associated with game session queue. # Queue names must be unique within each Region. You can use either # the queue ID or ARN value. # @return [String] # # @!attribute [rw] timeout_in_seconds # The maximum time, in seconds, that a new game session placement # request remains in the queue. When a request exceeds this time, the # game session placement changes to a `TIMED_OUT` status. By default, # this property is set to `600`. # @return [Integer] # # @!attribute [rw] player_latency_policies # A set of policies that act as a sliding cap on player latency. # FleetIQ works to deliver low latency for most players in a game # session. These policies ensure that no individual player can be # placed into a game with unreasonably high latency. Use multiple # policies to gradually relax latency requirements a step at a time. # Multiple policies are applied based on their maximum allowed # latency, starting with the lowest value. When updating policies, # provide a complete collection of policies. # @return [Array] # # @!attribute [rw] destinations # A list of fleets and/or fleet aliases that can be used to fulfill # game session placement requests in the queue. Destinations are # identified by either a fleet ARN or a fleet alias ARN, and are # listed in order of placement preference. When updating this list, # provide a complete list of destinations. # @return [Array] # # @!attribute [rw] filter_configuration # A list of locations where a queue is allowed to place new game # sessions. Locations are specified in the form of Amazon Web Services # Region codes, such as `us-west-2`. If this parameter is not set, # game sessions can be placed in any queue location. To remove an # existing filter configuration, pass in an empty set. # @return [Types::FilterConfiguration] # # @!attribute [rw] priority_configuration # Custom settings to use when prioritizing destinations and locations # for game session placements. This configuration replaces the FleetIQ # default prioritization process. Priority types that are not # explicitly named will be automatically applied at the end of the # prioritization process. To remove an existing priority # configuration, pass in an empty set. # @return [Types::PriorityConfiguration] # # @!attribute [rw] custom_event_data # Information to be added to all events that are related to this game # session queue. # @return [String] # # @!attribute [rw] notification_target # An SNS topic ARN that is set up to receive game session placement # notifications. See [ Setting up notifications for game session # placement][1]. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueInput AWS API Documentation # class UpdateGameSessionQueueInput < Struct.new( :name, :timeout_in_seconds, :player_latency_policies, :destinations, :filter_configuration, :priority_configuration, :custom_event_data, :notification_target) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] game_session_queue # An object that describes the newly updated game session queue. # @return [Types::GameSessionQueue] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueOutput AWS API Documentation # class UpdateGameSessionQueueOutput < Struct.new( :game_session_queue) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] name # A unique identifier for the matchmaking configuration to update. You # can use either the configuration name or ARN value. # @return [String] # # @!attribute [rw] description # A description for the matchmaking configuration. # @return [String] # # @!attribute [rw] game_session_queue_arns # The Amazon Resource Name ([ARN][1]) that is assigned to a Amazon # GameLift game session queue resource and uniquely identifies it. # ARNs are unique across all Regions. Format is # `arn:aws:gamelift:::gamesessionqueue/`. Queues # can be located in any Region. Queues are used to start new Amazon # GameLift-hosted game sessions for matches that are created with this # matchmaking configuration. If `FlexMatchMode` is set to # `STANDALONE`, do not set this parameter. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [Array] # # @!attribute [rw] request_timeout_seconds # The maximum duration, in seconds, that a matchmaking ticket can # remain in process before timing out. Requests that fail due to # timing out can be resubmitted as needed. # @return [Integer] # # @!attribute [rw] acceptance_timeout_seconds # The length of time (in seconds) to wait for players to accept a # proposed match, if acceptance is required. # @return [Integer] # # @!attribute [rw] acceptance_required # A flag that indicates whether a match that was created with this # configuration must be accepted by the matched players. To require # acceptance, set to TRUE. With this option enabled, matchmaking # tickets use the status `REQUIRES_ACCEPTANCE` to indicate when a # completed potential match is waiting for player acceptance. # @return [Boolean] # # @!attribute [rw] rule_set_name # A unique identifier for the matchmaking rule set to use with this # configuration. You can use either the rule set name or ARN value. A # matchmaking configuration can only use rule sets that are defined in # the same Region. # @return [String] # # @!attribute [rw] notification_target # An SNS topic ARN that is set up to receive matchmaking # notifications. See [ Setting up notifications for matchmaking][1] # for more information. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html # @return [String] # # @!attribute [rw] additional_player_count # The number of player slots in a match to keep open for future # players. For example, if the configuration's rule set specifies a # match for a single 10-person team, and the additional player count # is set to 2, 10 players will be selected for the match and 2 more # player slots will be open for future players. This parameter is not # used if `FlexMatchMode` is set to `STANDALONE`. # @return [Integer] # # @!attribute [rw] custom_event_data # Information to add to all events related to the matchmaking # configuration. # @return [String] # # @!attribute [rw] game_properties # A set of key-value pairs that can store custom data in a game # session. For example: `\{"Key": "difficulty", "Value": "novice"\}`. # This information is added to the new `GameSession` object that is # created for a successful match. This parameter is not used if # `FlexMatchMode` is set to `STANDALONE`. # @return [Array] # # @!attribute [rw] game_session_data # A set of custom game session properties, formatted as a single # string value. This data is passed to a game server process with a # request to start a new game session (see [Start a Game Session][1]). # This information is added to the game session that is created for a # successful match. This parameter is not used if `FlexMatchMode` is # set to `STANDALONE`. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession # @return [String] # # @!attribute [rw] backfill_mode # The method that is used to backfill game sessions created with this # matchmaking configuration. Specify MANUAL when your game manages # backfill requests manually or does not use the match backfill # feature. Specify AUTOMATIC to have GameLift create a match backfill # request whenever a game session has one or more open slots. Learn # more about manual and automatic backfill in [Backfill Existing Games # with FlexMatch][1]. Automatic backfill is not available when # `FlexMatchMode` is set to `STANDALONE`. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html # @return [String] # # @!attribute [rw] flex_match_mode # Indicates whether this matchmaking configuration is being used with # Amazon GameLift hosting or as a standalone matchmaking solution. # # * **STANDALONE** - FlexMatch forms matches and returns match # information, including players and team assignments, in a [ # MatchmakingSucceeded][1] event. # # * **WITH\_QUEUE** - FlexMatch forms matches and uses the specified # Amazon GameLift queue to start a game session for the match. # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfigurationInput AWS API Documentation # class UpdateMatchmakingConfigurationInput < Struct.new( :name, :description, :game_session_queue_arns, :request_timeout_seconds, :acceptance_timeout_seconds, :acceptance_required, :rule_set_name, :notification_target, :additional_player_count, :custom_event_data, :game_properties, :game_session_data, :backfill_mode, :flex_match_mode) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] configuration # The updated matchmaking configuration. # @return [Types::MatchmakingConfiguration] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfigurationOutput AWS API Documentation # class UpdateMatchmakingConfigurationOutput < Struct.new( :configuration) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] fleet_id # A unique identifier for the fleet to update runtime configuration # for. You can use either the fleet ID or ARN value. # @return [String] # # @!attribute [rw] runtime_configuration # Instructions for launching server processes on fleet computes. # Server processes run either a custom game build executable or a # Realtime Servers script. The runtime configuration lists the types # of server processes to run, how to launch them, and the number of # processes to run concurrently. # @return [Types::RuntimeConfiguration] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationInput AWS API Documentation # class UpdateRuntimeConfigurationInput < Struct.new( :fleet_id, :runtime_configuration) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] runtime_configuration # The runtime configuration currently in use by computes in the fleet. # If the update is successful, all property changes are shown. # @return [Types::RuntimeConfiguration] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationOutput AWS API Documentation # class UpdateRuntimeConfigurationOutput < Struct.new( :runtime_configuration) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] script_id # A unique identifier for the Realtime script to update. You can use # either the script ID or ARN value. # @return [String] # # @!attribute [rw] name # A descriptive label that is associated with a script. Script names # don't need to be unique. # @return [String] # # @!attribute [rw] version # Version information associated with a build or script. Version # strings don't need to be unique. # @return [String] # # @!attribute [rw] storage_location # The location of the Amazon S3 bucket where a zipped file containing # your Realtime scripts is stored. The storage location must specify # the Amazon S3 bucket name, the zip file name (the "key"), and a # role ARN that allows Amazon GameLift to access the Amazon S3 storage # location. The S3 bucket must be in the same Region where you want to # create a new script. By default, Amazon GameLift uploads the latest # version of the zip file; if you have S3 object versioning turned on, # you can use the `ObjectVersion` parameter to specify an earlier # version. # @return [Types::S3Location] # # @!attribute [rw] zip_file # A data object containing your Realtime scripts and dependencies as a # zip file. The zip file can have one or multiple files. Maximum size # of a zip file is 5 MB. # # When using the Amazon Web Services CLI tool to create a script, this # parameter is set to the zip file name. It must be prepended with the # string "fileb://" to indicate that the file data is a binary # object. For example: `--zip-file fileb://myRealtimeScript.zip`. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScriptInput AWS API Documentation # class UpdateScriptInput < Struct.new( :script_id, :name, :version, :storage_location, :zip_file) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] script # The newly created script record with a unique script ID. The new # script's storage location reflects an Amazon S3 location: (1) If # the script was uploaded from an S3 bucket under your account, the # storage location reflects the information that was provided in the # *CreateScript* request; (2) If the script file was uploaded from a # local zip file, the storage location reflects an S3 location # controls by the Amazon GameLift service. # @return [Types::Script] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScriptOutput AWS API Documentation # class UpdateScriptOutput < Struct.new( :script) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] rule_set_body # A collection of matchmaking rules to validate, formatted as a JSON # string. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSetInput AWS API Documentation # class ValidateMatchmakingRuleSetInput < Struct.new( :rule_set_body) SENSITIVE = [] include Aws::Structure end # @!attribute [rw] valid # A response indicating whether the rule set is valid. # @return [Boolean] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSetOutput AWS API Documentation # class ValidateMatchmakingRuleSetOutput < Struct.new( :valid) SENSITIVE = [] include Aws::Structure end # Represents an authorization for a VPC peering connection between the # VPC for an Amazon GameLift fleet and another VPC on an account you # have access to. This authorization must exist and be valid for the # peering connection to be established. Authorizations are valid for 24 # hours after they are issued. # # **Related actions** # # [All APIs by task][1] # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets # # @!attribute [rw] game_lift_aws_account_id # A unique identifier for the Amazon Web Services account that you use # to manage your Amazon GameLift fleet. You can find your Account ID # in the Amazon Web Services Management Console under account # settings. # @return [String] # # @!attribute [rw] peer_vpc_aws_account_id # The authorization's peer VPC Amazon Web Services account ID. # @return [String] # # @!attribute [rw] peer_vpc_id # A unique identifier for a VPC with resources to be accessed by your # Amazon GameLift fleet. The VPC must be in the same Region as your # fleet. To look up a VPC ID, use the [VPC Dashboard][1] in the Amazon # Web Services Management Console. Learn more about VPC peering in # [VPC Peering with Amazon GameLift Fleets][2]. # # # # [1]: https://console.aws.amazon.com/vpc/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html # @return [String] # # @!attribute [rw] creation_time # Time stamp indicating when this authorization was issued. Format is # a number expressed in Unix time as milliseconds (for example # `"1469498468.057"`). # @return [Time] # # @!attribute [rw] expiration_time # Time stamp indicating when this authorization expires (24 hours # after issuance). Format is a number expressed in Unix time as # milliseconds (for example `"1469498468.057"`). # @return [Time] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringAuthorization AWS API Documentation # class VpcPeeringAuthorization < Struct.new( :game_lift_aws_account_id, :peer_vpc_aws_account_id, :peer_vpc_id, :creation_time, :expiration_time) SENSITIVE = [] include Aws::Structure end # Represents a peering connection between a VPC on one of your Amazon # Web Services accounts and the VPC for your Amazon GameLift fleets. # This record may be for an active peering connection or a pending # connection that has not yet been established. # # **Related actions** # # [All APIs by task][1] # # # # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets # # @!attribute [rw] fleet_id # A unique identifier for the fleet. This ID determines the ID of the # Amazon GameLift VPC for your fleet. # @return [String] # # @!attribute [rw] fleet_arn # The Amazon Resource Name ([ARN][1]) associated with the GameLift # fleet resource for this connection. # # # # [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html # @return [String] # # @!attribute [rw] ip_v4_cidr_block # CIDR block of IPv4 addresses assigned to the VPC peering connection # for the GameLift VPC. The peered VPC also has an IPv4 CIDR block # associated with it; these blocks cannot overlap or the peering # connection cannot be created. # @return [String] # # @!attribute [rw] vpc_peering_connection_id # A unique identifier that is automatically assigned to the connection # record. This ID is referenced in VPC peering connection events, and # is used when deleting a connection. # @return [String] # # @!attribute [rw] status # The status information about the connection. Status indicates if a # connection is pending, successful, or failed. # @return [Types::VpcPeeringConnectionStatus] # # @!attribute [rw] peer_vpc_id # A unique identifier for a VPC with resources to be accessed by your # Amazon GameLift fleet. The VPC must be in the same Region as your # fleet. To look up a VPC ID, use the [VPC Dashboard][1] in the Amazon # Web Services Management Console. Learn more about VPC peering in # [VPC Peering with Amazon GameLift Fleets][2]. # # # # [1]: https://console.aws.amazon.com/vpc/ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html # @return [String] # # @!attribute [rw] game_lift_vpc_id # A unique identifier for the VPC that contains the Amazon GameLift # fleet for this connection. This VPC is managed by Amazon GameLift # and does not appear in your Amazon Web Services account. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringConnection AWS API Documentation # class VpcPeeringConnection < Struct.new( :fleet_id, :fleet_arn, :ip_v4_cidr_block, :vpc_peering_connection_id, :status, :peer_vpc_id, :game_lift_vpc_id) SENSITIVE = [] include Aws::Structure end # Represents status information for a VPC peering connection. Status # codes and messages are provided from EC2 (see # [VpcPeeringConnectionStateReason][1]). Connection status information # is also communicated as a fleet event. # # # # [1]: https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html # # @!attribute [rw] code # Code indicating the status of a VPC peering connection. # @return [String] # # @!attribute [rw] message # Additional messaging associated with the connection status. # @return [String] # # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringConnectionStatus AWS API Documentation # class VpcPeeringConnectionStatus < Struct.new( :code, :message) SENSITIVE = [] include Aws::Structure end end end