%% WARNING: DO NOT EDIT, AUTO-GENERATED CODE! %% See https://github.com/aws-beam/aws-codegen for more details. %% @doc Amazon GameLift Servers provides solutions for hosting session-based %% multiplayer game servers in the %% cloud, including tools for deploying, operating, and scaling game servers. %% %% Built on %% Amazon Web Services global computing infrastructure, GameLift helps you %% deliver high-performance, %% high-reliability, low-cost game servers while dynamically scaling your %% resource usage to %% meet player demand. %% %% About Amazon GameLift Servers solutions %% %% Get more information on these Amazon GameLift Servers solutions in the %% Amazon GameLift Servers Developer Guide: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/. %% %% Amazon GameLift Servers managed hosting -- Amazon GameLift Servers offers %% a fully managed service to set up %% and maintain computing machines for hosting, manage game session and %% player %% session life cycle, and handle security, storage, and performance %% tracking. You %% can use automatic scaling tools to balance player demand and hosting %% costs, %% configure your game session management to minimize player latency, and add %% FlexMatch for matchmaking. %% %% Managed hosting with Amazon GameLift Servers Realtime -- With Amazon %% GameLift Servers Amazon GameLift Servers Realtime, you can quickly %% configure %% and set up ready-to-go game servers for your game. Amazon GameLift Servers %% Realtime provides a game server %% framework with core Amazon GameLift Servers infrastructure already built %% in. Then use the full %% range of Amazon GameLift Servers managed hosting features, including %% FlexMatch, for your %% game. %% %% Amazon GameLift Servers FleetIQ -- Use Amazon GameLift Servers FleetIQ as %% a standalone service while hosting your games using EC2 %% instances and Auto Scaling groups. Amazon GameLift Servers FleetIQ %% provides optimizations for game %% hosting, including boosting the viability of low-cost Spot Instances %% gaming. For %% a complete solution, pair the Amazon GameLift Servers FleetIQ and %% FlexMatch standalone services. %% %% Amazon GameLift Servers FlexMatch -- Add matchmaking to your game hosting %% solution. FlexMatch is a %% customizable matchmaking service for multiplayer games. Use FlexMatch as %% integrated with Amazon GameLift Servers managed hosting or incorporate %% FlexMatch as a standalone %% service into your own hosting solution. %% %% About this API Reference %% %% This reference guide describes the low-level service API for Amazon %% GameLift Servers. With each topic %% in this guide, you can find links to language-specific SDK guides and the %% Amazon Web Services CLI %% reference. Useful links: %% %% Amazon GameLift Servers API %% operations listed by tasks: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html %% %% Amazon GameLift Servers tools %% and resources: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-components.html -module(aws_gamelift). -export([accept_match/2, accept_match/3, claim_game_server/2, claim_game_server/3, create_alias/2, create_alias/3, create_build/2, create_build/3, create_container_fleet/2, create_container_fleet/3, create_container_group_definition/2, create_container_group_definition/3, create_fleet/2, create_fleet/3, create_fleet_locations/2, create_fleet_locations/3, create_game_server_group/2, create_game_server_group/3, create_game_session/2, create_game_session/3, create_game_session_queue/2, create_game_session_queue/3, create_location/2, create_location/3, create_matchmaking_configuration/2, create_matchmaking_configuration/3, create_matchmaking_rule_set/2, create_matchmaking_rule_set/3, create_player_session/2, create_player_session/3, create_player_sessions/2, create_player_sessions/3, create_script/2, create_script/3, create_vpc_peering_authorization/2, create_vpc_peering_authorization/3, create_vpc_peering_connection/2, create_vpc_peering_connection/3, delete_alias/2, delete_alias/3, delete_build/2, delete_build/3, delete_container_fleet/2, delete_container_fleet/3, delete_container_group_definition/2, delete_container_group_definition/3, delete_fleet/2, delete_fleet/3, delete_fleet_locations/2, delete_fleet_locations/3, delete_game_server_group/2, delete_game_server_group/3, delete_game_session_queue/2, delete_game_session_queue/3, delete_location/2, delete_location/3, delete_matchmaking_configuration/2, delete_matchmaking_configuration/3, delete_matchmaking_rule_set/2, delete_matchmaking_rule_set/3, delete_scaling_policy/2, delete_scaling_policy/3, delete_script/2, delete_script/3, delete_vpc_peering_authorization/2, delete_vpc_peering_authorization/3, delete_vpc_peering_connection/2, delete_vpc_peering_connection/3, deregister_compute/2, deregister_compute/3, deregister_game_server/2, deregister_game_server/3, describe_alias/2, describe_alias/3, describe_build/2, describe_build/3, describe_compute/2, describe_compute/3, describe_container_fleet/2, describe_container_fleet/3, describe_container_group_definition/2, describe_container_group_definition/3, describe_container_group_port_mappings/2, describe_container_group_port_mappings/3, describe_ec2_instance_limits/2, describe_ec2_instance_limits/3, describe_fleet_attributes/2, describe_fleet_attributes/3, describe_fleet_capacity/2, describe_fleet_capacity/3, describe_fleet_deployment/2, describe_fleet_deployment/3, describe_fleet_events/2, describe_fleet_events/3, describe_fleet_location_attributes/2, describe_fleet_location_attributes/3, describe_fleet_location_capacity/2, describe_fleet_location_capacity/3, describe_fleet_location_utilization/2, describe_fleet_location_utilization/3, describe_fleet_port_settings/2, describe_fleet_port_settings/3, describe_fleet_utilization/2, describe_fleet_utilization/3, describe_game_server/2, describe_game_server/3, describe_game_server_group/2, describe_game_server_group/3, describe_game_server_instances/2, describe_game_server_instances/3, describe_game_session_details/2, describe_game_session_details/3, describe_game_session_placement/2, describe_game_session_placement/3, describe_game_session_queues/2, describe_game_session_queues/3, describe_game_sessions/2, describe_game_sessions/3, describe_instances/2, describe_instances/3, describe_matchmaking/2, describe_matchmaking/3, describe_matchmaking_configurations/2, describe_matchmaking_configurations/3, describe_matchmaking_rule_sets/2, describe_matchmaking_rule_sets/3, describe_player_sessions/2, describe_player_sessions/3, describe_runtime_configuration/2, describe_runtime_configuration/3, describe_scaling_policies/2, describe_scaling_policies/3, describe_script/2, describe_script/3, describe_vpc_peering_authorizations/2, describe_vpc_peering_authorizations/3, describe_vpc_peering_connections/2, describe_vpc_peering_connections/3, get_compute_access/2, get_compute_access/3, get_compute_auth_token/2, get_compute_auth_token/3, get_game_session_log_url/2, get_game_session_log_url/3, get_instance_access/2, get_instance_access/3, get_player_connection_details/2, get_player_connection_details/3, list_aliases/2, list_aliases/3, list_builds/2, list_builds/3, list_compute/2, list_compute/3, list_container_fleets/2, list_container_fleets/3, list_container_group_definition_versions/2, list_container_group_definition_versions/3, list_container_group_definitions/2, list_container_group_definitions/3, list_fleet_deployments/2, list_fleet_deployments/3, list_fleets/2, list_fleets/3, list_game_server_groups/2, list_game_server_groups/3, list_game_servers/2, list_game_servers/3, list_locations/2, list_locations/3, list_scripts/2, list_scripts/3, list_tags_for_resource/2, list_tags_for_resource/3, put_scaling_policy/2, put_scaling_policy/3, register_compute/2, register_compute/3, register_game_server/2, register_game_server/3, request_upload_credentials/2, request_upload_credentials/3, resolve_alias/2, resolve_alias/3, resume_game_server_group/2, resume_game_server_group/3, search_game_sessions/2, search_game_sessions/3, start_fleet_actions/2, start_fleet_actions/3, start_game_session_placement/2, start_game_session_placement/3, start_match_backfill/2, start_match_backfill/3, start_matchmaking/2, start_matchmaking/3, stop_fleet_actions/2, stop_fleet_actions/3, stop_game_session_placement/2, stop_game_session_placement/3, stop_matchmaking/2, stop_matchmaking/3, suspend_game_server_group/2, suspend_game_server_group/3, tag_resource/2, tag_resource/3, terminate_game_session/2, terminate_game_session/3, untag_resource/2, untag_resource/3, update_alias/2, update_alias/3, update_build/2, update_build/3, update_container_fleet/2, update_container_fleet/3, update_container_group_definition/2, update_container_group_definition/3, update_fleet_attributes/2, update_fleet_attributes/3, update_fleet_capacity/2, update_fleet_capacity/3, update_fleet_port_settings/2, update_fleet_port_settings/3, update_game_server/2, update_game_server/3, update_game_server_group/2, update_game_server_group/3, update_game_session/2, update_game_session/3, update_game_session_queue/2, update_game_session_queue/3, update_matchmaking_configuration/2, update_matchmaking_configuration/3, update_runtime_configuration/2, update_runtime_configuration/3, update_script/2, update_script/3, validate_matchmaking_rule_set/2, validate_matchmaking_rule_set/3]). -include_lib("hackney/include/hackney_lib.hrl"). %% Example: %% update_game_server_input() :: #{ %% <<"GameServerData">> => string(), %% <<"GameServerGroupName">> := string(), %% <<"GameServerId">> := string(), %% <<"HealthCheck">> => list(any()), %% <<"UtilizationStatus">> => list(any()) %% } -type update_game_server_input() :: #{binary() => any()}. %% Example: %% player_gateway_configuration() :: #{ %% <<"GameServerIpProtocolSupported">> => list(any()) %% } -type player_gateway_configuration() :: #{binary() => any()}. %% Example: %% invalid_fleet_status_exception() :: #{ %% <<"Message">> => string() %% } -type invalid_fleet_status_exception() :: #{binary() => any()}. %% Example: %% update_game_server_group_input() :: #{ %% <<"BalancingStrategy">> => list(any()), %% <<"GameServerGroupName">> := string(), %% <<"GameServerProtectionPolicy">> => list(any()), %% <<"InstanceDefinitions">> => list(instance_definition()), %% <<"RoleArn">> => string() %% } -type update_game_server_group_input() :: #{binary() => any()}. %% Example: %% list_compute_input() :: #{ %% <<"ComputeStatus">> => list(any()), %% <<"ContainerGroupDefinitionName">> => string(), %% <<"FleetId">> := string(), %% <<"Limit">> => integer(), %% <<"Location">> => string(), %% <<"NextToken">> => string() %% } -type list_compute_input() :: #{binary() => any()}. %% Example: %% fleet_utilization() :: #{ %% <<"ActiveGameSessionCount">> => integer(), %% <<"ActiveServerProcessCount">> => integer(), %% <<"CurrentPlayerSessionCount">> => integer(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"Location">> => string(), %% <<"MaximumPlayerSessionCount">> => integer() %% } -type fleet_utilization() :: #{binary() => any()}. %% Example: %% update_fleet_port_settings_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string() %% } -type update_fleet_port_settings_output() :: #{binary() => any()}. %% Example: %% deregister_compute_output() :: #{ %% } -type deregister_compute_output() :: #{binary() => any()}. %% Example: %% game_session_connection_info() :: #{ %% <<"DnsName">> => string(), %% <<"GameSessionArn">> => string(), %% <<"IpAddress">> => string(), %% <<"MatchedPlayerSessions">> => list(matched_player_session()), %% <<"PlayerGatewayStatus">> => list(any()), %% <<"Port">> => integer() %% } -type game_session_connection_info() :: #{binary() => any()}. %% Example: %% describe_matchmaking_input() :: #{ %% <<"TicketIds">> := list(string()) %% } -type describe_matchmaking_input() :: #{binary() => any()}. %% Example: %% instance_access() :: #{ %% <<"Credentials">> => instance_credentials(), %% <<"FleetId">> => string(), %% <<"InstanceId">> => string(), %% <<"IpAddress">> => string(), %% <<"OperatingSystem">> => list(any()) %% } -type instance_access() :: #{binary() => any()}. %% Example: %% tag_resource_request() :: #{ %% <<"ResourceARN">> := string(), %% <<"Tags">> := list(tag()) %% } -type tag_resource_request() :: #{binary() => any()}. %% Example: %% list_locations_output() :: #{ %% <<"Locations">> => list(location_model()), %% <<"NextToken">> => string() %% } -type list_locations_output() :: #{binary() => any()}. %% Example: %% container_fleet_location_attributes() :: #{ %% <<"Location">> => string(), %% <<"PlayerGatewayStatus">> => list(any()), %% <<"Status">> => list(any()) %% } -type container_fleet_location_attributes() :: #{binary() => any()}. %% Example: %% game_server_container_group_counts() :: #{ %% <<"ACTIVE">> => integer(), %% <<"IDLE">> => integer(), %% <<"PENDING">> => integer(), %% <<"TERMINATING">> => integer() %% } -type game_server_container_group_counts() :: #{binary() => any()}. %% Example: %% player_latency() :: #{ %% <<"LatencyInMilliseconds">> => float(), %% <<"PlayerId">> => string(), %% <<"RegionIdentifier">> => string() %% } -type player_latency() :: #{binary() => any()}. %% Example: %% tagging_failed_exception() :: #{ %% <<"Message">> => string() %% } -type tagging_failed_exception() :: #{binary() => any()}. %% Example: %% game_server_instance() :: #{ %% <<"GameServerGroupArn">> => string(), %% <<"GameServerGroupName">> => string(), %% <<"InstanceId">> => string(), %% <<"InstanceStatus">> => list(any()) %% } -type game_server_instance() :: #{binary() => any()}. %% Example: %% list_compute_output() :: #{ %% <<"ComputeList">> => list(compute()), %% <<"NextToken">> => string() %% } -type list_compute_output() :: #{binary() => any()}. %% Example: %% update_container_fleet_input() :: #{ %% <<"DeploymentConfiguration">> => deployment_configuration(), %% <<"Description">> => string(), %% <<"FleetId">> := string(), %% <<"GameServerContainerGroupDefinitionName">> => string(), %% <<"GameServerContainerGroupsPerInstance">> => integer(), %% <<"GameSessionCreationLimitPolicy">> => game_session_creation_limit_policy(), %% <<"InstanceConnectionPortRange">> => connection_port_range(), %% <<"InstanceInboundPermissionAuthorizations">> => list(ip_permission()), %% <<"InstanceInboundPermissionRevocations">> => list(ip_permission()), %% <<"LogConfiguration">> => log_configuration(), %% <<"MetricGroups">> => list(string()), %% <<"NewGameSessionProtectionPolicy">> => list(any()), %% <<"PerInstanceContainerGroupDefinitionName">> => string(), %% <<"RemoveAttributes">> => list(list(any())()) %% } -type update_container_fleet_input() :: #{binary() => any()}. %% Example: %% priority_configuration() :: #{ %% <<"LocationOrder">> => list(string()), %% <<"PriorityOrder">> => list(list(any())()) %% } -type priority_configuration() :: #{binary() => any()}. %% Example: %% unauthorized_exception() :: #{ %% <<"Message">> => string() %% } -type unauthorized_exception() :: #{binary() => any()}. %% Example: %% describe_fleet_port_settings_input() :: #{ %% <<"FleetId">> := string(), %% <<"Location">> => string() %% } -type describe_fleet_port_settings_input() :: #{binary() => any()}. %% Example: %% create_location_input() :: #{ %% <<"LocationName">> := string(), %% <<"Tags">> => list(tag()) %% } -type create_location_input() :: #{binary() => any()}. %% Example: %% delete_script_input() :: #{ %% <<"ScriptId">> := string() %% } -type delete_script_input() :: #{binary() => any()}. %% Example: %% put_scaling_policy_output() :: #{ %% <<"Name">> => string() %% } -type put_scaling_policy_output() :: #{binary() => any()}. %% Example: %% resolve_alias_input() :: #{ %% <<"AliasId">> := string() %% } -type resolve_alias_input() :: #{binary() => any()}. %% Example: %% matched_player_session() :: #{ %% <<"PlayerId">> => string(), %% <<"PlayerSessionId">> => string() %% } -type matched_player_session() :: #{binary() => any()}. %% Example: %% create_game_server_group_output() :: #{ %% <<"GameServerGroup">> => game_server_group() %% } -type create_game_server_group_output() :: #{binary() => any()}. %% Example: %% describe_script_output() :: #{ %% <<"Script">> => script() %% } -type describe_script_output() :: #{binary() => any()}. %% Example: %% describe_game_server_group_input() :: #{ %% <<"GameServerGroupName">> := string() %% } -type describe_game_server_group_input() :: #{binary() => any()}. %% Example: %% priority_configuration_override() :: #{ %% <<"LocationOrder">> => list(string()), %% <<"PlacementFallbackStrategy">> => list(any()) %% } -type priority_configuration_override() :: #{binary() => any()}. %% Example: %% describe_fleet_location_capacity_output() :: #{ %% <<"FleetCapacity">> => fleet_capacity() %% } -type describe_fleet_location_capacity_output() :: #{binary() => any()}. %% Example: %% list_fleets_output() :: #{ %% <<"FleetIds">> => list(string()), %% <<"NextToken">> => string() %% } -type list_fleets_output() :: #{binary() => any()}. %% Example: %% instance_credentials() :: #{ %% <<"Secret">> => string(), %% <<"UserName">> => string() %% } -type instance_credentials() :: #{binary() => any()}. %% Example: %% describe_fleet_location_attributes_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"LocationAttributes">> => list(location_attributes()), %% <<"NextToken">> => string() %% } -type describe_fleet_location_attributes_output() :: #{binary() => any()}. %% Example: %% build() :: #{ %% <<"BuildArn">> => string(), %% <<"BuildId">> => string(), %% <<"CreationTime">> => non_neg_integer(), %% <<"Name">> => string(), %% <<"OperatingSystem">> => list(any()), %% <<"ServerSdkVersion">> => string(), %% <<"SizeOnDisk">> => float(), %% <<"Status">> => list(any()), %% <<"Version">> => string() %% } -type build() :: #{binary() => any()}. %% Example: %% instance_definition() :: #{ %% <<"InstanceType">> => list(any()), %% <<"WeightedCapacity">> => string() %% } -type instance_definition() :: #{binary() => any()}. %% Example: %% delete_matchmaking_rule_set_output() :: #{ %% } -type delete_matchmaking_rule_set_output() :: #{binary() => any()}. %% Example: %% game_server_container_definition_input() :: #{ %% <<"ContainerName">> => string(), %% <<"DependsOn">> => list(container_dependency()), %% <<"EnvironmentOverride">> => list(container_environment()), %% <<"ImageUri">> => string(), %% <<"MountPoints">> => list(container_mount_point()), %% <<"PortConfiguration">> => container_port_configuration(), %% <<"ServerSdkVersion">> => string() %% } -type game_server_container_definition_input() :: #{binary() => any()}. %% Example: %% start_matchmaking_output() :: #{ %% <<"MatchmakingTicket">> => matchmaking_ticket() %% } -type start_matchmaking_output() :: #{binary() => any()}. %% Example: %% describe_compute_output() :: #{ %% <<"Compute">> => compute() %% } -type describe_compute_output() :: #{binary() => any()}. %% Example: %% untag_resource_response() :: #{ %% } -type untag_resource_response() :: #{binary() => any()}. %% Example: %% game_server_group() :: #{ %% <<"AutoScalingGroupArn">> => string(), %% <<"BalancingStrategy">> => list(any()), %% <<"CreationTime">> => non_neg_integer(), %% <<"GameServerGroupArn">> => string(), %% <<"GameServerGroupName">> => string(), %% <<"GameServerProtectionPolicy">> => list(any()), %% <<"InstanceDefinitions">> => list(instance_definition()), %% <<"LastUpdatedTime">> => non_neg_integer(), %% <<"RoleArn">> => string(), %% <<"Status">> => list(any()), %% <<"StatusReason">> => string(), %% <<"SuspendedActions">> => list(list(any())()) %% } -type game_server_group() :: #{binary() => any()}. %% Example: %% support_container_definition() :: #{ %% <<"ContainerName">> => string(), %% <<"DependsOn">> => list(container_dependency()), %% <<"EnvironmentOverride">> => list(container_environment()), %% <<"Essential">> => boolean(), %% <<"HealthCheck">> => container_health_check(), %% <<"ImageUri">> => string(), %% <<"MemoryHardLimitMebibytes">> => integer(), %% <<"MountPoints">> => list(container_mount_point()), %% <<"PortConfiguration">> => container_port_configuration(), %% <<"ResolvedImageDigest">> => string(), %% <<"Vcpu">> => float() %% } -type support_container_definition() :: #{binary() => any()}. %% Example: %% resume_game_server_group_input() :: #{ %% <<"GameServerGroupName">> := string(), %% <<"ResumeActions">> := list(list(any())()) %% } -type resume_game_server_group_input() :: #{binary() => any()}. %% Example: %% describe_fleet_location_attributes_input() :: #{ %% <<"FleetId">> := string(), %% <<"Limit">> => integer(), %% <<"Locations">> => list(string()), %% <<"NextToken">> => string() %% } -type describe_fleet_location_attributes_input() :: #{binary() => any()}. %% Example: %% delete_fleet_locations_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"LocationStates">> => list(location_state()) %% } -type delete_fleet_locations_output() :: #{binary() => any()}. %% Example: %% describe_fleet_location_capacity_input() :: #{ %% <<"FleetId">> := string(), %% <<"Location">> := string() %% } -type describe_fleet_location_capacity_input() :: #{binary() => any()}. %% Example: %% describe_game_session_queues_output() :: #{ %% <<"GameSessionQueues">> => list(game_session_queue()), %% <<"NextToken">> => string() %% } -type describe_game_session_queues_output() :: #{binary() => any()}. %% Example: %% delete_container_fleet_output() :: #{ %% } -type delete_container_fleet_output() :: #{binary() => any()}. %% Example: %% create_player_sessions_output() :: #{ %% <<"PlayerSessions">> => list(player_session()) %% } -type create_player_sessions_output() :: #{binary() => any()}. %% Example: %% delete_matchmaking_configuration_input() :: #{ %% <<"Name">> := string() %% } -type delete_matchmaking_configuration_input() :: #{binary() => any()}. %% Example: %% update_build_output() :: #{ %% <<"Build">> => build() %% } -type update_build_output() :: #{binary() => any()}. %% Example: %% describe_fleet_deployment_input() :: #{ %% <<"DeploymentId">> => string(), %% <<"FleetId">> := string() %% } -type describe_fleet_deployment_input() :: #{binary() => any()}. %% Example: %% validate_matchmaking_rule_set_output() :: #{ %% <<"Valid">> => boolean() %% } -type validate_matchmaking_rule_set_output() :: #{binary() => any()}. %% Example: %% compute() :: #{ %% <<"ComputeArn">> => string(), %% <<"ComputeName">> => string(), %% <<"ComputeStatus">> => list(any()), %% <<"ContainerAttributes">> => list(container_attribute()), %% <<"CreationTime">> => non_neg_integer(), %% <<"DnsName">> => string(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"GameLiftAgentEndpoint">> => string(), %% <<"GameLiftServiceSdkEndpoint">> => string(), %% <<"GameServerContainerGroupDefinitionArn">> => string(), %% <<"InstanceId">> => string(), %% <<"IpAddress">> => string(), %% <<"Location">> => string(), %% <<"OperatingSystem">> => list(any()), %% <<"Type">> => list(any()) %% } -type compute() :: #{binary() => any()}. %% Example: %% delete_game_session_queue_output() :: #{ %% } -type delete_game_session_queue_output() :: #{binary() => any()}. %% Example: %% create_vpc_peering_connection_input() :: #{ %% <<"FleetId">> := string(), %% <<"PeerVpcAwsAccountId">> := string(), %% <<"PeerVpcId">> := string() %% } -type create_vpc_peering_connection_input() :: #{binary() => any()}. %% Example: %% describe_fleet_location_utilization_output() :: #{ %% <<"FleetUtilization">> => fleet_utilization() %% } -type describe_fleet_location_utilization_output() :: #{binary() => any()}. %% Example: %% matchmaking_configuration() :: #{ %% <<"AcceptanceRequired">> => boolean(), %% <<"AcceptanceTimeoutSeconds">> => integer(), %% <<"AdditionalPlayerCount">> => integer(), %% <<"BackfillMode">> => list(any()), %% <<"ConfigurationArn">> => string(), %% <<"CreationTime">> => non_neg_integer(), %% <<"CustomEventData">> => string(), %% <<"Description">> => string(), %% <<"FlexMatchMode">> => list(any()), %% <<"GameProperties">> => list(game_property()), %% <<"GameSessionData">> => string(), %% <<"GameSessionQueueArns">> => list(string()), %% <<"Name">> => string(), %% <<"NotificationTarget">> => string(), %% <<"RequestTimeoutSeconds">> => integer(), %% <<"RuleSetArn">> => string(), %% <<"RuleSetName">> => string() %% } -type matchmaking_configuration() :: #{binary() => any()}. %% Example: %% ping_beacon() :: #{ %% <<"UDPEndpoint">> => u_d_p_endpoint() %% } -type ping_beacon() :: #{binary() => any()}. %% Example: %% describe_vpc_peering_authorizations_output() :: #{ %% <<"VpcPeeringAuthorizations">> => list(vpc_peering_authorization()) %% } -type describe_vpc_peering_authorizations_output() :: #{binary() => any()}. %% Example: %% suspend_game_server_group_input() :: #{ %% <<"GameServerGroupName">> := string(), %% <<"SuspendActions">> := list(list(any())()) %% } -type suspend_game_server_group_input() :: #{binary() => any()}. %% Example: %% game_server_group_auto_scaling_policy() :: #{ %% <<"EstimatedInstanceWarmup">> => integer(), %% <<"TargetTrackingConfiguration">> => target_tracking_configuration() %% } -type game_server_group_auto_scaling_policy() :: #{binary() => any()}. %% Example: %% game_session_creation_limit_policy() :: #{ %% <<"NewGameSessionsPerCreator">> => integer(), %% <<"PolicyPeriodInMinutes">> => integer() %% } -type game_session_creation_limit_policy() :: #{binary() => any()}. %% Example: %% runtime_configuration() :: #{ %% <<"GameSessionActivationTimeoutSeconds">> => integer(), %% <<"MaxConcurrentGameSessionActivations">> => integer(), %% <<"ServerProcesses">> => list(server_process()) %% } -type runtime_configuration() :: #{binary() => any()}. %% Example: %% list_container_group_definitions_output() :: #{ %% <<"ContainerGroupDefinitions">> => list(container_group_definition()), %% <<"NextToken">> => string() %% } -type list_container_group_definitions_output() :: #{binary() => any()}. %% Example: %% player_session() :: #{ %% <<"CreationTime">> => non_neg_integer(), %% <<"DnsName">> => string(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"GameSessionId">> => string(), %% <<"IpAddress">> => string(), %% <<"PlayerData">> => string(), %% <<"PlayerId">> => string(), %% <<"PlayerSessionId">> => string(), %% <<"Port">> => integer(), %% <<"Status">> => list(any()), %% <<"TerminationTime">> => non_neg_integer() %% } -type player_session() :: #{binary() => any()}. %% Example: %% delete_fleet_input() :: #{ %% <<"FleetId">> := string() %% } -type delete_fleet_input() :: #{binary() => any()}. %% Example: %% player() :: #{ %% <<"LatencyInMs">> => map(), %% <<"PlayerAttributes">> => map(), %% <<"PlayerId">> => string(), %% <<"Team">> => string() %% } -type player() :: #{binary() => any()}. %% Example: %% update_fleet_attributes_input() :: #{ %% <<"AnywhereConfiguration">> => anywhere_configuration(), %% <<"Description">> => string(), %% <<"FleetId">> := string(), %% <<"MetricGroups">> => list(string()), %% <<"Name">> => string(), %% <<"NewGameSessionProtectionPolicy">> => list(any()), %% <<"ResourceCreationLimitPolicy">> => resource_creation_limit_policy() %% } -type update_fleet_attributes_input() :: #{binary() => any()}. %% Example: %% container_attribute() :: #{ %% <<"ContainerName">> => string(), %% <<"ContainerRuntimeId">> => string() %% } -type container_attribute() :: #{binary() => any()}. %% Example: %% describe_runtime_configuration_output() :: #{ %% <<"RuntimeConfiguration">> => runtime_configuration() %% } -type describe_runtime_configuration_output() :: #{binary() => any()}. %% Example: %% list_aliases_output() :: #{ %% <<"Aliases">> => list(alias()), %% <<"NextToken">> => string() %% } -type list_aliases_output() :: #{binary() => any()}. %% Example: %% out_of_capacity_exception() :: #{ %% <<"Message">> => string() %% } -type out_of_capacity_exception() :: #{binary() => any()}. %% Example: %% scaling_policy() :: #{ %% <<"ComparisonOperator">> => list(any()), %% <<"EvaluationPeriods">> => integer(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"Location">> => string(), %% <<"MetricName">> => list(any()), %% <<"Name">> => string(), %% <<"PolicyType">> => list(any()), %% <<"ScalingAdjustment">> => integer(), %% <<"ScalingAdjustmentType">> => list(any()), %% <<"Status">> => list(any()), %% <<"TargetConfiguration">> => target_configuration(), %% <<"Threshold">> => float(), %% <<"UpdateStatus">> => list(any()) %% } -type scaling_policy() :: #{binary() => any()}. %% Example: %% describe_vpc_peering_connections_output() :: #{ %% <<"VpcPeeringConnections">> => list(vpc_peering_connection()) %% } -type describe_vpc_peering_connections_output() :: #{binary() => any()}. %% Example: %% describe_fleet_deployment_output() :: #{ %% <<"FleetDeployment">> => fleet_deployment(), %% <<"LocationalDeployments">> => map() %% } -type describe_fleet_deployment_output() :: #{binary() => any()}. %% Example: %% list_builds_input() :: #{ %% <<"Limit">> => integer(), %% <<"NextToken">> => string(), %% <<"Status">> => list(any()) %% } -type list_builds_input() :: #{binary() => any()}. %% Example: %% get_game_session_log_url_output() :: #{ %% <<"PreSignedUrl">> => string() %% } -type get_game_session_log_url_output() :: #{binary() => any()}. %% Example: %% create_container_group_definition_output() :: #{ %% <<"ContainerGroupDefinition">> => container_group_definition() %% } -type create_container_group_definition_output() :: #{binary() => any()}. %% Example: %% update_matchmaking_configuration_output() :: #{ %% <<"Configuration">> => matchmaking_configuration() %% } -type update_matchmaking_configuration_output() :: #{binary() => any()}. %% Example: %% describe_game_server_group_output() :: #{ %% <<"GameServerGroup">> => game_server_group() %% } -type describe_game_server_group_output() :: #{binary() => any()}. %% Example: %% describe_ec2_instance_limits_input() :: #{ %% <<"EC2InstanceType">> => list(any()), %% <<"Location">> => string() %% } -type describe_ec2_instance_limits_input() :: #{binary() => any()}. %% Example: %% describe_fleet_port_settings_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"InboundPermissions">> => list(ip_permission()), %% <<"Location">> => string(), %% <<"UpdateStatus">> => list(any()) %% } -type describe_fleet_port_settings_output() :: #{binary() => any()}. %% Example: %% describe_vpc_peering_connections_input() :: #{ %% <<"FleetId">> => string() %% } -type describe_vpc_peering_connections_input() :: #{binary() => any()}. %% Example: %% placed_player_session() :: #{ %% <<"PlayerId">> => string(), %% <<"PlayerSessionId">> => string() %% } -type placed_player_session() :: #{binary() => any()}. %% Example: %% deregister_game_server_input() :: #{ %% <<"GameServerGroupName">> := string(), %% <<"GameServerId">> := string() %% } -type deregister_game_server_input() :: #{binary() => any()}. %% Example: %% internal_service_exception() :: #{ %% <<"Message">> => string() %% } -type internal_service_exception() :: #{binary() => any()}. %% Example: %% desired_player_session() :: #{ %% <<"PlayerData">> => string(), %% <<"PlayerId">> => string() %% } -type desired_player_session() :: #{binary() => any()}. %% Example: %% start_game_session_placement_output() :: #{ %% <<"GameSessionPlacement">> => game_session_placement() %% } -type start_game_session_placement_output() :: #{binary() => any()}. %% Example: %% fleet_capacity_exceeded_exception() :: #{ %% <<"Message">> => string() %% } -type fleet_capacity_exceeded_exception() :: #{binary() => any()}. %% Example: %% create_matchmaking_rule_set_input() :: #{ %% <<"Name">> := string(), %% <<"RuleSetBody">> := string(), %% <<"Tags">> => list(tag()) %% } -type create_matchmaking_rule_set_input() :: #{binary() => any()}. %% Example: %% untag_resource_request() :: #{ %% <<"ResourceARN">> := string(), %% <<"TagKeys">> := list(string()) %% } -type untag_resource_request() :: #{binary() => any()}. %% Example: %% describe_game_server_input() :: #{ %% <<"GameServerGroupName">> := string(), %% <<"GameServerId">> := string() %% } -type describe_game_server_input() :: #{binary() => any()}. %% Example: %% fleet_capacity() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"GameServerContainerGroupCounts">> => game_server_container_group_counts(), %% <<"InstanceCounts">> => ec2_instance_counts(), %% <<"InstanceType">> => list(any()), %% <<"Location">> => string(), %% <<"ManagedCapacityConfiguration">> => managed_capacity_configuration() %% } -type fleet_capacity() :: #{binary() => any()}. %% Example: %% put_scaling_policy_input() :: #{ %% <<"ComparisonOperator">> => list(any()), %% <<"EvaluationPeriods">> => integer(), %% <<"FleetId">> := string(), %% <<"MetricName">> := list(any()), %% <<"Name">> := string(), %% <<"PolicyType">> => list(any()), %% <<"ScalingAdjustment">> => integer(), %% <<"ScalingAdjustmentType">> => list(any()), %% <<"TargetConfiguration">> => target_configuration(), %% <<"Threshold">> => float() %% } -type put_scaling_policy_input() :: #{binary() => any()}. %% Example: %% list_scripts_input() :: #{ %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type list_scripts_input() :: #{binary() => any()}. %% Example: %% update_fleet_port_settings_input() :: #{ %% <<"FleetId">> := string(), %% <<"InboundPermissionAuthorizations">> => list(ip_permission()), %% <<"InboundPermissionRevocations">> => list(ip_permission()) %% } -type update_fleet_port_settings_input() :: #{binary() => any()}. %% Example: %% accept_match_input() :: #{ %% <<"AcceptanceType">> := list(any()), %% <<"PlayerIds">> := list(string()), %% <<"TicketId">> := string() %% } -type accept_match_input() :: #{binary() => any()}. %% Example: %% stop_game_session_placement_input() :: #{ %% <<"PlacementId">> := string() %% } -type stop_game_session_placement_input() :: #{binary() => any()}. %% Example: %% location_configuration() :: #{ %% <<"Location">> => string() %% } -type location_configuration() :: #{binary() => any()}. %% Example: %% server_process() :: #{ %% <<"ConcurrentExecutions">> => integer(), %% <<"LaunchPath">> => string(), %% <<"Parameters">> => string() %% } -type server_process() :: #{binary() => any()}. %% Example: %% location_state() :: #{ %% <<"Location">> => string(), %% <<"PlayerGatewayStatus">> => list(any()), %% <<"Status">> => list(any()) %% } -type location_state() :: #{binary() => any()}. %% Example: %% create_game_session_output() :: #{ %% <<"GameSession">> => game_session() %% } -type create_game_session_output() :: #{binary() => any()}. %% Example: %% resolve_alias_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string() %% } -type resolve_alias_output() :: #{binary() => any()}. %% Example: %% describe_fleet_location_utilization_input() :: #{ %% <<"FleetId">> := string(), %% <<"Location">> := string() %% } -type describe_fleet_location_utilization_input() :: #{binary() => any()}. %% Example: %% support_container_definition_input() :: #{ %% <<"ContainerName">> => string(), %% <<"DependsOn">> => list(container_dependency()), %% <<"EnvironmentOverride">> => list(container_environment()), %% <<"Essential">> => boolean(), %% <<"HealthCheck">> => container_health_check(), %% <<"ImageUri">> => string(), %% <<"MemoryHardLimitMebibytes">> => integer(), %% <<"MountPoints">> => list(container_mount_point()), %% <<"PortConfiguration">> => container_port_configuration(), %% <<"Vcpu">> => float() %% } -type support_container_definition_input() :: #{binary() => any()}. %% Example: %% request_upload_credentials_output() :: #{ %% <<"StorageLocation">> => s3_location(), %% <<"UploadCredentials">> => aws_credentials() %% } -type request_upload_credentials_output() :: #{binary() => any()}. %% Example: %% describe_matchmaking_configurations_input() :: #{ %% <<"Limit">> => integer(), %% <<"Names">> => list(string()), %% <<"NextToken">> => string(), %% <<"RuleSetName">> => string() %% } -type describe_matchmaking_configurations_input() :: #{binary() => any()}. %% Example: %% container_port_mapping() :: #{ %% <<"ConnectionPort">> => integer(), %% <<"ContainerPort">> => integer(), %% <<"Protocol">> => list(any()) %% } -type container_port_mapping() :: #{binary() => any()}. %% Example: %% register_game_server_output() :: #{ %% <<"GameServer">> => game_server() %% } -type register_game_server_output() :: #{binary() => any()}. %% Example: %% delete_alias_input() :: #{ %% <<"AliasId">> := string() %% } -type delete_alias_input() :: #{binary() => any()}. %% Example: %% delete_container_group_definition_input() :: #{ %% <<"Name">> := string(), %% <<"VersionCountToRetain">> => integer(), %% <<"VersionNumber">> => integer() %% } -type delete_container_group_definition_input() :: #{binary() => any()}. %% Example: %% update_game_server_group_output() :: #{ %% <<"GameServerGroup">> => game_server_group() %% } -type update_game_server_group_output() :: #{binary() => any()}. %% Example: %% request_upload_credentials_input() :: #{ %% <<"BuildId">> := string() %% } -type request_upload_credentials_input() :: #{binary() => any()}. %% Example: %% managed_capacity_configuration() :: #{ %% <<"ScaleInAfterInactivityMinutes">> => integer(), %% <<"ZeroCapacityStrategy">> => list(any()) %% } -type managed_capacity_configuration() :: #{binary() => any()}. %% Example: %% game_session_queue() :: #{ %% <<"CustomEventData">> => string(), %% <<"Destinations">> => list(game_session_queue_destination()), %% <<"FilterConfiguration">> => filter_configuration(), %% <<"GameSessionQueueArn">> => string(), %% <<"Name">> => string(), %% <<"NotificationTarget">> => string(), %% <<"PlayerLatencyPolicies">> => list(player_latency_policy()), %% <<"PriorityConfiguration">> => priority_configuration(), %% <<"TimeoutInSeconds">> => integer() %% } -type game_session_queue() :: #{binary() => any()}. %% Example: %% accept_match_output() :: #{ %% } -type accept_match_output() :: #{binary() => any()}. %% Example: %% location_attributes() :: #{ %% <<"LocationState">> => location_state(), %% <<"StoppedActions">> => list(list(any())()), %% <<"UpdateStatus">> => list(any()) %% } -type location_attributes() :: #{binary() => any()}. %% Example: %% claim_game_server_input() :: #{ %% <<"FilterOption">> => claim_filter_option(), %% <<"GameServerData">> => string(), %% <<"GameServerGroupName">> := string(), %% <<"GameServerId">> => string() %% } -type claim_game_server_input() :: #{binary() => any()}. %% Example: %% list_game_server_groups_output() :: #{ %% <<"GameServerGroups">> => list(game_server_group()), %% <<"NextToken">> => string() %% } -type list_game_server_groups_output() :: #{binary() => any()}. %% Example: %% list_container_group_definition_versions_input() :: #{ %% <<"Limit">> => integer(), %% <<"Name">> := string(), %% <<"NextToken">> => string() %% } -type list_container_group_definition_versions_input() :: #{binary() => any()}. %% Example: %% delete_vpc_peering_authorization_input() :: #{ %% <<"GameLiftAwsAccountId">> := string(), %% <<"PeerVpcId">> := string() %% } -type delete_vpc_peering_authorization_input() :: #{binary() => any()}. %% Example: %% delete_vpc_peering_connection_input() :: #{ %% <<"FleetId">> := string(), %% <<"VpcPeeringConnectionId">> := string() %% } -type delete_vpc_peering_connection_input() :: #{binary() => any()}. %% Example: %% describe_fleet_utilization_output() :: #{ %% <<"FleetUtilization">> => list(fleet_utilization()), %% <<"NextToken">> => string() %% } -type describe_fleet_utilization_output() :: #{binary() => any()}. %% Example: %% deployment_configuration() :: #{ %% <<"ImpairmentStrategy">> => list(any()), %% <<"MinimumHealthyPercentage">> => integer(), %% <<"ProtectionStrategy">> => list(any()) %% } -type deployment_configuration() :: #{binary() => any()}. %% Example: %% describe_script_input() :: #{ %% <<"ScriptId">> := string() %% } -type describe_script_input() :: #{binary() => any()}. %% Example: %% player_connection_detail() :: #{ %% <<"Endpoints">> => list(player_connection_endpoint()), %% <<"Expiration">> => non_neg_integer(), %% <<"PlayerGatewayToken">> => string(), %% <<"PlayerId">> => string() %% } -type player_connection_detail() :: #{binary() => any()}. %% Example: %% search_game_sessions_input() :: #{ %% <<"AliasId">> => string(), %% <<"FilterExpression">> => string(), %% <<"FleetId">> => string(), %% <<"Limit">> => integer(), %% <<"Location">> => string(), %% <<"NextToken">> => string(), %% <<"SortExpression">> => string() %% } -type search_game_sessions_input() :: #{binary() => any()}. %% Example: %% update_script_output() :: #{ %% <<"Script">> => script() %% } -type update_script_output() :: #{binary() => any()}. %% Example: %% conflict_exception() :: #{ %% <<"Message">> => string() %% } -type conflict_exception() :: #{binary() => any()}. %% Example: %% container_group_definition() :: #{ %% <<"ContainerGroupDefinitionArn">> => string(), %% <<"ContainerGroupType">> => list(any()), %% <<"CreationTime">> => non_neg_integer(), %% <<"GameServerContainerDefinition">> => game_server_container_definition(), %% <<"Name">> => string(), %% <<"OperatingSystem">> => list(any()), %% <<"Status">> => list(any()), %% <<"StatusReason">> => string(), %% <<"SupportContainerDefinitions">> => list(support_container_definition()), %% <<"TotalMemoryLimitMebibytes">> => integer(), %% <<"TotalVcpuLimit">> => float(), %% <<"VersionDescription">> => string(), %% <<"VersionNumber">> => integer() %% } -type container_group_definition() :: #{binary() => any()}. %% Example: %% update_game_session_queue_input() :: #{ %% <<"CustomEventData">> => string(), %% <<"Destinations">> => list(game_session_queue_destination()), %% <<"FilterConfiguration">> => filter_configuration(), %% <<"Name">> := string(), %% <<"NotificationTarget">> => string(), %% <<"PlayerLatencyPolicies">> => list(player_latency_policy()), %% <<"PriorityConfiguration">> => priority_configuration(), %% <<"TimeoutInSeconds">> => integer() %% } -type update_game_session_queue_input() :: #{binary() => any()}. %% Example: %% delete_location_input() :: #{ %% <<"LocationName">> := string() %% } -type delete_location_input() :: #{binary() => any()}. %% Example: %% describe_fleet_capacity_input() :: #{ %% <<"FleetIds">> => list(string()), %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type describe_fleet_capacity_input() :: #{binary() => any()}. %% Example: %% terminate_game_session_input() :: #{ %% <<"GameSessionId">> := string(), %% <<"TerminationMode">> := list(any()) %% } -type terminate_game_session_input() :: #{binary() => any()}. %% Example: %% get_compute_access_output() :: #{ %% <<"ComputeArn">> => string(), %% <<"ComputeName">> => string(), %% <<"ContainerIdentifiers">> => list(container_identifier()), %% <<"Credentials">> => aws_credentials(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"Target">> => string() %% } -type get_compute_access_output() :: #{binary() => any()}. %% Example: %% describe_matchmaking_rule_sets_input() :: #{ %% <<"Limit">> => integer(), %% <<"Names">> => list(string()), %% <<"NextToken">> => string() %% } -type describe_matchmaking_rule_sets_input() :: #{binary() => any()}. %% Example: %% tag() :: #{ %% <<"Key">> => string(), %% <<"Value">> => string() %% } -type tag() :: #{binary() => any()}. %% Example: %% describe_game_sessions_output() :: #{ %% <<"GameSessions">> => list(game_session()), %% <<"NextToken">> => string() %% } -type describe_game_sessions_output() :: #{binary() => any()}. %% Example: %% describe_fleet_events_input() :: #{ %% <<"EndTime">> => non_neg_integer(), %% <<"FleetId">> := string(), %% <<"Limit">> => integer(), %% <<"NextToken">> => string(), %% <<"StartTime">> => non_neg_integer() %% } -type describe_fleet_events_input() :: #{binary() => any()}. %% Example: %% invalid_request_exception() :: #{ %% <<"Message">> => string() %% } -type invalid_request_exception() :: #{binary() => any()}. %% Example: %% update_container_group_definition_input() :: #{ %% <<"GameServerContainerDefinition">> => game_server_container_definition_input(), %% <<"Name">> := string(), %% <<"OperatingSystem">> => list(any()), %% <<"SourceVersionNumber">> => integer(), %% <<"SupportContainerDefinitions">> => list(support_container_definition_input()), %% <<"TotalMemoryLimitMebibytes">> => integer(), %% <<"TotalVcpuLimit">> => float(), %% <<"VersionDescription">> => string() %% } -type update_container_group_definition_input() :: #{binary() => any()}. %% Example: %% delete_container_fleet_input() :: #{ %% <<"FleetId">> := string() %% } -type delete_container_fleet_input() :: #{binary() => any()}. %% Example: %% describe_matchmaking_output() :: #{ %% <<"TicketList">> => list(matchmaking_ticket()) %% } -type describe_matchmaking_output() :: #{binary() => any()}. %% Example: %% describe_alias_input() :: #{ %% <<"AliasId">> := string() %% } -type describe_alias_input() :: #{binary() => any()}. %% Example: %% list_fleet_deployments_output() :: #{ %% <<"FleetDeployments">> => list(fleet_deployment()), %% <<"NextToken">> => string() %% } -type list_fleet_deployments_output() :: #{binary() => any()}. %% Example: %% update_runtime_configuration_input() :: #{ %% <<"FleetId">> := string(), %% <<"RuntimeConfiguration">> := runtime_configuration() %% } -type update_runtime_configuration_input() :: #{binary() => any()}. %% Example: %% create_alias_output() :: #{ %% <<"Alias">> => alias() %% } -type create_alias_output() :: #{binary() => any()}. %% Example: %% update_game_session_queue_output() :: #{ %% <<"GameSessionQueue">> => game_session_queue() %% } -type update_game_session_queue_output() :: #{binary() => any()}. %% Example: %% update_fleet_capacity_input() :: #{ %% <<"DesiredInstances">> => integer(), %% <<"FleetId">> := string(), %% <<"Location">> => string(), %% <<"ManagedCapacityConfiguration">> => managed_capacity_configuration(), %% <<"MaxSize">> => integer(), %% <<"MinSize">> => integer() %% } -type update_fleet_capacity_input() :: #{binary() => any()}. %% Example: %% idempotent_parameter_mismatch_exception() :: #{ %% <<"Message">> => string() %% } -type idempotent_parameter_mismatch_exception() :: #{binary() => any()}. %% Example: %% container_health_check() :: #{ %% <<"Command">> => list(string()), %% <<"Interval">> => integer(), %% <<"Retries">> => integer(), %% <<"StartPeriod">> => integer(), %% <<"Timeout">> => integer() %% } -type container_health_check() :: #{binary() => any()}. %% Example: %% create_player_session_input() :: #{ %% <<"GameSessionId">> := string(), %% <<"PlayerData">> => string(), %% <<"PlayerId">> := string() %% } -type create_player_session_input() :: #{binary() => any()}. %% Example: %% ec2_instance_counts() :: #{ %% <<"ACTIVE">> => integer(), %% <<"DESIRED">> => integer(), %% <<"IDLE">> => integer(), %% <<"MAXIMUM">> => integer(), %% <<"MINIMUM">> => integer(), %% <<"PENDING">> => integer(), %% <<"TERMINATING">> => integer() %% } -type ec2_instance_counts() :: #{binary() => any()}. %% Example: %% update_alias_output() :: #{ %% <<"Alias">> => alias() %% } -type update_alias_output() :: #{binary() => any()}. %% Example: %% delete_fleet_locations_input() :: #{ %% <<"FleetId">> := string(), %% <<"Locations">> := list(string()) %% } -type delete_fleet_locations_input() :: #{binary() => any()}. %% Example: %% describe_build_input() :: #{ %% <<"BuildId">> := string() %% } -type describe_build_input() :: #{binary() => any()}. %% Example: %% not_found_exception() :: #{ %% <<"Message">> => string() %% } -type not_found_exception() :: #{binary() => any()}. %% Example: %% player_latency_policy() :: #{ %% <<"MaximumIndividualPlayerLatencyMilliseconds">> => integer(), %% <<"PolicyDurationSeconds">> => integer() %% } -type player_latency_policy() :: #{binary() => any()}. %% Example: %% update_build_input() :: #{ %% <<"BuildId">> := string(), %% <<"Name">> => string(), %% <<"Version">> => string() %% } -type update_build_input() :: #{binary() => any()}. %% Example: %% register_compute_output() :: #{ %% <<"Compute">> => compute() %% } -type register_compute_output() :: #{binary() => any()}. %% Example: %% ip_permission() :: #{ %% <<"FromPort">> => integer(), %% <<"IpRange">> => string(), %% <<"Protocol">> => list(any()), %% <<"ToPort">> => integer() %% } -type ip_permission() :: #{binary() => any()}. %% Example: %% create_fleet_locations_input() :: #{ %% <<"FleetId">> := string(), %% <<"Locations">> := list(location_configuration()) %% } -type create_fleet_locations_input() :: #{binary() => any()}. %% Example: %% update_script_input() :: #{ %% <<"Name">> => string(), %% <<"ScriptId">> := string(), %% <<"StorageLocation">> => s3_location(), %% <<"Version">> => string(), %% <<"ZipFile">> => binary() %% } -type update_script_input() :: #{binary() => any()}. %% Example: %% delete_vpc_peering_connection_output() :: #{ %% } -type delete_vpc_peering_connection_output() :: #{binary() => any()}. %% Example: %% describe_game_sessions_input() :: #{ %% <<"AliasId">> => string(), %% <<"FleetId">> => string(), %% <<"GameSessionId">> => string(), %% <<"Limit">> => integer(), %% <<"Location">> => string(), %% <<"NextToken">> => string(), %% <<"StatusFilter">> => string() %% } -type describe_game_sessions_input() :: #{binary() => any()}. %% Example: %% filter_configuration() :: #{ %% <<"AllowedLocations">> => list(string()) %% } -type filter_configuration() :: #{binary() => any()}. %% Example: %% create_matchmaking_rule_set_output() :: #{ %% <<"RuleSet">> => matchmaking_rule_set() %% } -type create_matchmaking_rule_set_output() :: #{binary() => any()}. %% Example: %% create_matchmaking_configuration_input() :: #{ %% <<"AcceptanceRequired">> := boolean(), %% <<"AcceptanceTimeoutSeconds">> => integer(), %% <<"AdditionalPlayerCount">> => integer(), %% <<"BackfillMode">> => list(any()), %% <<"CustomEventData">> => string(), %% <<"Description">> => string(), %% <<"FlexMatchMode">> => list(any()), %% <<"GameProperties">> => list(game_property()), %% <<"GameSessionData">> => string(), %% <<"GameSessionQueueArns">> => list(string()), %% <<"Name">> := string(), %% <<"NotificationTarget">> => string(), %% <<"RequestTimeoutSeconds">> := integer(), %% <<"RuleSetName">> := string(), %% <<"Tags">> => list(tag()) %% } -type create_matchmaking_configuration_input() :: #{binary() => any()}. %% Example: %% start_game_session_placement_input() :: #{ %% <<"DesiredPlayerSessions">> => list(desired_player_session()), %% <<"GameProperties">> => list(game_property()), %% <<"GameSessionData">> => string(), %% <<"GameSessionName">> => string(), %% <<"GameSessionQueueName">> := string(), %% <<"MaximumPlayerSessionCount">> := integer(), %% <<"PlacementId">> := string(), %% <<"PlayerLatencies">> => list(player_latency()), %% <<"PriorityConfigurationOverride">> => priority_configuration_override() %% } -type start_game_session_placement_input() :: #{binary() => any()}. %% Example: %% describe_game_session_placement_input() :: #{ %% <<"PlacementId">> := string() %% } -type describe_game_session_placement_input() :: #{binary() => any()}. %% Example: %% list_container_group_definition_versions_output() :: #{ %% <<"ContainerGroupDefinitions">> => list(container_group_definition()), %% <<"NextToken">> => string() %% } -type list_container_group_definition_versions_output() :: #{binary() => any()}. %% Example: %% list_tags_for_resource_response() :: #{ %% <<"Tags">> => list(tag()) %% } -type list_tags_for_resource_response() :: #{binary() => any()}. %% Example: %% create_fleet_locations_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"LocationStates">> => list(location_state()) %% } -type create_fleet_locations_output() :: #{binary() => any()}. %% Example: %% stop_matchmaking_input() :: #{ %% <<"TicketId">> := string() %% } -type stop_matchmaking_input() :: #{binary() => any()}. %% Example: %% vpc_peering_authorization() :: #{ %% <<"CreationTime">> => non_neg_integer(), %% <<"ExpirationTime">> => non_neg_integer(), %% <<"GameLiftAwsAccountId">> => string(), %% <<"PeerVpcAwsAccountId">> => string(), %% <<"PeerVpcId">> => string() %% } -type vpc_peering_authorization() :: #{binary() => any()}. %% Example: %% describe_runtime_configuration_input() :: #{ %% <<"FleetId">> := string() %% } -type describe_runtime_configuration_input() :: #{binary() => any()}. %% Example: %% update_alias_input() :: #{ %% <<"AliasId">> := string(), %% <<"Description">> => string(), %% <<"Name">> => string(), %% <<"RoutingStrategy">> => routing_strategy() %% } -type update_alias_input() :: #{binary() => any()}. %% Example: %% delete_matchmaking_configuration_output() :: #{ %% } -type delete_matchmaking_configuration_output() :: #{binary() => any()}. %% Example: %% not_ready_exception() :: #{ %% <<"Message">> => string() %% } -type not_ready_exception() :: #{binary() => any()}. %% Example: %% get_compute_access_input() :: #{ %% <<"ComputeName">> := string(), %% <<"FleetId">> := string() %% } -type get_compute_access_input() :: #{binary() => any()}. %% Example: %% attribute_value() :: #{ %% <<"N">> => float(), %% <<"S">> => string(), %% <<"SDM">> => map(), %% <<"SL">> => list(string()) %% } -type attribute_value() :: #{binary() => any()}. %% Example: %% container_identifier() :: #{ %% <<"ContainerName">> => string(), %% <<"ContainerRuntimeId">> => string() %% } -type container_identifier() :: #{binary() => any()}. %% Example: %% create_matchmaking_configuration_output() :: #{ %% <<"Configuration">> => matchmaking_configuration() %% } -type create_matchmaking_configuration_output() :: #{binary() => any()}. %% Example: %% anywhere_configuration() :: #{ %% <<"Cost">> => string() %% } -type anywhere_configuration() :: #{binary() => any()}. %% Example: %% s3_location() :: #{ %% <<"Bucket">> => string(), %% <<"Key">> => string(), %% <<"ObjectVersion">> => string(), %% <<"RoleArn">> => string() %% } -type s3_location() :: #{binary() => any()}. %% Example: %% delete_build_input() :: #{ %% <<"BuildId">> := string() %% } -type delete_build_input() :: #{binary() => any()}. %% Example: %% describe_player_sessions_output() :: #{ %% <<"NextToken">> => string(), %% <<"PlayerSessions">> => list(player_session()) %% } -type describe_player_sessions_output() :: #{binary() => any()}. %% Example: %% describe_instances_output() :: #{ %% <<"Instances">> => list(instance()), %% <<"NextToken">> => string() %% } -type describe_instances_output() :: #{binary() => any()}. %% Example: %% container_group_port_mapping() :: #{ %% <<"ContainerName">> => string(), %% <<"ContainerPortMappings">> => list(container_port_mapping()), %% <<"ContainerRuntimeId">> => string() %% } -type container_group_port_mapping() :: #{binary() => any()}. %% Example: %% list_aliases_input() :: #{ %% <<"Limit">> => integer(), %% <<"Name">> => string(), %% <<"NextToken">> => string(), %% <<"RoutingStrategyType">> => list(any()) %% } -type list_aliases_input() :: #{binary() => any()}. %% Example: %% describe_fleet_utilization_input() :: #{ %% <<"FleetIds">> => list(string()), %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type describe_fleet_utilization_input() :: #{binary() => any()}. %% Example: %% update_container_group_definition_output() :: #{ %% <<"ContainerGroupDefinition">> => container_group_definition() %% } -type update_container_group_definition_output() :: #{binary() => any()}. %% Example: %% get_instance_access_input() :: #{ %% <<"FleetId">> := string(), %% <<"InstanceId">> := string() %% } -type get_instance_access_input() :: #{binary() => any()}. %% Example: %% create_fleet_output() :: #{ %% <<"FleetAttributes">> => fleet_attributes(), %% <<"LocationStates">> => list(location_state()) %% } -type create_fleet_output() :: #{binary() => any()}. %% Example: %% fleet_attributes() :: #{ %% <<"AnywhereConfiguration">> => anywhere_configuration(), %% <<"BuildArn">> => string(), %% <<"BuildId">> => string(), %% <<"CertificateConfiguration">> => certificate_configuration(), %% <<"ComputeType">> => list(any()), %% <<"CreationTime">> => non_neg_integer(), %% <<"Description">> => string(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"FleetType">> => list(any()), %% <<"InstanceRoleArn">> => string(), %% <<"InstanceRoleCredentialsProvider">> => list(any()), %% <<"InstanceType">> => list(any()), %% <<"LogPaths">> => list(string()), %% <<"MetricGroups">> => list(string()), %% <<"Name">> => string(), %% <<"NewGameSessionProtectionPolicy">> => list(any()), %% <<"OperatingSystem">> => list(any()), %% <<"PlayerGatewayConfiguration">> => player_gateway_configuration(), %% <<"PlayerGatewayMode">> => list(any()), %% <<"ResourceCreationLimitPolicy">> => resource_creation_limit_policy(), %% <<"ScriptArn">> => string(), %% <<"ScriptId">> => string(), %% <<"ServerLaunchParameters">> => string(), %% <<"ServerLaunchPath">> => string(), %% <<"Status">> => list(any()), %% <<"StoppedActions">> => list(list(any())()), %% <<"TerminationTime">> => non_neg_integer() %% } -type fleet_attributes() :: #{binary() => any()}. %% Example: %% list_game_server_groups_input() :: #{ %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type list_game_server_groups_input() :: #{binary() => any()}. %% Example: %% locational_deployment() :: #{ %% <<"DeploymentStatus">> => list(any()) %% } -type locational_deployment() :: #{binary() => any()}. %% Example: %% create_container_group_definition_input() :: #{ %% <<"ContainerGroupType">> => list(any()), %% <<"GameServerContainerDefinition">> => game_server_container_definition_input(), %% <<"Name">> := string(), %% <<"OperatingSystem">> := list(any()), %% <<"SupportContainerDefinitions">> => list(support_container_definition_input()), %% <<"Tags">> => list(tag()), %% <<"TotalMemoryLimitMebibytes">> := integer(), %% <<"TotalVcpuLimit">> := float(), %% <<"VersionDescription">> => string() %% } -type create_container_group_definition_input() :: #{binary() => any()}. %% Example: %% describe_player_sessions_input() :: #{ %% <<"GameSessionId">> => string(), %% <<"Limit">> => integer(), %% <<"NextToken">> => string(), %% <<"PlayerId">> => string(), %% <<"PlayerSessionId">> => string(), %% <<"PlayerSessionStatusFilter">> => string() %% } -type describe_player_sessions_input() :: #{binary() => any()}. %% Example: %% update_game_session_input() :: #{ %% <<"GameProperties">> => list(game_property()), %% <<"GameSessionId">> := string(), %% <<"MaximumPlayerSessionCount">> => integer(), %% <<"Name">> => string(), %% <<"PlayerSessionCreationPolicy">> => list(any()), %% <<"ProtectionPolicy">> => list(any()) %% } -type update_game_session_input() :: #{binary() => any()}. %% Example: %% matchmaking_ticket() :: #{ %% <<"ConfigurationArn">> => string(), %% <<"ConfigurationName">> => string(), %% <<"EndTime">> => non_neg_integer(), %% <<"EstimatedWaitTime">> => integer(), %% <<"GameSessionConnectionInfo">> => game_session_connection_info(), %% <<"Players">> => list(player()), %% <<"StartTime">> => non_neg_integer(), %% <<"Status">> => list(any()), %% <<"StatusMessage">> => string(), %% <<"StatusReason">> => string(), %% <<"TicketId">> => string() %% } -type matchmaking_ticket() :: #{binary() => any()}. %% Example: %% update_fleet_capacity_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"Location">> => string(), %% <<"ManagedCapacityConfiguration">> => managed_capacity_configuration() %% } -type update_fleet_capacity_output() :: #{binary() => any()}. %% Example: %% update_game_server_output() :: #{ %% <<"GameServer">> => game_server() %% } -type update_game_server_output() :: #{binary() => any()}. %% Example: %% describe_container_fleet_input() :: #{ %% <<"FleetId">> := string() %% } -type describe_container_fleet_input() :: #{binary() => any()}. %% Example: %% create_game_session_queue_input() :: #{ %% <<"CustomEventData">> => string(), %% <<"Destinations">> => list(game_session_queue_destination()), %% <<"FilterConfiguration">> => filter_configuration(), %% <<"Name">> := string(), %% <<"NotificationTarget">> => string(), %% <<"PlayerLatencyPolicies">> => list(player_latency_policy()), %% <<"PriorityConfiguration">> => priority_configuration(), %% <<"Tags">> => list(tag()), %% <<"TimeoutInSeconds">> => integer() %% } -type create_game_session_queue_input() :: #{binary() => any()}. %% Example: %% describe_game_session_details_input() :: #{ %% <<"AliasId">> => string(), %% <<"FleetId">> => string(), %% <<"GameSessionId">> => string(), %% <<"Limit">> => integer(), %% <<"Location">> => string(), %% <<"NextToken">> => string(), %% <<"StatusFilter">> => string() %% } -type describe_game_session_details_input() :: #{binary() => any()}. %% Example: %% start_fleet_actions_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string() %% } -type start_fleet_actions_output() :: #{binary() => any()}. %% Example: %% validate_matchmaking_rule_set_input() :: #{ %% <<"RuleSetBody">> := string() %% } -type validate_matchmaking_rule_set_input() :: #{binary() => any()}. %% Example: %% list_fleets_input() :: #{ %% <<"BuildId">> => string(), %% <<"Limit">> => integer(), %% <<"NextToken">> => string(), %% <<"ScriptId">> => string() %% } -type list_fleets_input() :: #{binary() => any()}. %% Example: %% list_game_servers_input() :: #{ %% <<"GameServerGroupName">> := string(), %% <<"Limit">> => integer(), %% <<"NextToken">> => string(), %% <<"SortOrder">> => list(any()) %% } -type list_game_servers_input() :: #{binary() => any()}. %% Example: %% create_fleet_input() :: #{ %% <<"AnywhereConfiguration">> => anywhere_configuration(), %% <<"BuildId">> => string(), %% <<"CertificateConfiguration">> => certificate_configuration(), %% <<"ComputeType">> => list(any()), %% <<"Description">> => string(), %% <<"EC2InboundPermissions">> => list(ip_permission()), %% <<"EC2InstanceType">> => list(any()), %% <<"FleetType">> => list(any()), %% <<"InstanceRoleArn">> => string(), %% <<"InstanceRoleCredentialsProvider">> => list(any()), %% <<"Locations">> => list(location_configuration()), %% <<"LogPaths">> => list(string()), %% <<"MetricGroups">> => list(string()), %% <<"Name">> := string(), %% <<"NewGameSessionProtectionPolicy">> => list(any()), %% <<"PeerVpcAwsAccountId">> => string(), %% <<"PeerVpcId">> => string(), %% <<"PlayerGatewayConfiguration">> => player_gateway_configuration(), %% <<"PlayerGatewayMode">> => list(any()), %% <<"ResourceCreationLimitPolicy">> => resource_creation_limit_policy(), %% <<"RuntimeConfiguration">> => runtime_configuration(), %% <<"ScriptId">> => string(), %% <<"ServerLaunchParameters">> => string(), %% <<"ServerLaunchPath">> => string(), %% <<"Tags">> => list(tag()) %% } -type create_fleet_input() :: #{binary() => any()}. %% Example: %% start_matchmaking_input() :: #{ %% <<"ConfigurationName">> := string(), %% <<"Players">> := list(player()), %% <<"TicketId">> => string() %% } -type start_matchmaking_input() :: #{binary() => any()}. %% Example: %% connection_port_range() :: #{ %% <<"FromPort">> => integer(), %% <<"ToPort">> => integer() %% } -type connection_port_range() :: #{binary() => any()}. %% Example: %% container_environment() :: #{ %% <<"Name">> => string(), %% <<"Value">> => string() %% } -type container_environment() :: #{binary() => any()}. %% Example: %% container_mount_point() :: #{ %% <<"AccessLevel">> => list(any()), %% <<"ContainerPath">> => string(), %% <<"InstancePath">> => string() %% } -type container_mount_point() :: #{binary() => any()}. %% Example: %% stop_fleet_actions_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string() %% } -type stop_fleet_actions_output() :: #{binary() => any()}. %% Example: %% claim_filter_option() :: #{ %% <<"InstanceStatuses">> => list(list(any())()) %% } -type claim_filter_option() :: #{binary() => any()}. %% Example: %% delete_game_session_queue_input() :: #{ %% <<"Name">> := string() %% } -type delete_game_session_queue_input() :: #{binary() => any()}. %% Example: %% deregister_compute_input() :: #{ %% <<"ComputeName">> := string(), %% <<"FleetId">> := string() %% } -type deregister_compute_input() :: #{binary() => any()}. %% Example: %% describe_fleet_events_output() :: #{ %% <<"Events">> => list(event()), %% <<"NextToken">> => string() %% } -type describe_fleet_events_output() :: #{binary() => any()}. %% Example: %% create_vpc_peering_authorization_output() :: #{ %% <<"VpcPeeringAuthorization">> => vpc_peering_authorization() %% } -type create_vpc_peering_authorization_output() :: #{binary() => any()}. %% Example: %% create_game_session_queue_output() :: #{ %% <<"GameSessionQueue">> => game_session_queue() %% } -type create_game_session_queue_output() :: #{binary() => any()}. %% Example: %% location_model() :: #{ %% <<"LocationArn">> => string(), %% <<"LocationName">> => string(), %% <<"PingBeacon">> => ping_beacon() %% } -type location_model() :: #{binary() => any()}. %% Example: %% event() :: #{ %% <<"Count">> => float(), %% <<"EventCode">> => list(any()), %% <<"EventId">> => string(), %% <<"EventTime">> => non_neg_integer(), %% <<"Message">> => string(), %% <<"PreSignedLogUrl">> => string(), %% <<"ResourceId">> => string() %% } -type event() :: #{binary() => any()}. %% Example: %% describe_instances_input() :: #{ %% <<"FleetId">> := string(), %% <<"InstanceId">> => string(), %% <<"Limit">> => integer(), %% <<"Location">> => string(), %% <<"NextToken">> => string() %% } -type describe_instances_input() :: #{binary() => any()}. %% Example: %% describe_game_server_output() :: #{ %% <<"GameServer">> => game_server() %% } -type describe_game_server_output() :: #{binary() => any()}. %% Example: %% u_d_p_endpoint() :: #{ %% <<"Domain">> => string(), %% <<"Port">> => integer() %% } -type u_d_p_endpoint() :: #{binary() => any()}. %% Example: %% create_vpc_peering_authorization_input() :: #{ %% <<"GameLiftAwsAccountId">> := string(), %% <<"PeerVpcId">> := string() %% } -type create_vpc_peering_authorization_input() :: #{binary() => any()}. %% Example: %% describe_game_session_queues_input() :: #{ %% <<"Limit">> => integer(), %% <<"Names">> => list(string()), %% <<"NextToken">> => string() %% } -type describe_game_session_queues_input() :: #{binary() => any()}. %% Example: %% search_game_sessions_output() :: #{ %% <<"GameSessions">> => list(game_session()), %% <<"NextToken">> => string() %% } -type search_game_sessions_output() :: #{binary() => any()}. %% Example: %% start_match_backfill_output() :: #{ %% <<"MatchmakingTicket">> => matchmaking_ticket() %% } -type start_match_backfill_output() :: #{binary() => any()}. %% Example: %% alias() :: #{ %% <<"AliasArn">> => string(), %% <<"AliasId">> => string(), %% <<"CreationTime">> => non_neg_integer(), %% <<"Description">> => string(), %% <<"LastUpdatedTime">> => non_neg_integer(), %% <<"Name">> => string(), %% <<"RoutingStrategy">> => routing_strategy() %% } -type alias() :: #{binary() => any()}. %% Example: %% update_runtime_configuration_output() :: #{ %% <<"RuntimeConfiguration">> => runtime_configuration() %% } -type update_runtime_configuration_output() :: #{binary() => any()}. %% Example: %% list_fleet_deployments_input() :: #{ %% <<"FleetId">> => string(), %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type list_fleet_deployments_input() :: #{binary() => any()}. %% Example: %% instance() :: #{ %% <<"CreationTime">> => non_neg_integer(), %% <<"DnsName">> => string(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"InstanceId">> => string(), %% <<"IpAddress">> => string(), %% <<"Location">> => string(), %% <<"OperatingSystem">> => list(any()), %% <<"Status">> => list(any()), %% <<"Type">> => list(any()) %% } -type instance() :: #{binary() => any()}. %% Example: %% terminate_game_session_output() :: #{ %% <<"GameSession">> => game_session() %% } -type terminate_game_session_output() :: #{binary() => any()}. %% Example: %% get_game_session_log_url_input() :: #{ %% <<"GameSessionId">> := string() %% } -type get_game_session_log_url_input() :: #{binary() => any()}. %% Example: %% start_fleet_actions_input() :: #{ %% <<"Actions">> := list(list(any())()), %% <<"FleetId">> := string(), %% <<"Location">> => string() %% } -type start_fleet_actions_input() :: #{binary() => any()}. %% Example: %% update_matchmaking_configuration_input() :: #{ %% <<"AcceptanceRequired">> => boolean(), %% <<"AcceptanceTimeoutSeconds">> => integer(), %% <<"AdditionalPlayerCount">> => integer(), %% <<"BackfillMode">> => list(any()), %% <<"CustomEventData">> => string(), %% <<"Description">> => string(), %% <<"FlexMatchMode">> => list(any()), %% <<"GameProperties">> => list(game_property()), %% <<"GameSessionData">> => string(), %% <<"GameSessionQueueArns">> => list(string()), %% <<"Name">> := string(), %% <<"NotificationTarget">> => string(), %% <<"RequestTimeoutSeconds">> => integer(), %% <<"RuleSetName">> => string() %% } -type update_matchmaking_configuration_input() :: #{binary() => any()}. %% Example: %% resume_game_server_group_output() :: #{ %% <<"GameServerGroup">> => game_server_group() %% } -type resume_game_server_group_output() :: #{binary() => any()}. %% Example: %% delete_vpc_peering_authorization_output() :: #{ %% } -type delete_vpc_peering_authorization_output() :: #{binary() => any()}. %% Example: %% unsupported_region_exception() :: #{ %% <<"Message">> => string() %% } -type unsupported_region_exception() :: #{binary() => any()}. %% Example: %% list_scripts_output() :: #{ %% <<"NextToken">> => string(), %% <<"Scripts">> => list(script()) %% } -type list_scripts_output() :: #{binary() => any()}. %% Example: %% delete_container_group_definition_output() :: #{ %% } -type delete_container_group_definition_output() :: #{binary() => any()}. %% Example: %% delete_game_server_group_input() :: #{ %% <<"DeleteOption">> => list(any()), %% <<"GameServerGroupName">> := string() %% } -type delete_game_server_group_input() :: #{binary() => any()}. %% Example: %% game_session_full_exception() :: #{ %% <<"Message">> => string() %% } -type game_session_full_exception() :: #{binary() => any()}. %% Example: %% tag_resource_response() :: #{ %% } -type tag_resource_response() :: #{binary() => any()}. %% Example: %% aws_credentials() :: #{ %% <<"AccessKeyId">> => string(), %% <<"SecretAccessKey">> => string(), %% <<"SessionToken">> => string() %% } -type aws_credentials() :: #{binary() => any()}. %% Example: %% container_port_range() :: #{ %% <<"FromPort">> => integer(), %% <<"Protocol">> => list(any()), %% <<"ToPort">> => integer() %% } -type container_port_range() :: #{binary() => any()}. %% Example: %% describe_matchmaking_rule_sets_output() :: #{ %% <<"NextToken">> => string(), %% <<"RuleSets">> => list(matchmaking_rule_set()) %% } -type describe_matchmaking_rule_sets_output() :: #{binary() => any()}. %% Example: %% game_property() :: #{ %% <<"Key">> => string(), %% <<"Value">> => string() %% } -type game_property() :: #{binary() => any()}. %% Example: %% list_container_group_definitions_input() :: #{ %% <<"ContainerGroupType">> => list(any()), %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type list_container_group_definitions_input() :: #{binary() => any()}. %% Example: %% suspend_game_server_group_output() :: #{ %% <<"GameServerGroup">> => game_server_group() %% } -type suspend_game_server_group_output() :: #{binary() => any()}. %% Example: %% get_instance_access_output() :: #{ %% <<"InstanceAccess">> => instance_access() %% } -type get_instance_access_output() :: #{binary() => any()}. %% Example: %% describe_fleet_attributes_input() :: #{ %% <<"FleetIds">> => list(string()), %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type describe_fleet_attributes_input() :: #{binary() => any()}. %% Example: %% create_location_output() :: #{ %% <<"Location">> => location_model() %% } -type create_location_output() :: #{binary() => any()}. %% Example: %% create_game_session_input() :: #{ %% <<"AliasId">> => string(), %% <<"CreatorId">> => string(), %% <<"FleetId">> => string(), %% <<"GameProperties">> => list(game_property()), %% <<"GameSessionData">> => string(), %% <<"GameSessionId">> => string(), %% <<"IdempotencyToken">> => string(), %% <<"Location">> => string(), %% <<"MaximumPlayerSessionCount">> := integer(), %% <<"Name">> => string() %% } -type create_game_session_input() :: #{binary() => any()}. %% Example: %% routing_strategy() :: #{ %% <<"FleetId">> => string(), %% <<"Message">> => string(), %% <<"Type">> => list(any()) %% } -type routing_strategy() :: #{binary() => any()}. %% Example: %% fleet_deployment() :: #{ %% <<"CreationTime">> => non_neg_integer(), %% <<"DeploymentConfiguration">> => deployment_configuration(), %% <<"DeploymentId">> => string(), %% <<"DeploymentStatus">> => list(any()), %% <<"FleetId">> => string(), %% <<"GameServerBinaryArn">> => string(), %% <<"PerInstanceBinaryArn">> => string(), %% <<"RollbackGameServerBinaryArn">> => string(), %% <<"RollbackPerInstanceBinaryArn">> => string() %% } -type fleet_deployment() :: #{binary() => any()}. %% Example: %% game_session_queue_destination() :: #{ %% <<"DestinationArn">> => string() %% } -type game_session_queue_destination() :: #{binary() => any()}. %% Example: %% describe_game_server_instances_output() :: #{ %% <<"GameServerInstances">> => list(game_server_instance()), %% <<"NextToken">> => string() %% } -type describe_game_server_instances_output() :: #{binary() => any()}. %% Example: %% get_compute_auth_token_output() :: #{ %% <<"AuthToken">> => string(), %% <<"ComputeArn">> => string(), %% <<"ComputeName">> => string(), %% <<"ExpirationTimestamp">> => non_neg_integer(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string() %% } -type get_compute_auth_token_output() :: #{binary() => any()}. %% Example: %% describe_ec2_instance_limits_output() :: #{ %% <<"EC2InstanceLimits">> => list(ec2_instance_limit()) %% } -type describe_ec2_instance_limits_output() :: #{binary() => any()}. %% Example: %% delete_game_server_group_output() :: #{ %% <<"GameServerGroup">> => game_server_group() %% } -type delete_game_server_group_output() :: #{binary() => any()}. %% Example: %% describe_build_output() :: #{ %% <<"Build">> => build() %% } -type describe_build_output() :: #{binary() => any()}. %% Example: %% delete_scaling_policy_input() :: #{ %% <<"FleetId">> := string(), %% <<"Name">> := string() %% } -type delete_scaling_policy_input() :: #{binary() => any()}. %% Example: %% list_tags_for_resource_request() :: #{ %% <<"ResourceARN">> := string() %% } -type list_tags_for_resource_request() :: #{binary() => any()}. %% Example: %% describe_fleet_capacity_output() :: #{ %% <<"FleetCapacity">> => list(fleet_capacity()), %% <<"NextToken">> => string() %% } -type describe_fleet_capacity_output() :: #{binary() => any()}. %% Example: %% list_locations_input() :: #{ %% <<"Filters">> => list(list(any())()), %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type list_locations_input() :: #{binary() => any()}. %% Example: %% describe_container_group_port_mappings_input() :: #{ %% <<"ComputeName">> => string(), %% <<"ContainerGroupType">> := list(any()), %% <<"ContainerName">> => string(), %% <<"FleetId">> := string(), %% <<"InstanceId">> => string() %% } -type describe_container_group_port_mappings_input() :: #{binary() => any()}. %% Example: %% container_fleet() :: #{ %% <<"BillingType">> => list(any()), %% <<"CreationTime">> => non_neg_integer(), %% <<"DeploymentDetails">> => deployment_details(), %% <<"Description">> => string(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"FleetRoleArn">> => string(), %% <<"GameServerContainerGroupDefinitionArn">> => string(), %% <<"GameServerContainerGroupDefinitionName">> => string(), %% <<"GameServerContainerGroupsPerInstance">> => integer(), %% <<"GameSessionCreationLimitPolicy">> => game_session_creation_limit_policy(), %% <<"InstanceConnectionPortRange">> => connection_port_range(), %% <<"InstanceInboundPermissions">> => list(ip_permission()), %% <<"InstanceType">> => string(), %% <<"LocationAttributes">> => list(container_fleet_location_attributes()), %% <<"LogConfiguration">> => log_configuration(), %% <<"MaximumGameServerContainerGroupsPerInstance">> => integer(), %% <<"MetricGroups">> => list(string()), %% <<"NewGameSessionProtectionPolicy">> => list(any()), %% <<"PerInstanceContainerGroupDefinitionArn">> => string(), %% <<"PerInstanceContainerGroupDefinitionName">> => string(), %% <<"PlayerGatewayMode">> => list(any()), %% <<"Status">> => list(any()) %% } -type container_fleet() :: #{binary() => any()}. %% Example: %% describe_fleet_attributes_output() :: #{ %% <<"FleetAttributes">> => list(fleet_attributes()), %% <<"NextToken">> => string() %% } -type describe_fleet_attributes_output() :: #{binary() => any()}. %% Example: %% script() :: #{ %% <<"CreationTime">> => non_neg_integer(), %% <<"Name">> => string(), %% <<"NodeJsVersion">> => string(), %% <<"ScriptArn">> => string(), %% <<"ScriptId">> => string(), %% <<"SizeOnDisk">> => float(), %% <<"StorageLocation">> => s3_location(), %% <<"Version">> => string() %% } -type script() :: #{binary() => any()}. %% Example: %% resource_creation_limit_policy() :: #{ %% <<"NewGameSessionsPerCreator">> => integer(), %% <<"PolicyPeriodInMinutes">> => integer() %% } -type resource_creation_limit_policy() :: #{binary() => any()}. %% Example: %% game_server() :: #{ %% <<"ClaimStatus">> => list(any()), %% <<"ConnectionInfo">> => string(), %% <<"GameServerData">> => string(), %% <<"GameServerGroupArn">> => string(), %% <<"GameServerGroupName">> => string(), %% <<"GameServerId">> => string(), %% <<"InstanceId">> => string(), %% <<"LastClaimTime">> => non_neg_integer(), %% <<"LastHealthCheckTime">> => non_neg_integer(), %% <<"RegistrationTime">> => non_neg_integer(), %% <<"UtilizationStatus">> => list(any()) %% } -type game_server() :: #{binary() => any()}. %% Example: %% create_player_session_output() :: #{ %% <<"PlayerSession">> => player_session() %% } -type create_player_session_output() :: #{binary() => any()}. %% Example: %% describe_alias_output() :: #{ %% <<"Alias">> => alias() %% } -type describe_alias_output() :: #{binary() => any()}. %% Example: %% describe_game_session_placement_output() :: #{ %% <<"GameSessionPlacement">> => game_session_placement() %% } -type describe_game_session_placement_output() :: #{binary() => any()}. %% Example: %% invalid_game_session_status_exception() :: #{ %% <<"Message">> => string() %% } -type invalid_game_session_status_exception() :: #{binary() => any()}. %% Example: %% container_port_configuration() :: #{ %% <<"ContainerPortRanges">> => list(container_port_range()) %% } -type container_port_configuration() :: #{binary() => any()}. %% Example: %% register_compute_input() :: #{ %% <<"CertificatePath">> => string(), %% <<"ComputeName">> := string(), %% <<"DnsName">> => string(), %% <<"FleetId">> := string(), %% <<"IpAddress">> => string(), %% <<"Location">> => string() %% } -type register_compute_input() :: #{binary() => any()}. %% Example: %% delete_location_output() :: #{ %% } -type delete_location_output() :: #{binary() => any()}. %% Example: %% limit_exceeded_exception() :: #{ %% <<"Message">> => string() %% } -type limit_exceeded_exception() :: #{binary() => any()}. %% Example: %% stop_matchmaking_output() :: #{ %% } -type stop_matchmaking_output() :: #{binary() => any()}. %% Example: %% create_alias_input() :: #{ %% <<"Description">> => string(), %% <<"Name">> := string(), %% <<"RoutingStrategy">> := routing_strategy(), %% <<"Tags">> => list(tag()) %% } -type create_alias_input() :: #{binary() => any()}. %% Example: %% start_match_backfill_input() :: #{ %% <<"ConfigurationName">> := string(), %% <<"GameSessionArn">> => string(), %% <<"Players">> := list(player()), %% <<"TicketId">> => string() %% } -type start_match_backfill_input() :: #{binary() => any()}. %% Example: %% ec2_instance_limit() :: #{ %% <<"CurrentInstances">> => integer(), %% <<"EC2InstanceType">> => list(any()), %% <<"InstanceLimit">> => integer(), %% <<"Location">> => string() %% } -type ec2_instance_limit() :: #{binary() => any()}. %% Example: %% get_compute_auth_token_input() :: #{ %% <<"ComputeName">> := string(), %% <<"FleetId">> := string() %% } -type get_compute_auth_token_input() :: #{binary() => any()}. %% Example: %% list_container_fleets_output() :: #{ %% <<"ContainerFleets">> => list(container_fleet()), %% <<"NextToken">> => string() %% } -type list_container_fleets_output() :: #{binary() => any()}. %% Example: %% target_configuration() :: #{ %% <<"TargetValue">> => float() %% } -type target_configuration() :: #{binary() => any()}. %% Example: %% get_player_connection_details_output() :: #{ %% <<"GameSessionId">> => string(), %% <<"PlayerConnectionDetails">> => list(player_connection_detail()) %% } -type get_player_connection_details_output() :: #{binary() => any()}. %% Example: %% launch_template_specification() :: #{ %% <<"LaunchTemplateId">> => string(), %% <<"LaunchTemplateName">> => string(), %% <<"Version">> => string() %% } -type launch_template_specification() :: #{binary() => any()}. %% Example: %% claim_game_server_output() :: #{ %% <<"GameServer">> => game_server() %% } -type claim_game_server_output() :: #{binary() => any()}. %% Example: %% describe_container_group_port_mappings_output() :: #{ %% <<"ComputeName">> => string(), %% <<"ContainerGroupDefinitionArn">> => string(), %% <<"ContainerGroupPortMappings">> => list(container_group_port_mapping()), %% <<"ContainerGroupType">> => list(any()), %% <<"FleetId">> => string(), %% <<"InstanceId">> => string(), %% <<"Location">> => string() %% } -type describe_container_group_port_mappings_output() :: #{binary() => any()}. %% Example: %% describe_scaling_policies_input() :: #{ %% <<"FleetId">> := string(), %% <<"Limit">> => integer(), %% <<"Location">> => string(), %% <<"NextToken">> => string(), %% <<"StatusFilter">> => list(any()) %% } -type describe_scaling_policies_input() :: #{binary() => any()}. %% Example: %% list_game_servers_output() :: #{ %% <<"GameServers">> => list(game_server()), %% <<"NextToken">> => string() %% } -type list_game_servers_output() :: #{binary() => any()}. %% Example: %% vpc_peering_connection_status() :: #{ %% <<"Code">> => string(), %% <<"Message">> => string() %% } -type vpc_peering_connection_status() :: #{binary() => any()}. %% Example: %% describe_container_fleet_output() :: #{ %% <<"ContainerFleet">> => container_fleet() %% } -type describe_container_fleet_output() :: #{binary() => any()}. %% Example: %% describe_scaling_policies_output() :: #{ %% <<"NextToken">> => string(), %% <<"ScalingPolicies">> => list(scaling_policy()) %% } -type describe_scaling_policies_output() :: #{binary() => any()}. %% Example: %% delete_matchmaking_rule_set_input() :: #{ %% <<"Name">> := string() %% } -type delete_matchmaking_rule_set_input() :: #{binary() => any()}. %% Example: %% create_build_input() :: #{ %% <<"Name">> => string(), %% <<"OperatingSystem">> => list(any()), %% <<"ServerSdkVersion">> => string(), %% <<"StorageLocation">> => s3_location(), %% <<"Tags">> => list(tag()), %% <<"Version">> => string() %% } -type create_build_input() :: #{binary() => any()}. %% Example: %% game_server_container_definition() :: #{ %% <<"ContainerName">> => string(), %% <<"DependsOn">> => list(container_dependency()), %% <<"EnvironmentOverride">> => list(container_environment()), %% <<"ImageUri">> => string(), %% <<"MountPoints">> => list(container_mount_point()), %% <<"PortConfiguration">> => container_port_configuration(), %% <<"ResolvedImageDigest">> => string(), %% <<"ServerSdkVersion">> => string() %% } -type game_server_container_definition() :: #{binary() => any()}. %% Example: %% vpc_peering_connection() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"GameLiftVpcId">> => string(), %% <<"IpV4CidrBlock">> => string(), %% <<"PeerVpcId">> => string(), %% <<"Status">> => vpc_peering_connection_status(), %% <<"VpcPeeringConnectionId">> => string() %% } -type vpc_peering_connection() :: #{binary() => any()}. %% Example: %% update_fleet_attributes_output() :: #{ %% <<"FleetArn">> => string(), %% <<"FleetId">> => string() %% } -type update_fleet_attributes_output() :: #{binary() => any()}. %% Example: %% create_build_output() :: #{ %% <<"Build">> => build(), %% <<"StorageLocation">> => s3_location(), %% <<"UploadCredentials">> => aws_credentials() %% } -type create_build_output() :: #{binary() => any()}. %% Example: %% deployment_details() :: #{ %% <<"LatestDeploymentId">> => string() %% } -type deployment_details() :: #{binary() => any()}. %% Example: %% describe_game_session_details_output() :: #{ %% <<"GameSessionDetails">> => list(game_session_detail()), %% <<"NextToken">> => string() %% } -type describe_game_session_details_output() :: #{binary() => any()}. %% Example: %% create_vpc_peering_connection_output() :: #{ %% } -type create_vpc_peering_connection_output() :: #{binary() => any()}. %% Example: %% log_configuration() :: #{ %% <<"LogDestination">> => list(any()), %% <<"LogGroupArn">> => string(), %% <<"S3BucketName">> => string() %% } -type log_configuration() :: #{binary() => any()}. %% Example: %% game_session_detail() :: #{ %% <<"GameSession">> => game_session(), %% <<"ProtectionPolicy">> => list(any()) %% } -type game_session_detail() :: #{binary() => any()}. %% Example: %% stop_game_session_placement_output() :: #{ %% <<"GameSessionPlacement">> => game_session_placement() %% } -type stop_game_session_placement_output() :: #{binary() => any()}. %% Example: %% describe_vpc_peering_authorizations_input() :: #{ %% } -type describe_vpc_peering_authorizations_input() :: #{binary() => any()}. %% Example: %% describe_container_group_definition_output() :: #{ %% <<"ContainerGroupDefinition">> => container_group_definition() %% } -type describe_container_group_definition_output() :: #{binary() => any()}. %% Example: %% create_game_server_group_input() :: #{ %% <<"AutoScalingPolicy">> => game_server_group_auto_scaling_policy(), %% <<"BalancingStrategy">> => list(any()), %% <<"GameServerGroupName">> := string(), %% <<"GameServerProtectionPolicy">> => list(any()), %% <<"InstanceDefinitions">> := list(instance_definition()), %% <<"LaunchTemplate">> := launch_template_specification(), %% <<"MaxSize">> := integer(), %% <<"MinSize">> := integer(), %% <<"RoleArn">> := string(), %% <<"Tags">> => list(tag()), %% <<"VpcSubnets">> => list(string()) %% } -type create_game_server_group_input() :: #{binary() => any()}. %% Example: %% stop_fleet_actions_input() :: #{ %% <<"Actions">> := list(list(any())()), %% <<"FleetId">> := string(), %% <<"Location">> => string() %% } -type stop_fleet_actions_input() :: #{binary() => any()}. %% Example: %% certificate_configuration() :: #{ %% <<"CertificateType">> => list(any()) %% } -type certificate_configuration() :: #{binary() => any()}. %% Example: %% matchmaking_rule_set() :: #{ %% <<"CreationTime">> => non_neg_integer(), %% <<"RuleSetArn">> => string(), %% <<"RuleSetBody">> => string(), %% <<"RuleSetName">> => string() %% } -type matchmaking_rule_set() :: #{binary() => any()}. %% Example: %% describe_compute_input() :: #{ %% <<"ComputeName">> := string(), %% <<"FleetId">> := string() %% } -type describe_compute_input() :: #{binary() => any()}. %% Example: %% create_container_fleet_input() :: #{ %% <<"BillingType">> => list(any()), %% <<"Description">> => string(), %% <<"FleetRoleArn">> := string(), %% <<"GameServerContainerGroupDefinitionName">> => string(), %% <<"GameServerContainerGroupsPerInstance">> => integer(), %% <<"GameSessionCreationLimitPolicy">> => game_session_creation_limit_policy(), %% <<"InstanceConnectionPortRange">> => connection_port_range(), %% <<"InstanceInboundPermissions">> => list(ip_permission()), %% <<"InstanceType">> => string(), %% <<"Locations">> => list(location_configuration()), %% <<"LogConfiguration">> => log_configuration(), %% <<"MetricGroups">> => list(string()), %% <<"NewGameSessionProtectionPolicy">> => list(any()), %% <<"PerInstanceContainerGroupDefinitionName">> => string(), %% <<"PlayerGatewayMode">> => list(any()), %% <<"Tags">> => list(tag()) %% } -type create_container_fleet_input() :: #{binary() => any()}. %% Example: %% register_game_server_input() :: #{ %% <<"ConnectionInfo">> => string(), %% <<"GameServerData">> => string(), %% <<"GameServerGroupName">> := string(), %% <<"GameServerId">> := string(), %% <<"InstanceId">> := string() %% } -type register_game_server_input() :: #{binary() => any()}. %% Example: %% create_player_sessions_input() :: #{ %% <<"GameSessionId">> := string(), %% <<"PlayerDataMap">> => map(), %% <<"PlayerIds">> := list(string()) %% } -type create_player_sessions_input() :: #{binary() => any()}. %% Example: %% game_session_placement() :: #{ %% <<"DnsName">> => string(), %% <<"EndTime">> => non_neg_integer(), %% <<"GameProperties">> => list(game_property()), %% <<"GameSessionArn">> => string(), %% <<"GameSessionData">> => string(), %% <<"GameSessionId">> => string(), %% <<"GameSessionName">> => string(), %% <<"GameSessionQueueName">> => string(), %% <<"GameSessionRegion">> => string(), %% <<"IpAddress">> => string(), %% <<"MatchmakerData">> => string(), %% <<"MaximumPlayerSessionCount">> => integer(), %% <<"PlacedPlayerSessions">> => list(placed_player_session()), %% <<"PlacementId">> => string(), %% <<"PlayerGatewayStatus">> => list(any()), %% <<"PlayerLatencies">> => list(player_latency()), %% <<"Port">> => integer(), %% <<"PriorityConfigurationOverride">> => priority_configuration_override(), %% <<"StartTime">> => non_neg_integer(), %% <<"Status">> => list(any()) %% } -type game_session_placement() :: #{binary() => any()}. %% Example: %% game_session() :: #{ %% <<"ComputeName">> => string(), %% <<"CreationTime">> => non_neg_integer(), %% <<"CreatorId">> => string(), %% <<"CurrentPlayerSessionCount">> => integer(), %% <<"DnsName">> => string(), %% <<"FleetArn">> => string(), %% <<"FleetId">> => string(), %% <<"GameProperties">> => list(game_property()), %% <<"GameSessionData">> => string(), %% <<"GameSessionId">> => string(), %% <<"IpAddress">> => string(), %% <<"Location">> => string(), %% <<"MatchmakerData">> => string(), %% <<"MaximumPlayerSessionCount">> => integer(), %% <<"Name">> => string(), %% <<"PlayerGatewayStatus">> => list(any()), %% <<"PlayerSessionCreationPolicy">> => list(any()), %% <<"Port">> => integer(), %% <<"Status">> => list(any()), %% <<"StatusReason">> => list(any()), %% <<"TerminationTime">> => non_neg_integer() %% } -type game_session() :: #{binary() => any()}. %% Example: %% update_game_session_output() :: #{ %% <<"GameSession">> => game_session() %% } -type update_game_session_output() :: #{binary() => any()}. %% Example: %% get_player_connection_details_input() :: #{ %% <<"GameSessionId">> := string(), %% <<"PlayerIds">> := list(string()) %% } -type get_player_connection_details_input() :: #{binary() => any()}. %% Example: %% update_container_fleet_output() :: #{ %% <<"ContainerFleet">> => container_fleet() %% } -type update_container_fleet_output() :: #{binary() => any()}. %% Example: %% player_connection_endpoint() :: #{ %% <<"IpAddress">> => string(), %% <<"Port">> => integer() %% } -type player_connection_endpoint() :: #{binary() => any()}. %% Example: %% list_builds_output() :: #{ %% <<"Builds">> => list(build()), %% <<"NextToken">> => string() %% } -type list_builds_output() :: #{binary() => any()}. %% Example: %% create_script_input() :: #{ %% <<"Name">> => string(), %% <<"NodeJsVersion">> => string(), %% <<"StorageLocation">> => s3_location(), %% <<"Tags">> => list(tag()), %% <<"Version">> => string(), %% <<"ZipFile">> => binary() %% } -type create_script_input() :: #{binary() => any()}. %% Example: %% create_container_fleet_output() :: #{ %% <<"ContainerFleet">> => container_fleet() %% } -type create_container_fleet_output() :: #{binary() => any()}. %% Example: %% create_script_output() :: #{ %% <<"Script">> => script() %% } -type create_script_output() :: #{binary() => any()}. %% Example: %% target_tracking_configuration() :: #{ %% <<"TargetValue">> => float() %% } -type target_tracking_configuration() :: #{binary() => any()}. %% Example: %% describe_container_group_definition_input() :: #{ %% <<"Name">> := string(), %% <<"VersionNumber">> => integer() %% } -type describe_container_group_definition_input() :: #{binary() => any()}. %% Example: %% describe_matchmaking_configurations_output() :: #{ %% <<"Configurations">> => list(matchmaking_configuration()), %% <<"NextToken">> => string() %% } -type describe_matchmaking_configurations_output() :: #{binary() => any()}. %% Example: %% container_dependency() :: #{ %% <<"Condition">> => list(any()), %% <<"ContainerName">> => string() %% } -type container_dependency() :: #{binary() => any()}. %% Example: %% list_container_fleets_input() :: #{ %% <<"ContainerGroupDefinitionName">> => string(), %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type list_container_fleets_input() :: #{binary() => any()}. %% Example: %% describe_game_server_instances_input() :: #{ %% <<"GameServerGroupName">> := string(), %% <<"InstanceIds">> => list(string()), %% <<"Limit">> => integer(), %% <<"NextToken">> => string() %% } -type describe_game_server_instances_input() :: #{binary() => any()}. %% Example: %% terminal_routing_strategy_exception() :: #{ %% <<"Message">> => string() %% } -type terminal_routing_strategy_exception() :: #{binary() => any()}. -type accept_match_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception(). -type claim_game_server_errors() :: not_found_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | out_of_capacity_exception() | unauthorized_exception(). -type create_alias_errors() :: limit_exceeded_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type create_build_errors() :: invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type create_container_fleet_errors() :: limit_exceeded_exception() | unsupported_region_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type create_container_group_definition_errors() :: limit_exceeded_exception() | unsupported_region_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type create_fleet_errors() :: limit_exceeded_exception() | unsupported_region_exception() | not_ready_exception() | not_found_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type create_fleet_locations_errors() :: limit_exceeded_exception() | unsupported_region_exception() | not_ready_exception() | not_found_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | invalid_fleet_status_exception(). -type create_game_server_group_errors() :: limit_exceeded_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception(). -type create_game_session_errors() :: terminal_routing_strategy_exception() | limit_exceeded_exception() | unsupported_region_exception() | not_found_exception() | idempotent_parameter_mismatch_exception() | invalid_request_exception() | conflict_exception() | fleet_capacity_exceeded_exception() | internal_service_exception() | unauthorized_exception() | invalid_fleet_status_exception(). -type create_game_session_queue_errors() :: limit_exceeded_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type create_location_errors() :: limit_exceeded_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type create_matchmaking_configuration_errors() :: limit_exceeded_exception() | unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | tagging_failed_exception(). -type create_matchmaking_rule_set_errors() :: limit_exceeded_exception() | unsupported_region_exception() | invalid_request_exception() | internal_service_exception() | tagging_failed_exception(). -type create_player_session_errors() :: terminal_routing_strategy_exception() | invalid_game_session_status_exception() | game_session_full_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type create_player_sessions_errors() :: terminal_routing_strategy_exception() | invalid_game_session_status_exception() | game_session_full_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type create_script_errors() :: invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type create_vpc_peering_authorization_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type create_vpc_peering_connection_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type delete_alias_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type delete_build_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type delete_container_fleet_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type delete_container_group_definition_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type delete_fleet_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception() | invalid_fleet_status_exception(). -type delete_fleet_locations_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type delete_game_server_group_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type delete_game_session_queue_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type delete_location_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type delete_matchmaking_configuration_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | tagging_failed_exception(). -type delete_matchmaking_rule_set_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | tagging_failed_exception(). -type delete_scaling_policy_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type delete_script_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception() | tagging_failed_exception(). -type delete_vpc_peering_authorization_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type delete_vpc_peering_connection_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type deregister_compute_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type deregister_game_server_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_alias_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_build_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_compute_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_container_fleet_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_container_group_definition_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_container_group_port_mappings_errors() :: limit_exceeded_exception() | unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_ec2_instance_limits_errors() :: unsupported_region_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_fleet_attributes_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_fleet_capacity_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_fleet_deployment_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_fleet_events_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_fleet_location_attributes_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_fleet_location_capacity_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_fleet_location_utilization_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_fleet_port_settings_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_fleet_utilization_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_game_server_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_game_server_group_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_game_server_instances_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_game_session_details_errors() :: terminal_routing_strategy_exception() | unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_game_session_placement_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_game_session_queues_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_game_sessions_errors() :: terminal_routing_strategy_exception() | unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_instances_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_matchmaking_errors() :: unsupported_region_exception() | invalid_request_exception() | internal_service_exception(). -type describe_matchmaking_configurations_errors() :: unsupported_region_exception() | invalid_request_exception() | internal_service_exception(). -type describe_matchmaking_rule_sets_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception(). -type describe_player_sessions_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_runtime_configuration_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_scaling_policies_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_script_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_vpc_peering_authorizations_errors() :: invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type describe_vpc_peering_connections_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type get_compute_access_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type get_compute_auth_token_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type get_game_session_log_url_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type get_instance_access_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type get_player_connection_details_errors() :: limit_exceeded_exception() | invalid_game_session_status_exception() | unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_aliases_errors() :: invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_builds_errors() :: invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_compute_errors() :: unsupported_region_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_container_fleets_errors() :: unsupported_region_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_container_group_definition_versions_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_container_group_definitions_errors() :: unsupported_region_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_fleet_deployments_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_fleets_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_game_server_groups_errors() :: invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_game_servers_errors() :: invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_locations_errors() :: invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_scripts_errors() :: invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type list_tags_for_resource_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | tagging_failed_exception(). -type put_scaling_policy_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type register_compute_errors() :: limit_exceeded_exception() | not_ready_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception(). -type register_game_server_errors() :: limit_exceeded_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception(). -type request_upload_credentials_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type resolve_alias_errors() :: terminal_routing_strategy_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type resume_game_server_group_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type search_game_sessions_errors() :: terminal_routing_strategy_exception() | unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type start_fleet_actions_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type start_game_session_placement_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type start_match_backfill_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception(). -type start_matchmaking_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception(). -type stop_fleet_actions_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type stop_game_session_placement_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type stop_matchmaking_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception(). -type suspend_game_server_group_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type tag_resource_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | tagging_failed_exception(). -type terminate_game_session_errors() :: invalid_game_session_status_exception() | not_ready_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type untag_resource_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | tagging_failed_exception(). -type update_alias_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type update_build_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type update_container_fleet_errors() :: limit_exceeded_exception() | unsupported_region_exception() | not_ready_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type update_container_group_definition_errors() :: limit_exceeded_exception() | unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type update_fleet_attributes_errors() :: limit_exceeded_exception() | not_found_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | invalid_fleet_status_exception(). -type update_fleet_capacity_errors() :: limit_exceeded_exception() | unsupported_region_exception() | not_found_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | invalid_fleet_status_exception(). -type update_fleet_port_settings_errors() :: limit_exceeded_exception() | not_found_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception() | invalid_fleet_status_exception(). -type update_game_server_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type update_game_server_group_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type update_game_session_errors() :: invalid_game_session_status_exception() | not_ready_exception() | not_found_exception() | invalid_request_exception() | conflict_exception() | internal_service_exception() | unauthorized_exception(). -type update_game_session_queue_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type update_matchmaking_configuration_errors() :: unsupported_region_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception(). -type update_runtime_configuration_errors() :: limit_exceeded_exception() | not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception() | invalid_fleet_status_exception(). -type update_script_errors() :: not_found_exception() | invalid_request_exception() | internal_service_exception() | unauthorized_exception(). -type validate_matchmaking_rule_set_errors() :: unsupported_region_exception() | invalid_request_exception() | internal_service_exception(). %%==================================================================== %% API %%==================================================================== %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Registers a player's acceptance or rejection of a proposed FlexMatch %% match. %% %% A %% matchmaking configuration may require player acceptance; if so, then %% matches built with %% that configuration cannot be completed unless all players accept the %% proposed match %% within a specified time limit. %% %% When FlexMatch builds a match, all the matchmaking tickets involved in the %% proposed %% match are placed into status `REQUIRES_ACCEPTANCE'. This is a trigger %% for %% your game to get acceptance from all players in each ticket. Calls to this %% action are only valid %% for tickets that are in this status; calls for tickets not in this status %% result in an %% error. %% %% To register acceptance, specify the ticket ID, one or more players, and an %% acceptance response. %% When all players have accepted, Amazon GameLift Servers advances the %% matchmaking tickets to status %% `PLACING', and attempts to create a new game session for the match. %% %% If any player rejects the match, or if acceptances are not received before %% a specified %% timeout, the proposed match is dropped. Each matchmaking ticket in the %% failed match is handled as follows: %% %% If the ticket has one or more players who rejected the match or failed to %% respond, the ticket status is set `CANCELLED' and processing is %% terminated. %% %% If all players in the ticket accepted the match, the ticket %% status is returned to `SEARCHING' to find a new match. %% %% Learn more %% %% Add FlexMatch to a game client: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html %% %% FlexMatch events: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html %% (reference) -spec accept_match(aws_client:aws_client(), accept_match_input()) -> {ok, accept_match_output(), tuple()} | {error, any()} | {error, accept_match_errors(), tuple()}. accept_match(Client, Input) when is_map(Client), is_map(Input) -> accept_match(Client, Input, []). -spec accept_match(aws_client:aws_client(), accept_match_input(), proplists:proplist()) -> {ok, accept_match_output(), tuple()} | {error, any()} | {error, accept_match_errors(), tuple()}. accept_match(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"AcceptMatch">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Locates an available game server and %% temporarily reserves it to host gameplay and players. %% %% This operation is called from a %% game client or client service (such as a matchmaker) to request hosting %% resources for a %% new game session. In response, Amazon GameLift Servers FleetIQ locates an %% available game server, places it in %% `CLAIMED' status for 60 seconds, and returns connection information %% that %% players can use to connect to the game server. %% %% To claim a game server, identify a game server group. You can also specify %% a game %% server ID, although this approach bypasses Amazon GameLift Servers FleetIQ %% placement optimization. Optionally, %% include game data to pass to the game server at the start of a game %% session, such as a %% game map or player information. Add filter options to further restrict how %% a %% game server is chosen, such as only allowing game servers on `ACTIVE' %% instances %% to be claimed. %% %% When a game server is successfully claimed, connection information is %% returned. A %% claimed game server's utilization status remains `AVAILABLE' while %% the claim %% status is set to `CLAIMED' for up to 60 seconds. This time period %% gives the %% game server time to update its status to `UTILIZED' after players %% join. If %% the game server's status is not updated within 60 seconds, the game %% server reverts to %% unclaimed status and is available to be claimed by another request. The %% claim time %% period is a fixed value and is not configurable. %% %% If you try to claim a specific game server, this request will fail in the %% following %% cases: %% %% If the game server utilization status is `UTILIZED'. %% %% If the game server claim status is `CLAIMED'. %% %% If the game server is running on an instance in `DRAINING' status and %% the provided filter option does not allow placing on `DRAINING' %% instances. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec claim_game_server(aws_client:aws_client(), claim_game_server_input()) -> {ok, claim_game_server_output(), tuple()} | {error, any()} | {error, claim_game_server_errors(), tuple()}. claim_game_server(Client, Input) when is_map(Client), is_map(Input) -> claim_game_server(Client, Input, []). -spec claim_game_server(aws_client:aws_client(), claim_game_server_input(), proplists:proplist()) -> {ok, claim_game_server_output(), tuple()} | {error, any()} | {error, claim_game_server_errors(), tuple()}. claim_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ClaimGameServer">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Creates an alias for a fleet. %% %% In most situations, you can use an alias ID in place of %% a fleet ID. An alias provides a level of abstraction for a fleet that is %% useful when %% redirecting player traffic from one fleet to another, such as when %% updating your game %% build. %% %% Amazon GameLift Servers supports two types of routing strategies for %% aliases: simple and terminal. A %% simple alias points to an active fleet. A terminal alias is used to %% display messaging or %% link to a URL instead of routing players to an active fleet. For example, %% you might use %% a terminal alias when a game version is no longer supported and you want %% to direct %% players to an upgrade site. %% %% To create a fleet alias, specify an alias name, routing strategy, and %% optional %% description. Each simple alias can point to only one fleet, but a fleet %% can have %% multiple aliases. If successful, a new alias record is returned, including %% an alias ID %% and an ARN. You can reassign an alias to another fleet by calling %% `UpdateAlias'. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec create_alias(aws_client:aws_client(), create_alias_input()) -> {ok, create_alias_output(), tuple()} | {error, any()} | {error, create_alias_errors(), tuple()}. create_alias(Client, Input) when is_map(Client), is_map(Input) -> create_alias(Client, Input, []). -spec create_alias(aws_client:aws_client(), create_alias_input(), proplists:proplist()) -> {ok, create_alias_output(), tuple()} | {error, any()} | {error, create_alias_errors(), tuple()}. create_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateAlias">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere %% %% Creates a new Amazon GameLift Servers build resource for your game server %% binary files. %% %% Combine game %% server binaries into a zip file for use with Amazon GameLift Servers. %% %% When setting up a new game build for Amazon GameLift Servers, we recommend %% using the CLI command %% upload-build: %% https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html %% . This helper command combines two tasks: (1) it %% uploads your build files from a file directory to an Amazon GameLift %% Servers Amazon S3 location, and (2) %% it creates a new build resource. %% %% You can use the `CreateBuild' operation in the following scenarios: %% %% Create a new game build with build files that are in an Amazon S3 location %% under an %% Amazon Web Services account that you control. To use this option, you give %% Amazon GameLift Servers access to %% the Amazon S3 bucket. With permissions in place, specify a build name, %% operating %% system, and the Amazon S3 storage location of your game build. %% %% Upload your build files to a Amazon GameLift Servers Amazon S3 location. %% To use this option, %% specify a build name and operating system. This operation creates a new %% build %% resource and also returns an Amazon S3 location with temporary access %% credentials. %% Use the credentials to manually upload your build files to the specified %% Amazon S3 %% location. For more information, see Uploading Objects: %% https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html in %% the Amazon S3 Developer Guide. After you upload build files to %% the Amazon GameLift Servers Amazon S3 location, you can't update them. %% %% If successful, this operation creates a new build resource with a unique %% build ID and %% places it in `INITIALIZED' status. A build must be in `READY' %% status before you can create fleets with it. %% %% Learn more %% %% Uploading Your %% Game: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html %% %% Create a Build with Files in Amazon S3: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec create_build(aws_client:aws_client(), create_build_input()) -> {ok, create_build_output(), tuple()} | {error, any()} | {error, create_build_errors(), tuple()}. create_build(Client, Input) when is_map(Client), is_map(Input) -> create_build(Client, Input, []). -spec create_build(aws_client:aws_client(), create_build_input(), proplists:proplist()) -> {ok, create_build_output(), tuple()} | {error, any()} | {error, create_build_errors(), tuple()}. create_build(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateBuild">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Creates a managed fleet of Amazon Elastic Compute Cloud (Amazon EC2) %% instances to host your containerized game %% servers. %% %% Use this operation to define how to deploy a container architecture onto %% each %% fleet instance and configure fleet settings. You can create a container %% fleet in any %% Amazon Web Services Regions that Amazon GameLift Servers supports for %% multi-location fleets. A container fleet can be %% deployed to a single location or multiple locations. Container fleets are %% deployed with %% Amazon Linux 2023 as the instance operating system. %% %% Define the fleet's container architecture using container group %% definitions. Each %% fleet can have one of the following container group types: %% %% The game server container group runs your game server build and dependent %% software. Amazon GameLift Servers %% deploys one or more replicas of this container group to each fleet %% instance. The %% number of replicas depends on the computing capabilities of the fleet %% instance %% in use. %% %% An optional per-instance container group might be used to run other %% software that only needs %% to run once per instance, such as background services, logging, or test %% processes. One per-instance container group is deployed to each fleet %% instance. %% %% Each container group can include the definition for one or more %% containers. A %% container definition specifies a container image that is stored in an %% Amazon Elastic Container Registry (Amazon ECR) %% public or private repository. %% %% Request options %% %% Use this operation to make the following types of requests. Most fleet %% settings have %% default values, so you can create a working fleet with a minimal %% configuration and %% default values, which you can customize later. %% %% Create a fleet with no container groups. You can configure a container %% fleet and then add %% container group definitions later. In this scenario, no fleet instances %% are %% deployed, and the fleet can't host game sessions until you add a game %% server %% container group definition. Provide the following required parameter %% values: %% %% `FleetRoleArn' %% %% Create a fleet with a game server container group. Provide the following %% required parameter %% values: %% %% `FleetRoleArn' %% %% `GameServerContainerGroupDefinitionName' %% %% Create a fleet with a game server container group and a per-instance %% container group. Provide %% the following required parameter values: %% %% `FleetRoleArn' %% %% `GameServerContainerGroupDefinitionName' %% %% `PerInstanceContainerGroupDefinitionName' %% %% Results %% %% If successful, this operation creates a new container fleet resource, %% places it in %% `PENDING' status, and initiates the fleet creation workflow: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-all.html#fleets-creation-workflow. %% For fleets with container groups, this workflow %% starts a fleet deployment and transitions the status to `ACTIVE'. %% Fleets %% without a container group are placed in `CREATED' status. %% %% You can update most of the properties of a fleet, including container %% group %% definitions, and deploy the update across all fleet instances. Use %% UpdateContainerFleet: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateContainerFleet.html %% to deploy a new game server version update across the container fleet. %% %% A managed fleet's runtime environment depends on the Amazon Machine %% Image (AMI) %% version it uses. When a new fleet is created, Amazon GameLift Servers %% assigns the %% latest available AMI version to the fleet, and all compute instances in %% that fleet %% are deployed with that version. To update the AMI version, you must create %% a new %% fleet. As a best practice, we recommend replacing your managed fleets %% every 30 %% days to maintain a secure and up-to-date runtime environment for your %% hosted game %% servers. For guidance, see %% Security best practices for Amazon GameLift Servers: %% https://docs.aws.amazon.com/gameliftservers/latest/developerguide/security-best-practices.html. -spec create_container_fleet(aws_client:aws_client(), create_container_fleet_input()) -> {ok, create_container_fleet_output(), tuple()} | {error, any()} | {error, create_container_fleet_errors(), tuple()}. create_container_fleet(Client, Input) when is_map(Client), is_map(Input) -> create_container_fleet(Client, Input, []). -spec create_container_fleet(aws_client:aws_client(), create_container_fleet_input(), proplists:proplist()) -> {ok, create_container_fleet_output(), tuple()} | {error, any()} | {error, create_container_fleet_errors(), tuple()}. create_container_fleet(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateContainerFleet">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Creates a `ContainerGroupDefinition' that describes a set of %% containers for %% hosting your game server with Amazon GameLift Servers managed containers %% hosting. %% %% An Amazon GameLift Servers container group %% is similar to a container task or pod. Use container group definitions %% when you create a %% container fleet with CreateContainerFleet: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateContainerFleet.html. %% %% A container group definition determines how Amazon GameLift Servers %% deploys your containers to each %% instance in a container fleet. You can maintain multiple versions of a %% container group %% definition. %% %% There are two types of container groups: %% %% A game server container group has the containers that run %% your game server application and supporting software. A game server %% container group can %% have these container types: %% %% Game server container. This container runs your game server. You can %% define one %% game server container in a game server container group. %% %% Support container. This container runs software in parallel with your game %% server. %% You can define up to 8 support containers in a game server group. %% %% When building a game server container group definition, you can choose to %% bundle your %% game server executable and all dependent software into a single game %% server container. %% Alternatively, you can separate the software into one game server %% container and one or %% more support containers. %% %% On a container fleet instance, a game server container group can be %% deployed multiple %% times (depending on the compute resources of the instance). This means %% that all containers %% in the container group are replicated together. %% %% A per-instance container group has containers for processes %% that aren't replicated on a container fleet instance. This might %% include background %% services, logging, test processes, or processes that need to persist %% independently of the %% game server container group. When building a per-instance container group, %% you can define %% up to 10 support containers. %% %% This operation requires Identity and Access Management (IAM) permissions %% to access container images in %% Amazon ECR repositories. See IAM permissions %% for Amazon GameLift Servers: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-iam-policy-examples.html %% for help setting the appropriate permissions. %% %% Request options %% %% Use this operation to make the following types of requests. You can %% specify values for the %% minimum required parameters and customize optional values later. %% %% Create a game server container group definition. Provide the following %% required parameter values: %% %% `Name' %% %% `ContainerGroupType' (`GAME_SERVER') %% %% `OperatingSystem' (omit to use default value) %% %% `TotalMemoryLimitMebibytes' (omit to use default value) %% %% `TotalVcpuLimit '(omit to use default value) %% %% At least one `GameServerContainerDefinition' %% %% `ContainerName' %% %% `ImageUrl' %% %% `PortConfiguration' %% %% `ServerSdkVersion' (omit to use default value) %% %% Create a per-instance container group definition. Provide the following %% required parameter %% values: %% %% `Name' %% %% `ContainerGroupType' (`PER_INSTANCE') %% %% `OperatingSystem' (omit to use default value) %% %% `TotalMemoryLimitMebibytes' (omit to use default value) %% %% `TotalVcpuLimit '(omit to use default value) %% %% At least one `SupportContainerDefinition' %% %% `ContainerName' %% %% `ImageUrl' %% %% Results %% %% If successful, this request creates a `ContainerGroupDefinition' %% resource and %% assigns a unique ARN value. You can update most properties of a container %% group definition by %% calling UpdateContainerGroupDefinition: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateContainerGroupDefinition.html, %% and optionally save the update as a new version. -spec create_container_group_definition(aws_client:aws_client(), create_container_group_definition_input()) -> {ok, create_container_group_definition_output(), tuple()} | {error, any()} | {error, create_container_group_definition_errors(), tuple()}. create_container_group_definition(Client, Input) when is_map(Client), is_map(Input) -> create_container_group_definition(Client, Input, []). -spec create_container_group_definition(aws_client:aws_client(), create_container_group_definition_input(), proplists:proplist()) -> {ok, create_container_group_definition_output(), tuple()} | {error, any()} | {error, create_container_group_definition_errors(), tuple()}. create_container_group_definition(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateContainerGroupDefinition">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Creates a fleet of compute resources to host your game servers. %% %% Use this operation to %% set up a fleet for the following compute types: %% %% Managed EC2 fleet %% %% An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) %% instances. Your game server build is %% deployed to each fleet instance. Amazon GameLift Servers manages the %% fleet's instances and controls the %% lifecycle of game server processes, which host game sessions for players. %% EC2 fleets can %% have instances in multiple locations. Each instance in the fleet is %% designated a %% `Compute'. %% %% To create an EC2 fleet, provide these required parameters: %% %% Either `BuildId' or `ScriptId' %% %% `ComputeType' set to `EC2' (the default value) %% %% `EC2InboundPermissions' %% %% `EC2InstanceType' %% %% `FleetType' %% %% `Name' %% %% `RuntimeConfiguration' with at least one `ServerProcesses' %% configuration %% %% If successful, this operation creates a new fleet resource and places it %% in %% `NEW' status while Amazon GameLift Servers initiates the fleet %% creation workflow: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-all.html#fleets-creation-workflow. %% To debug your fleet, fetch logs, view performance %% metrics or other actions on the fleet, create a development fleet with %% port 22/3389 %% open. As a best practice, we recommend opening ports for remote access %% only when you %% need them and closing them when you're finished. %% %% When the fleet status is ACTIVE, you can adjust capacity settings and turn %% autoscaling %% on/off for each location. %% %% A managed fleet's runtime environment depends on the Amazon Machine %% Image (AMI) %% version it uses. When a new fleet is created, Amazon GameLift Servers %% assigns the %% latest available AMI version to the fleet, and all compute instances in %% that fleet %% are deployed with that version. To update the AMI version, you must create %% a new %% fleet. As a best practice, we recommend replacing your managed fleets %% every 30 %% days to maintain a secure and up-to-date runtime environment for your %% hosted game %% servers. For guidance, see %% Security best practices for Amazon GameLift Servers: %% https://docs.aws.amazon.com/gameliftservers/latest/developerguide/security-best-practices.html. %% %% Anywhere fleet %% %% An Anywhere fleet represents compute resources that are not owned or %% managed by %% Amazon GameLift Servers. You might create an Anywhere fleet with your %% local machine for testing, or use %% one to host game servers with on-premises hardware or other game hosting %% solutions. %% %% To create an Anywhere fleet, provide these required parameters: %% %% `ComputeType' set to `ANYWHERE' %% %% `Locations' specifying a custom location %% %% `Name' %% %% If successful, this operation creates a new fleet resource and places it %% in %% `ACTIVE' status. You can register computes with a fleet in %% `ACTIVE' status. %% %% Learn more %% %% Setting up %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html %% %% Debug fleet creation issues: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation %% %% Multi-location fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec create_fleet(aws_client:aws_client(), create_fleet_input()) -> {ok, create_fleet_output(), tuple()} | {error, any()} | {error, create_fleet_errors(), tuple()}. create_fleet(Client, Input) when is_map(Client), is_map(Input) -> create_fleet(Client, Input, []). -spec create_fleet(aws_client:aws_client(), create_fleet_input(), proplists:proplist()) -> {ok, create_fleet_output(), tuple()} | {error, any()} | {error, create_fleet_errors(), tuple()}. create_fleet(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateFleet">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Adds remote locations to an EC2 and begins populating the new locations %% with %% instances. %% %% The new instances conform to the fleet's instance type, auto-scaling, %% and %% other configuration settings. %% %% You can't add remote locations to a fleet that resides in an Amazon %% Web Services Region that %% doesn't support multiple locations. Fleets created prior to March 2021 %% can't support %% multiple locations. %% %% To add fleet locations, specify the fleet to be updated and provide a list %% of one or %% more locations. %% %% If successful, this operation returns the list of added locations with %% their status %% set to `NEW'. Amazon GameLift Servers initiates the process of %% starting an instance in each %% added location. You can track the status of each new location by %% monitoring location %% creation events using DescribeFleetEvents: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetEvents.html. %% %% Learn more %% %% Setting up %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html %% %% Update fleet locations: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-editing.html#fleets-update-locations %% %% Amazon GameLift Servers service locations: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html %% for managed hosting. -spec create_fleet_locations(aws_client:aws_client(), create_fleet_locations_input()) -> {ok, create_fleet_locations_output(), tuple()} | {error, any()} | {error, create_fleet_locations_errors(), tuple()}. create_fleet_locations(Client, Input) when is_map(Client), is_map(Input) -> create_fleet_locations(Client, Input, []). -spec create_fleet_locations(aws_client:aws_client(), create_fleet_locations_input(), proplists:proplist()) -> {ok, create_fleet_locations_output(), tuple()} | {error, any()} | {error, create_fleet_locations_errors(), tuple()}. create_fleet_locations(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateFleetLocations">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Creates a Amazon GameLift Servers FleetIQ game server %% group for managing game hosting on a collection of Amazon Elastic Compute %% Cloud instances for game hosting. %% %% This operation creates the game server group, creates an Auto Scaling %% group in your %% Amazon Web Services account, and establishes a link between the two %% groups. You can view the status of %% your game server groups in the Amazon GameLift Servers console. Game %% server group metrics and events are %% emitted to Amazon CloudWatch. %% %% Before creating a new game server group, you must have the following: %% %% An Amazon Elastic Compute Cloud launch template that specifies how to %% launch Amazon Elastic Compute Cloud instances %% with your game server build. For more information, see Launching an %% Instance from a Launch Template: %% https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html %% in the %% Amazon Elastic Compute Cloud User Guide. %% %% An IAM role that extends limited access to your Amazon Web Services %% account to allow Amazon GameLift Servers FleetIQ %% to create and interact with the Auto Scaling group. For more information, %% see %% Create IAM %% roles for cross-service interaction: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html %% in the Amazon GameLift Servers FleetIQ Developer %% Guide. %% %% To create a new game server group, specify a unique group name, IAM role %% and Amazon Elastic Compute Cloud %% launch template, and provide a list of instance types that can be used in %% the group. You %% must also set initial maximum and minimum limits on the group's %% instance count. You can %% optionally set an Auto Scaling policy with target tracking based on a %% Amazon GameLift Servers FleetIQ %% metric. %% %% Once the game server group and corresponding Auto Scaling group are %% created, you have %% full access to change the Auto Scaling group's configuration as %% needed. Several %% properties that are set when creating a game server group, including %% maximum/minimum %% size and auto-scaling policy settings, must be updated directly in the %% Auto Scaling %% group. Keep in mind that some Auto Scaling group properties are %% periodically updated by %% Amazon GameLift Servers FleetIQ as part of its balancing activities to %% optimize for availability and cost. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec create_game_server_group(aws_client:aws_client(), create_game_server_group_input()) -> {ok, create_game_server_group_output(), tuple()} | {error, any()} | {error, create_game_server_group_errors(), tuple()}. create_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> create_game_server_group(Client, Input, []). -spec create_game_server_group(aws_client:aws_client(), create_game_server_group_input(), proplists:proplist()) -> {ok, create_game_server_group_output(), tuple()} | {error, any()} | {error, create_game_server_group_errors(), tuple()}. create_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateGameServerGroup">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Creates a multiplayer game session for players in a specific fleet %% location. %% %% This %% operation prompts an available server process to start a game session and %% retrieves %% connection information for the new game session. As an alternative, %% consider using the %% Amazon GameLift Servers game session placement feature with %% StartGameSessionPlacement: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html, %% which uses the FleetIQ algorithm and queues to %% optimize the placement process. %% %% When creating a game session, you specify exactly where you want to place %% it and %% provide a set of game session configuration settings. The target fleet %% must be in %% `ACTIVE' status. %% %% You can use this operation in the following ways: %% %% To create a game session on an instance in a fleet's home Region, %% provide a %% fleet or alias ID along with your game session configuration. %% %% To create a game session on an instance in a fleet's remote location, %% provide %% a fleet or alias ID and a location name, along with your game session %% configuration. %% %% To create a game session on an instance in an Anywhere fleet, specify the %% fleet's custom location. %% %% If successful, Amazon GameLift Servers initiates a workflow to start a new %% game session and returns a %% `GameSession' object containing the game session configuration and %% status. When the game session status is `ACTIVE', it is updated with %% connection information and you can create player sessions for the game %% session. By %% default, newly created game sessions are open to new players. You can %% restrict new %% player access by using UpdateGameSession: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSession.html %% to change the game session's player session creation %% policy. %% %% Amazon GameLift Servers retains logs for active for 14 days. To access the %% logs, call GetGameSessionLogUrl: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetGameSessionLogUrl.html %% to download the log files. %% %% Available in Amazon GameLift Servers Local. %% %% Learn more %% %% Start a game session: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec create_game_session(aws_client:aws_client(), create_game_session_input()) -> {ok, create_game_session_output(), tuple()} | {error, any()} | {error, create_game_session_errors(), tuple()}. create_game_session(Client, Input) when is_map(Client), is_map(Input) -> create_game_session(Client, Input, []). -spec create_game_session(aws_client:aws_client(), create_game_session_input(), proplists:proplist()) -> {ok, create_game_session_output(), tuple()} | {error, any()} | {error, create_game_session_errors(), tuple()}. create_game_session(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateGameSession">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Creates a placement queue that processes requests for new game sessions. %% %% A queue uses %% FleetIQ algorithms to locate the best available placement locations for a %% new game %% session, and then prompts the game server process to start a new game %% session. %% %% A game session queue is configured with a set of destinations (Amazon %% GameLift Servers fleets or %% aliases) that determine where the queue can place new game sessions. These %% destinations %% can span multiple Amazon Web Services Regions, can use different instance %% types, and can include both %% Spot and On-Demand fleets. If the queue includes multi-location fleets, %% the queue can %% place game sessions in any of a fleet's remote locations. %% %% You can configure a queue to determine how it selects the best available %% placement for %% a new game session. Queues can prioritize placement decisions based on a %% combination of %% location, hosting cost, and player latency. You can set up the queue to %% use the default %% prioritization or provide alternate instructions using %% `PriorityConfiguration'. %% %% Request options %% %% Use this operation to make these common types of requests. %% %% Create a queue with the minimum required parameters. %% %% `Name' %% %% `Destinations' (This parameter isn't required, but a queue %% can't make placements without at least one destination.) %% %% Create a queue with placement notification. Queues that have high %% placement %% activity must use a notification system, such as with Amazon Simple %% Notification Service (Amazon SNS) or Amazon CloudWatch. %% %% Required parameters `Name' and %% `Destinations' %% %% `NotificationTarget' %% %% Create a queue with custom prioritization settings. These custom settings %% replace the default prioritization configuration for a queue. %% %% Required parameters `Name' and %% `Destinations' %% %% `PriorityConfiguration' %% %% Create a queue with special rules for processing player latency data. %% %% Required parameters `Name' and %% `Destinations' %% %% `PlayerLatencyPolicies' %% %% Results %% %% If successful, this operation returns a new `GameSessionQueue' object %% with %% an assigned queue ARN. Use the queue's name or ARN when submitting new %% game session %% requests with StartGameSessionPlacement: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html %% or StartMatchmaking: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchmaking.html. %% %% Learn more %% %% Design a game session queue: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html %% %% Create a game session queue: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html %% %% Related actions %% %% CreateGameSessionQueue: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html %% | %% DescribeGameSessionQueues: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html %% | %% UpdateGameSessionQueue: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html %% | %% DeleteGameSessionQueue: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html %% | %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec create_game_session_queue(aws_client:aws_client(), create_game_session_queue_input()) -> {ok, create_game_session_queue_output(), tuple()} | {error, any()} | {error, create_game_session_queue_errors(), tuple()}. create_game_session_queue(Client, Input) when is_map(Client), is_map(Input) -> create_game_session_queue(Client, Input, []). -spec create_game_session_queue(aws_client:aws_client(), create_game_session_queue_input(), proplists:proplist()) -> {ok, create_game_session_queue_output(), tuple()} | {error, any()} | {error, create_game_session_queue_errors(), tuple()}. create_game_session_queue(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateGameSessionQueue">>, Input, Options). %% @doc %% This API works with the following fleet types: Anywhere %% %% Creates a custom location for use in an Anywhere fleet. -spec create_location(aws_client:aws_client(), create_location_input()) -> {ok, create_location_output(), tuple()} | {error, any()} | {error, create_location_errors(), tuple()}. create_location(Client, Input) when is_map(Client), is_map(Input) -> create_location(Client, Input, []). -spec create_location(aws_client:aws_client(), create_location_input(), proplists:proplist()) -> {ok, create_location_output(), tuple()} | {error, any()} | {error, create_location_errors(), tuple()}. create_location(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateLocation">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Defines a new matchmaking configuration for use with FlexMatch. %% %% Whether your are using %% FlexMatch with Amazon GameLift Servers hosting or as a standalone %% matchmaking service, the matchmaking %% configuration sets out rules for matching players and forming teams. If %% you're also %% using Amazon GameLift Servers hosting, it defines how to start game %% sessions for each match. Your %% matchmaking system can use multiple configurations to handle different %% game scenarios. %% All matchmaking requests identify the matchmaking configuration to use and %% provide %% player attributes consistent with that configuration. %% %% To create a matchmaking configuration, you must provide the following: %% configuration %% name and FlexMatch mode (with or without Amazon GameLift Servers hosting); %% a rule set that specifies how %% to evaluate players and find acceptable matches; whether player acceptance %% is required; %% and the maximum time allowed for a matchmaking attempt. When using %% FlexMatch with Amazon GameLift Servers %% hosting, you also need to identify the game session queue to use when %% starting a game %% session for the match. %% %% In addition, you must set up an Amazon Simple Notification Service topic %% to receive matchmaking notifications. %% Provide the topic ARN in the matchmaking configuration. %% %% Learn more %% %% Design a FlexMatch %% matchmaker: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html %% %% Set up FlexMatch event %% notification: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html -spec create_matchmaking_configuration(aws_client:aws_client(), create_matchmaking_configuration_input()) -> {ok, create_matchmaking_configuration_output(), tuple()} | {error, any()} | {error, create_matchmaking_configuration_errors(), tuple()}. create_matchmaking_configuration(Client, Input) when is_map(Client), is_map(Input) -> create_matchmaking_configuration(Client, Input, []). -spec create_matchmaking_configuration(aws_client:aws_client(), create_matchmaking_configuration_input(), proplists:proplist()) -> {ok, create_matchmaking_configuration_output(), tuple()} | {error, any()} | {error, create_matchmaking_configuration_errors(), tuple()}. create_matchmaking_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateMatchmakingConfiguration">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Creates a new rule set for FlexMatch matchmaking. %% %% A rule set describes the type of match %% to create, such as the number and size of teams. It also sets the %% parameters for %% acceptable player matches, such as minimum skill level or character type. %% %% To create a matchmaking rule set, provide unique rule set name and the %% rule set body %% in JSON format. Rule sets must be defined in the same Region as the %% matchmaking %% configuration they are used with. %% %% Since matchmaking rule sets cannot be edited, it is a good idea to check %% the rule set %% syntax using ValidateMatchmakingRuleSet: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_ValidateMatchmakingRuleSet.html %% before creating a new rule set. %% %% Learn more %% %% Build a rule %% set: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html %% %% Design a %% matchmaker: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html %% %% Matchmaking with %% FlexMatch: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-intro.html -spec create_matchmaking_rule_set(aws_client:aws_client(), create_matchmaking_rule_set_input()) -> {ok, create_matchmaking_rule_set_output(), tuple()} | {error, any()} | {error, create_matchmaking_rule_set_errors(), tuple()}. create_matchmaking_rule_set(Client, Input) when is_map(Client), is_map(Input) -> create_matchmaking_rule_set(Client, Input, []). -spec create_matchmaking_rule_set(aws_client:aws_client(), create_matchmaking_rule_set_input(), proplists:proplist()) -> {ok, create_matchmaking_rule_set_output(), tuple()} | {error, any()} | {error, create_matchmaking_rule_set_errors(), tuple()}. create_matchmaking_rule_set(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateMatchmakingRuleSet">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Reserves an open player slot in a game session for a player. %% %% New player sessions can %% be created in any game session with an open slot that is in `ACTIVE' %% status %% and has a player creation policy of `ACCEPT_ALL'. You can add a group %% of %% players to a game session with CreatePlayerSessions: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreatePlayerSessions.html %% . %% %% To create a player session, specify a game session ID, player ID, and %% optionally a set %% of player data. %% %% If successful, a slot is reserved in the game session for the player and a %% new %% `PlayerSessions' object is returned with a player session ID. The %% player %% references the player session ID when sending a connection request to the %% game session, %% and the game server can use it to validate the player reservation with the %% Amazon GameLift Servers %% service. Player sessions cannot be updated. %% %% The maximum number of players per game session is 200. It is not %% adjustable. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec create_player_session(aws_client:aws_client(), create_player_session_input()) -> {ok, create_player_session_output(), tuple()} | {error, any()} | {error, create_player_session_errors(), tuple()}. create_player_session(Client, Input) when is_map(Client), is_map(Input) -> create_player_session(Client, Input, []). -spec create_player_session(aws_client:aws_client(), create_player_session_input(), proplists:proplist()) -> {ok, create_player_session_output(), tuple()} | {error, any()} | {error, create_player_session_errors(), tuple()}. create_player_session(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreatePlayerSession">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Reserves open slots in a game session for a group of players. %% %% New player sessions can %% be created in any game session with an open slot that is in `ACTIVE' %% status %% and has a player creation policy of `ACCEPT_ALL'. To add a single %% player to a %% game session, use CreatePlayerSession: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreatePlayerSession.html %% %% To create player sessions, specify a game session ID and a list of player %% IDs. %% Optionally, provide a set of player data for each player ID. %% %% If successful, a slot is reserved in the game session for each player, and %% new %% `PlayerSession' objects are returned with player session IDs. Each %% player %% references their player session ID when sending a connection request to %% the game %% session, and the game server can use it to validate the player reservation %% with the %% Amazon GameLift Servers service. Player sessions cannot be updated. %% %% The maximum number of players per game session is 200. It is not %% adjustable. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec create_player_sessions(aws_client:aws_client(), create_player_sessions_input()) -> {ok, create_player_sessions_output(), tuple()} | {error, any()} | {error, create_player_sessions_errors(), tuple()}. create_player_sessions(Client, Input) when is_map(Client), is_map(Input) -> create_player_sessions(Client, Input, []). -spec create_player_sessions(aws_client:aws_client(), create_player_sessions_input(), proplists:proplist()) -> {ok, create_player_sessions_output(), tuple()} | {error, any()} | {error, create_player_sessions_errors(), tuple()}. create_player_sessions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreatePlayerSessions">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere %% %% Creates a new script record for your Amazon GameLift Servers Realtime %% script. %% %% Realtime scripts are JavaScript that %% provide configuration settings and optional custom game logic for your %% game. The script %% is deployed when you create a Amazon GameLift Servers Realtime fleet to %% host your game sessions. Script logic is %% executed during an active game session. %% %% To create a new script record, specify a script name and provide the %% script file(s). %% The script files and all dependencies must be zipped into a single file. %% You can pull %% the zip file from either of these locations: %% %% A locally available directory. Use the ZipFile parameter %% for this option. %% %% An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web %% Services account. Use the %% StorageLocation parameter for this option. You'll need %% to have an Identity Access Management (IAM) role that allows the Amazon %% GameLift Servers service %% to access your S3 bucket. %% %% If the call is successful, a new script record is created with a unique %% script ID. If %% the script file is provided as a local file, the file is uploaded to an %% Amazon GameLift Servers-owned S3 %% bucket and the script record's storage location reflects this %% location. If the script %% file is provided as an S3 bucket, Amazon GameLift Servers accesses the %% file at this storage location as %% needed for deployment. %% %% Learn more %% %% Amazon GameLift Servers Amazon GameLift Servers Realtime: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html %% %% Set Up a Role for Amazon GameLift Servers Access: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec create_script(aws_client:aws_client(), create_script_input()) -> {ok, create_script_output(), tuple()} | {error, any()} | {error, create_script_errors(), tuple()}. create_script(Client, Input) when is_map(Client), is_map(Input) -> create_script(Client, Input, []). -spec create_script(aws_client:aws_client(), create_script_input(), proplists:proplist()) -> {ok, create_script_output(), tuple()} | {error, any()} | {error, create_script_errors(), tuple()}. create_script(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateScript">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Requests authorization to create or delete a peer connection between the %% VPC for your %% Amazon GameLift Servers fleet and a virtual private cloud (VPC) in your %% Amazon Web Services account. %% %% VPC peering enables the game servers on %% your fleet to communicate directly with other Amazon Web Services %% resources. After you've received %% authorization, use CreateVpcPeeringConnection: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateVpcPeeringConnection.html %% to establish the peering connection. For more %% information, see VPC Peering with Amazon GameLift Servers %% Fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html. %% %% You can peer with VPCs that are owned by any Amazon Web Services account %% you have access to, %% including the account that you use to manage your Amazon GameLift Servers %% fleets. You cannot peer with %% VPCs that are in different Regions. %% %% To request authorization to create a connection, call this operation from %% the Amazon Web Services %% account with the VPC that you want to peer to your Amazon GameLift Servers %% fleet. For example, to enable %% your game servers to retrieve data from a DynamoDB table, use the account %% that manages %% that DynamoDB resource. Identify the following values: (1) The ID of the %% VPC that you %% want to peer with, and (2) the ID of the Amazon Web Services account that %% you use to manage Amazon GameLift Servers. If %% successful, VPC peering is authorized for the specified VPC. %% %% To request authorization to delete a connection, call this operation from %% the Amazon Web Services %% account with the VPC that is peered with your Amazon GameLift Servers %% fleet. Identify the following %% values: (1) VPC ID that you want to delete the peering connection for, and %% (2) ID of the %% Amazon Web Services account that you use to manage Amazon GameLift %% Servers. %% %% The authorization remains valid for 24 hours unless it is canceled. You %% must create or %% delete the peering connection while the authorization is valid. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec create_vpc_peering_authorization(aws_client:aws_client(), create_vpc_peering_authorization_input()) -> {ok, create_vpc_peering_authorization_output(), tuple()} | {error, any()} | {error, create_vpc_peering_authorization_errors(), tuple()}. create_vpc_peering_authorization(Client, Input) when is_map(Client), is_map(Input) -> create_vpc_peering_authorization(Client, Input, []). -spec create_vpc_peering_authorization(aws_client:aws_client(), create_vpc_peering_authorization_input(), proplists:proplist()) -> {ok, create_vpc_peering_authorization_output(), tuple()} | {error, any()} | {error, create_vpc_peering_authorization_errors(), tuple()}. create_vpc_peering_authorization(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateVpcPeeringAuthorization">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Establishes a VPC peering connection between a virtual private cloud (VPC) %% in an Amazon Web Services account with the VPC %% for your Amazon GameLift Servers fleet. %% %% VPC peering enables the game servers on your fleet to communicate %% directly with other Amazon Web Services resources. You can peer with VPCs %% in any Amazon Web Services account that %% you have access to, including the account that you use to manage your %% Amazon GameLift Servers fleets. You %% cannot peer with VPCs that are in different Regions. For more information, %% see VPC %% Peering with Amazon GameLift Servers Fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html. %% %% Before calling this operation to establish the peering connection, you %% first need to %% use CreateVpcPeeringAuthorization: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateVpcPeeringAuthorization.html %% and identify the VPC you want to peer with. %% Once the authorization for the specified VPC is issued, you have 24 hours %% to establish %% the connection. These two operations handle all tasks necessary to peer %% the two VPCs, %% including acceptance, updating routing tables, etc. %% %% To establish the connection, call this operation from the Amazon Web %% Services account that is used %% to manage the Amazon GameLift Servers fleets. Identify the following %% values: (1) The ID of the fleet you %% want to be enable a VPC peering connection for; (2) The Amazon Web %% Services account with the VPC that %% you want to peer with; and (3) The ID of the VPC you want to peer with. %% This operation %% is asynchronous. If successful, a connection request is created. You can %% use continuous %% polling to track the request's status using %% DescribeVpcPeeringConnections: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeVpcPeeringConnections.html %% , or by monitoring fleet events for success %% or failure using DescribeFleetEvents: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetEvents.html %% . %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec create_vpc_peering_connection(aws_client:aws_client(), create_vpc_peering_connection_input()) -> {ok, create_vpc_peering_connection_output(), tuple()} | {error, any()} | {error, create_vpc_peering_connection_errors(), tuple()}. create_vpc_peering_connection(Client, Input) when is_map(Client), is_map(Input) -> create_vpc_peering_connection(Client, Input, []). -spec create_vpc_peering_connection(aws_client:aws_client(), create_vpc_peering_connection_input(), proplists:proplist()) -> {ok, create_vpc_peering_connection_output(), tuple()} | {error, any()} | {error, create_vpc_peering_connection_errors(), tuple()}. create_vpc_peering_connection(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateVpcPeeringConnection">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Deletes an alias. %% %% This operation removes all record of the alias. Game clients %% attempting to access a server process using the deleted alias receive an %% error. To %% delete an alias, specify the alias ID to be deleted. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec delete_alias(aws_client:aws_client(), delete_alias_input()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_alias_errors(), tuple()}. delete_alias(Client, Input) when is_map(Client), is_map(Input) -> delete_alias(Client, Input, []). -spec delete_alias(aws_client:aws_client(), delete_alias_input(), proplists:proplist()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_alias_errors(), tuple()}. delete_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteAlias">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Deletes a build. %% %% This operation permanently deletes the build resource and any %% uploaded build files. Deleting a build does not affect the status of any %% active fleets %% using the build, but you can no longer create new fleets with the deleted %% build. %% %% To delete a build, specify the build ID. %% %% Learn more %% %% Upload a Custom %% Server Build: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec delete_build(aws_client:aws_client(), delete_build_input()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_build_errors(), tuple()}. delete_build(Client, Input) when is_map(Client), is_map(Input) -> delete_build(Client, Input, []). -spec delete_build(aws_client:aws_client(), delete_build_input(), proplists:proplist()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_build_errors(), tuple()}. delete_build(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteBuild">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Deletes all resources and information related to a container fleet and %% shuts down %% currently running fleet instances, including those in remote locations. %% %% The container %% fleet must be in `ACTIVE' status to be deleted. %% %% To delete a fleet, specify the fleet ID to be terminated. During the %% deletion process, %% the fleet status is changed to `DELETING'. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% Fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec delete_container_fleet(aws_client:aws_client(), delete_container_fleet_input()) -> {ok, delete_container_fleet_output(), tuple()} | {error, any()} | {error, delete_container_fleet_errors(), tuple()}. delete_container_fleet(Client, Input) when is_map(Client), is_map(Input) -> delete_container_fleet(Client, Input, []). -spec delete_container_fleet(aws_client:aws_client(), delete_container_fleet_input(), proplists:proplist()) -> {ok, delete_container_fleet_output(), tuple()} | {error, any()} | {error, delete_container_fleet_errors(), tuple()}. delete_container_fleet(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteContainerFleet">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Request options: %% %% Deletes a container group definition. %% %% Delete an entire container group definition, including all versions. %% Specify the %% container group definition name, or use an ARN value without the version %% number. %% %% Delete a particular version. Specify the container group definition name %% and a version %% number, or use an ARN value that includes the version number. %% %% Keep the newest versions and delete all older versions. Specify the %% container group %% definition name and the number of versions to retain. For example, set %% `VersionCountToRetain' to 5 to delete all but the five most recent %% versions. %% %% Result %% %% If successful, Amazon GameLift Servers removes the container group %% definition versions that you request deletion for. %% This request will fail for any requested versions if the following is %% true: %% %% If the version is being used in an active fleet %% %% If the version is being deployed to a fleet in a deployment that's %% currently in progress. %% %% If the version is designated as a rollback definition in a fleet %% deployment that's currently in progress. %% %% Learn more %% %% Manage a container group definition: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-create-groups.html -spec delete_container_group_definition(aws_client:aws_client(), delete_container_group_definition_input()) -> {ok, delete_container_group_definition_output(), tuple()} | {error, any()} | {error, delete_container_group_definition_errors(), tuple()}. delete_container_group_definition(Client, Input) when is_map(Client), is_map(Input) -> delete_container_group_definition(Client, Input, []). -spec delete_container_group_definition(aws_client:aws_client(), delete_container_group_definition_input(), proplists:proplist()) -> {ok, delete_container_group_definition_output(), tuple()} | {error, any()} | {error, delete_container_group_definition_errors(), tuple()}. delete_container_group_definition(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteContainerGroupDefinition">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Deletes all resources and information related to a fleet and shuts down %% any currently %% running fleet instances, including those in remote locations. %% %% If the fleet being deleted has a VPC peering connection, you first need to %% get a %% valid authorization (good for 24 hours) by calling %% CreateVpcPeeringAuthorization: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateVpcPeeringAuthorization.html. %% You don't need to explicitly delete the %% VPC peering connection. %% %% To delete a fleet, specify the fleet ID to be terminated. During the %% deletion process, %% the fleet status is changed to `DELETING'. When completed, the status %% switches to `TERMINATED' and the fleet event `FLEET_DELETED' is %% emitted. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% Fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec delete_fleet(aws_client:aws_client(), delete_fleet_input()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_fleet_errors(), tuple()}. delete_fleet(Client, Input) when is_map(Client), is_map(Input) -> delete_fleet(Client, Input, []). -spec delete_fleet(aws_client:aws_client(), delete_fleet_input(), proplists:proplist()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_fleet_errors(), tuple()}. delete_fleet(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteFleet">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Removes locations from a multi-location fleet. %% %% When deleting a location, all game %% server process and all instances that are still active in the location are %% shut down. %% %% To delete fleet locations, identify the fleet ID and provide a list of the %% locations %% to be deleted. %% %% If successful, GameLift sets the location status to `DELETING', and %% begins %% to shut down existing server processes and terminate instances in each %% location being %% deleted. When completed, the location status changes to `TERMINATED'. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec delete_fleet_locations(aws_client:aws_client(), delete_fleet_locations_input()) -> {ok, delete_fleet_locations_output(), tuple()} | {error, any()} | {error, delete_fleet_locations_errors(), tuple()}. delete_fleet_locations(Client, Input) when is_map(Client), is_map(Input) -> delete_fleet_locations(Client, Input, []). -spec delete_fleet_locations(aws_client:aws_client(), delete_fleet_locations_input(), proplists:proplist()) -> {ok, delete_fleet_locations_output(), tuple()} | {error, any()} | {error, delete_fleet_locations_errors(), tuple()}. delete_fleet_locations(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteFleetLocations">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Terminates a game server group %% and permanently deletes the game server group record. %% %% You have several options for how %% these resources are impacted when deleting the game server group. %% Depending on the type %% of delete operation selected, this operation might affect these resources: %% %% The game server group %% %% The corresponding Auto Scaling group %% %% All game servers that are currently running in the group %% %% To delete a game server group, identify the game server group to delete %% and specify %% the type of delete operation to initiate. Game server groups can only be %% deleted if they %% are in `ACTIVE' or `ERROR' status. %% %% If the delete request is successful, a series of operations are kicked %% off. The game %% server group status is changed to `DELETE_SCHEDULED', which prevents %% new game %% servers from being registered and stops automatic scaling activity. Once %% all game %% servers in the game server group are deregistered, Amazon GameLift Servers %% FleetIQ can begin deleting resources. %% If any of the delete operations fail, the game server group is placed in %% `ERROR' status. %% %% Amazon GameLift Servers FleetIQ emits delete events to Amazon CloudWatch. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec delete_game_server_group(aws_client:aws_client(), delete_game_server_group_input()) -> {ok, delete_game_server_group_output(), tuple()} | {error, any()} | {error, delete_game_server_group_errors(), tuple()}. delete_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> delete_game_server_group(Client, Input, []). -spec delete_game_server_group(aws_client:aws_client(), delete_game_server_group_input(), proplists:proplist()) -> {ok, delete_game_server_group_output(), tuple()} | {error, any()} | {error, delete_game_server_group_errors(), tuple()}. delete_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteGameServerGroup">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Deletes a game session queue. %% %% Once a queue is successfully deleted, unfulfilled %% StartGameSessionPlacement: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html %% requests that reference the queue will fail. To %% delete a queue, specify the queue name. -spec delete_game_session_queue(aws_client:aws_client(), delete_game_session_queue_input()) -> {ok, delete_game_session_queue_output(), tuple()} | {error, any()} | {error, delete_game_session_queue_errors(), tuple()}. delete_game_session_queue(Client, Input) when is_map(Client), is_map(Input) -> delete_game_session_queue(Client, Input, []). -spec delete_game_session_queue(aws_client:aws_client(), delete_game_session_queue_input(), proplists:proplist()) -> {ok, delete_game_session_queue_output(), tuple()} | {error, any()} | {error, delete_game_session_queue_errors(), tuple()}. delete_game_session_queue(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteGameSessionQueue">>, Input, Options). %% @doc %% This API works with the following fleet types: Anywhere %% %% Deletes a custom location. %% %% Before deleting a custom location, review any fleets currently using the %% custom %% location and deregister the location if it is in use. For more %% information, see DeregisterCompute: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeregisterCompute.html. -spec delete_location(aws_client:aws_client(), delete_location_input()) -> {ok, delete_location_output(), tuple()} | {error, any()} | {error, delete_location_errors(), tuple()}. delete_location(Client, Input) when is_map(Client), is_map(Input) -> delete_location(Client, Input, []). -spec delete_location(aws_client:aws_client(), delete_location_input(), proplists:proplist()) -> {ok, delete_location_output(), tuple()} | {error, any()} | {error, delete_location_errors(), tuple()}. delete_location(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteLocation">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Permanently removes a FlexMatch matchmaking configuration. %% %% To delete, specify the %% configuration name. A matchmaking configuration cannot be deleted if it is %% being used in %% any active matchmaking tickets. -spec delete_matchmaking_configuration(aws_client:aws_client(), delete_matchmaking_configuration_input()) -> {ok, delete_matchmaking_configuration_output(), tuple()} | {error, any()} | {error, delete_matchmaking_configuration_errors(), tuple()}. delete_matchmaking_configuration(Client, Input) when is_map(Client), is_map(Input) -> delete_matchmaking_configuration(Client, Input, []). -spec delete_matchmaking_configuration(aws_client:aws_client(), delete_matchmaking_configuration_input(), proplists:proplist()) -> {ok, delete_matchmaking_configuration_output(), tuple()} | {error, any()} | {error, delete_matchmaking_configuration_errors(), tuple()}. delete_matchmaking_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteMatchmakingConfiguration">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Deletes an existing matchmaking rule set. %% %% To delete the rule set, provide the rule set %% name. Rule sets cannot be deleted if they are currently being used by a %% matchmaking %% configuration. %% %% Learn more %% %% Build a rule %% set: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html -spec delete_matchmaking_rule_set(aws_client:aws_client(), delete_matchmaking_rule_set_input()) -> {ok, delete_matchmaking_rule_set_output(), tuple()} | {error, any()} | {error, delete_matchmaking_rule_set_errors(), tuple()}. delete_matchmaking_rule_set(Client, Input) when is_map(Client), is_map(Input) -> delete_matchmaking_rule_set(Client, Input, []). -spec delete_matchmaking_rule_set(aws_client:aws_client(), delete_matchmaking_rule_set_input(), proplists:proplist()) -> {ok, delete_matchmaking_rule_set_output(), tuple()} | {error, any()} | {error, delete_matchmaking_rule_set_errors(), tuple()}. delete_matchmaking_rule_set(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteMatchmakingRuleSet">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Deletes a fleet scaling policy. %% %% Once deleted, the policy is no longer in force and %% Amazon GameLift Servers removes all record of it. To delete a scaling %% policy, specify both the scaling %% policy name and the fleet ID it is associated with. %% %% To temporarily suspend scaling policies, use StopFleetActions: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_StopFleetActions.html. %% This operation suspends all policies for the %% fleet. -spec delete_scaling_policy(aws_client:aws_client(), delete_scaling_policy_input()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_scaling_policy_errors(), tuple()}. delete_scaling_policy(Client, Input) when is_map(Client), is_map(Input) -> delete_scaling_policy(Client, Input, []). -spec delete_scaling_policy(aws_client:aws_client(), delete_scaling_policy_input(), proplists:proplist()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_scaling_policy_errors(), tuple()}. delete_scaling_policy(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteScalingPolicy">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Deletes a Realtime script. %% %% This operation permanently deletes the script record. If %% script files were uploaded, they are also deleted (files stored in an S3 %% bucket are not %% deleted). %% %% To delete a script, specify the script ID. Before deleting a script, be %% sure to %% terminate all fleets that are deployed with the script being deleted. %% Fleet instances %% periodically check for script updates, and if the script record no longer %% exists, the %% instance will go into an error state and be unable to host game sessions. %% %% Learn more %% %% Amazon GameLift Servers Amazon GameLift Servers Realtime: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec delete_script(aws_client:aws_client(), delete_script_input()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_script_errors(), tuple()}. delete_script(Client, Input) when is_map(Client), is_map(Input) -> delete_script(Client, Input, []). -spec delete_script(aws_client:aws_client(), delete_script_input(), proplists:proplist()) -> {ok, undefined, tuple()} | {error, any()} | {error, delete_script_errors(), tuple()}. delete_script(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteScript">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Cancels a pending VPC peering authorization for the specified VPC. %% %% If you need to %% delete an existing VPC peering connection, use DeleteVpcPeeringConnection: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteVpcPeeringConnection.html. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec delete_vpc_peering_authorization(aws_client:aws_client(), delete_vpc_peering_authorization_input()) -> {ok, delete_vpc_peering_authorization_output(), tuple()} | {error, any()} | {error, delete_vpc_peering_authorization_errors(), tuple()}. delete_vpc_peering_authorization(Client, Input) when is_map(Client), is_map(Input) -> delete_vpc_peering_authorization(Client, Input, []). -spec delete_vpc_peering_authorization(aws_client:aws_client(), delete_vpc_peering_authorization_input(), proplists:proplist()) -> {ok, delete_vpc_peering_authorization_output(), tuple()} | {error, any()} | {error, delete_vpc_peering_authorization_errors(), tuple()}. delete_vpc_peering_authorization(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteVpcPeeringAuthorization">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Removes a VPC peering connection. %% %% To delete the connection, you must have a valid %% authorization for the VPC peering connection that you want to delete.. %% %% Once a valid authorization exists, call this operation from the Amazon Web %% Services account that is %% used to manage the Amazon GameLift Servers fleets. Identify the connection %% to delete by the connection ID %% and fleet ID. If successful, the connection is removed. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec delete_vpc_peering_connection(aws_client:aws_client(), delete_vpc_peering_connection_input()) -> {ok, delete_vpc_peering_connection_output(), tuple()} | {error, any()} | {error, delete_vpc_peering_connection_errors(), tuple()}. delete_vpc_peering_connection(Client, Input) when is_map(Client), is_map(Input) -> delete_vpc_peering_connection(Client, Input, []). -spec delete_vpc_peering_connection(aws_client:aws_client(), delete_vpc_peering_connection_input(), proplists:proplist()) -> {ok, delete_vpc_peering_connection_output(), tuple()} | {error, any()} | {error, delete_vpc_peering_connection_errors(), tuple()}. delete_vpc_peering_connection(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteVpcPeeringConnection">>, Input, Options). %% @doc %% This API works with the following fleet types: Anywhere %% %% Removes a compute resource from an Anywhere fleet. %% %% Deregistered computes can no longer %% host game sessions through Amazon GameLift Servers. Use this operation %% with an Anywhere fleet that %% doesn't use the Amazon GameLift Servers Agent For Anywhere fleets with %% the Agent, the Agent handles all %% compute registry tasks for you. %% %% To deregister a compute, call this operation from the compute that's %% being %% deregistered and specify the compute name and the fleet ID. -spec deregister_compute(aws_client:aws_client(), deregister_compute_input()) -> {ok, deregister_compute_output(), tuple()} | {error, any()} | {error, deregister_compute_errors(), tuple()}. deregister_compute(Client, Input) when is_map(Client), is_map(Input) -> deregister_compute(Client, Input, []). -spec deregister_compute(aws_client:aws_client(), deregister_compute_input(), proplists:proplist()) -> {ok, deregister_compute_output(), tuple()} | {error, any()} | {error, deregister_compute_errors(), tuple()}. deregister_compute(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeregisterCompute">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Removes the game server from a %% game server group. %% %% As a result of this operation, the deregistered game server can no %% longer be claimed and will not be returned in a list of active game %% servers. %% %% To deregister a game server, specify the game server group and game server %% ID. If %% successful, this operation emits a CloudWatch event with termination %% timestamp and %% reason. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec deregister_game_server(aws_client:aws_client(), deregister_game_server_input()) -> {ok, undefined, tuple()} | {error, any()} | {error, deregister_game_server_errors(), tuple()}. deregister_game_server(Client, Input) when is_map(Client), is_map(Input) -> deregister_game_server(Client, Input, []). -spec deregister_game_server(aws_client:aws_client(), deregister_game_server_input(), proplists:proplist()) -> {ok, undefined, tuple()} | {error, any()} | {error, deregister_game_server_errors(), tuple()}. deregister_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeregisterGameServer">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves properties for an alias. %% %% This operation returns all alias metadata and %% settings. To get an alias's target fleet ID only, use %% `ResolveAlias'. %% %% To get alias properties, specify the alias ID. If successful, the %% requested alias %% record is returned. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec describe_alias(aws_client:aws_client(), describe_alias_input()) -> {ok, describe_alias_output(), tuple()} | {error, any()} | {error, describe_alias_errors(), tuple()}. describe_alias(Client, Input) when is_map(Client), is_map(Input) -> describe_alias(Client, Input, []). -spec describe_alias(aws_client:aws_client(), describe_alias_input(), proplists:proplist()) -> {ok, describe_alias_output(), tuple()} | {error, any()} | {error, describe_alias_errors(), tuple()}. describe_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeAlias">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves properties for a custom game build. %% %% To request a build resource, specify a %% build ID. If successful, an object containing the build properties is %% returned. %% %% Learn more %% %% Upload a Custom %% Server Build: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec describe_build(aws_client:aws_client(), describe_build_input()) -> {ok, describe_build_output(), tuple()} | {error, any()} | {error, describe_build_errors(), tuple()}. describe_build(Client, Input) when is_map(Client), is_map(Input) -> describe_build(Client, Input, []). -spec describe_build(aws_client:aws_client(), describe_build_input(), proplists:proplist()) -> {ok, describe_build_output(), tuple()} | {error, any()} | {error, describe_build_errors(), tuple()}. describe_build(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeBuild">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves properties for a specific compute resource in an Amazon GameLift %% Servers fleet. %% %% You can list %% all computes in a fleet by calling ListCompute: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute.html. %% %% Request options %% %% Provide the fleet ID and compute name. The compute name varies depending %% on the type %% of fleet. %% %% For a compute in a managed EC2 fleet, provide an instance ID. Each %% instance in %% the fleet is a compute. %% %% For a compute in a managed container fleet, provide a compute name. In a %% container fleet, each game server container group on a fleet instance is %% assigned a compute name. %% %% For a compute in an Anywhere fleet, provide a registered compute name. %% Anywhere fleet computes are created when you register a hosting resource %% with %% the fleet. %% %% Results %% %% If successful, this operation returns details for the requested compute %% resource. %% Depending on the fleet's compute type, the result includes the %% following information: %% %% For a managed EC2 fleet, this operation returns information about the EC2 %% instance. %% %% For an Anywhere fleet, this operation returns information about the %% registered %% compute. -spec describe_compute(aws_client:aws_client(), describe_compute_input()) -> {ok, describe_compute_output(), tuple()} | {error, any()} | {error, describe_compute_errors(), tuple()}. describe_compute(Client, Input) when is_map(Client), is_map(Input) -> describe_compute(Client, Input, []). -spec describe_compute(aws_client:aws_client(), describe_compute_input(), proplists:proplist()) -> {ok, describe_compute_output(), tuple()} | {error, any()} | {error, describe_compute_errors(), tuple()}. describe_compute(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeCompute">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Retrieves the properties for a container fleet. %% %% When requesting attributes for %% multiple fleets, use the pagination parameters to retrieve results as a %% set of %% sequential pages. %% %% Request options %% %% Get container fleet properties for a single fleet. Provide either the %% fleet ID or ARN value. %% %% Results %% %% If successful, a `ContainerFleet' object is returned. This object %% includes %% the fleet properties, including information about the most recent %% deployment. %% %% Some API operations limit the number of fleet IDs that allowed in one %% request. If %% a request exceeds this limit, the request fails and the error message %% contains the %% maximum allowed number. -spec describe_container_fleet(aws_client:aws_client(), describe_container_fleet_input()) -> {ok, describe_container_fleet_output(), tuple()} | {error, any()} | {error, describe_container_fleet_errors(), tuple()}. describe_container_fleet(Client, Input) when is_map(Client), is_map(Input) -> describe_container_fleet(Client, Input, []). -spec describe_container_fleet(aws_client:aws_client(), describe_container_fleet_input(), proplists:proplist()) -> {ok, describe_container_fleet_output(), tuple()} | {error, any()} | {error, describe_container_fleet_errors(), tuple()}. describe_container_fleet(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeContainerFleet">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Retrieves the properties of a container group definition, including all %% container %% definitions in the group. %% %% Request options: %% %% Retrieve the latest version of a container group definition. Specify the %% container %% group definition name only, or use an ARN value without a version number. %% %% Retrieve a particular version. Specify the container group definition name %% and a %% version number, or use an ARN value that includes the version number. %% %% Results: %% %% If successful, this operation returns the complete properties of a %% container group %% definition version. %% %% Learn more %% %% Manage a container group definition: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-create-groups.html -spec describe_container_group_definition(aws_client:aws_client(), describe_container_group_definition_input()) -> {ok, describe_container_group_definition_output(), tuple()} | {error, any()} | {error, describe_container_group_definition_errors(), tuple()}. describe_container_group_definition(Client, Input) when is_map(Client), is_map(Input) -> describe_container_group_definition(Client, Input, []). -spec describe_container_group_definition(aws_client:aws_client(), describe_container_group_definition_input(), proplists:proplist()) -> {ok, describe_container_group_definition_output(), tuple()} | {error, any()} | {error, describe_container_group_definition_errors(), tuple()}. describe_container_group_definition(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeContainerGroupDefinition">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Retrieves the port mappings for a container group running on a container %% fleet. %% %% Port %% mappings show how container ports are mapped to connection ports on the %% fleet instance. %% Use this operation to find the connection port for a specific container on %% a fleet %% instance. %% %% Request options %% %% Get port mappings for a game server container group. Provide the fleet ID, %% set `ContainerGroupType' to `GAME_SERVER', and specify the %% `ComputeName' for the game server container group. %% %% Get port mappings for a per-instance container group. Provide the fleet %% ID, %% set `ContainerGroupType' to `PER_INSTANCE', and specify the %% `InstanceId' for the instance. %% %% Optionally filter results to a single container by providing a %% `ContainerName'. %% %% Results %% %% This operation returns the fleet ID, location, container group definition %% ARN, container group type, compute name (for game server container %% groups), instance ID, %% and a list of `ContainerGroupPortMapping' objects. Each object %% contains the %% container name, runtime ID, and a list of port mappings that show how %% container ports map %% to connection ports on the instance. %% %% Learn more %% %% Connect to %% containers: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-remote-access.html %% %% Create a %% container group definition: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-create-groups.html -spec describe_container_group_port_mappings(aws_client:aws_client(), describe_container_group_port_mappings_input()) -> {ok, describe_container_group_port_mappings_output(), tuple()} | {error, any()} | {error, describe_container_group_port_mappings_errors(), tuple()}. describe_container_group_port_mappings(Client, Input) when is_map(Client), is_map(Input) -> describe_container_group_port_mappings(Client, Input, []). -spec describe_container_group_port_mappings(aws_client:aws_client(), describe_container_group_port_mappings_input(), proplists:proplist()) -> {ok, describe_container_group_port_mappings_output(), tuple()} | {error, any()} | {error, describe_container_group_port_mappings_errors(), tuple()}. describe_container_group_port_mappings(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeContainerGroupPortMappings">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves the instance limits and current utilization for an Amazon Web %% Services Region or location. %% %% Instance limits control the number of instances, per instance type, per %% location, that %% your Amazon Web Services account can use. Learn more at Amazon EC2 %% Instance Types: http://aws.amazon.com/ec2/instance-types/. The information %% returned includes the maximum number of instances allowed and your %% account's current %% usage across all fleets. This information can affect your ability to scale %% your Amazon GameLift Servers %% fleets. You can request a limit increase for your account by using the %% Service limits page in the Amazon GameLift Servers console. %% %% Instance limits differ based on whether the instances are deployed in a %% fleet's home %% Region or in a remote location. For remote locations, limits also differ %% based on the %% combination of home Region and remote location. All requests must specify %% an Amazon Web Services %% Region (either explicitly or as your default settings). To get the limit %% for a remote %% location, you must also specify the location. To learn more about how %% Amazon GameLift Servers handles %% locations, see Amazon GameLift Servers service %% locations: %% https://docs.aws.amazon.com/gameliftservers/latest/developerguide/gamelift-regions.html. %% For example, the following requests all %% return different results: %% %% Request specifies the Region `ap-northeast-1' with no location. The %% result is limits and usage data on all of the fleets that reside in %% `ap-northeast-1', for all instance types that are deployed in %% `ap-northeast-1'. %% %% Request specifies the Region `ap-northeast-1' with location %% `us-west-2'. The result is limits and usage data on all of the %% fleets that reside in `ap-northeast-1', for all instance types %% that are deployed in `us-west-2'. %% %% Request specifies the Region `us-east-1' with location %% `ap-northeast-1'. The result is limits and usage data on all of %% the fleets that reside in `us-east-1', for all instance types %% that are deployed in `ap-northeast-1'. These limits do not affect %% fleets in any other Regions that deploy instances to %% `ap-northeast-1'. %% %% This operation can be used in the following ways: %% %% To get limit and usage data for all instance types that are deployed in an %% Amazon Web Services Region by fleets that reside in the same Region: %% Specify the Region only. %% Optionally, specify a single instance type to retrieve information for. %% %% To get limit and usage data for all instance types that are deployed to a %% remote location by fleets that reside in different Amazon Web Services %% Region: Provide both %% the Amazon Web Services Region and the remote location. Optionally, %% specify a single instance %% type to retrieve information for. %% %% If successful, an `EC2InstanceLimits' object is returned with limits %% and %% usage data for each requested instance type. %% %% Learn more %% %% Setting up Amazon GameLift Servers fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec describe_ec2_instance_limits(aws_client:aws_client(), describe_ec2_instance_limits_input()) -> {ok, describe_ec2_instance_limits_output(), tuple()} | {error, any()} | {error, describe_ec2_instance_limits_errors(), tuple()}. describe_ec2_instance_limits(Client, Input) when is_map(Client), is_map(Input) -> describe_ec2_instance_limits(Client, Input, []). -spec describe_ec2_instance_limits(aws_client:aws_client(), describe_ec2_instance_limits_input(), proplists:proplist()) -> {ok, describe_ec2_instance_limits_output(), tuple()} | {error, any()} | {error, describe_ec2_instance_limits_errors(), tuple()}. describe_ec2_instance_limits(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeEC2InstanceLimits">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere %% %% Retrieves core fleet-wide properties for fleets in an Amazon Web Services %% Region. %% %% Properties include the computing %% hardware and deployment configuration for instances in the fleet. %% %% You can use this operation in the following ways: %% %% To get attributes for specific fleets, provide a list of fleet IDs or %% fleet ARNs. %% %% To get attributes for all fleets, do not provide a fleet identifier. %% %% When requesting attributes for multiple fleets, use the pagination %% parameters to %% retrieve results as a set of sequential pages. %% %% If successful, a `FleetAttributes' object is returned for each fleet %% requested, unless the fleet identifier is not found. %% %% Some API operations limit the number of fleet IDs that allowed in one %% request. If %% a request exceeds this limit, the request fails and the error message %% contains the %% maximum allowed number. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec describe_fleet_attributes(aws_client:aws_client(), describe_fleet_attributes_input()) -> {ok, describe_fleet_attributes_output(), tuple()} | {error, any()} | {error, describe_fleet_attributes_errors(), tuple()}. describe_fleet_attributes(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_attributes(Client, Input, []). -spec describe_fleet_attributes(aws_client:aws_client(), describe_fleet_attributes_input(), proplists:proplist()) -> {ok, describe_fleet_attributes_output(), tuple()} | {error, any()} | {error, describe_fleet_attributes_errors(), tuple()}. describe_fleet_attributes(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetAttributes">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Retrieves the resource capacity settings for one or more fleets. %% %% For a container %% fleet, this operation also returns counts for game server container %% groups. %% %% With multi-location fleets, this operation retrieves data for the %% fleet's home Region %% only. To retrieve capacity for remote locations, see %% [https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html]. %% %% This operation can be used in the following ways: %% %% To get capacity data for one or more specific fleets, provide a list of %% fleet %% IDs or fleet ARNs. %% %% To get capacity data for all fleets, do not provide a fleet identifier. %% %% When requesting multiple fleets, use the pagination parameters to retrieve %% results as %% a set of sequential pages. %% %% If successful, a `FleetCapacity' object is returned for each requested %% fleet ID. Each `FleetCapacity' object includes a `Location' %% property, which is set to the fleet's home Region. Capacity values are %% returned only for %% fleets that currently exist. %% %% Some API operations may limit the number of fleet IDs that are allowed in %% one %% request. If a request exceeds this limit, the request fails and the error %% message %% includes the maximum allowed. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html %% %% GameLift metrics for fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet -spec describe_fleet_capacity(aws_client:aws_client(), describe_fleet_capacity_input()) -> {ok, describe_fleet_capacity_output(), tuple()} | {error, any()} | {error, describe_fleet_capacity_errors(), tuple()}. describe_fleet_capacity(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_capacity(Client, Input, []). -spec describe_fleet_capacity(aws_client:aws_client(), describe_fleet_capacity_input(), proplists:proplist()) -> {ok, describe_fleet_capacity_output(), tuple()} | {error, any()} | {error, describe_fleet_capacity_errors(), tuple()}. describe_fleet_capacity(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetCapacity">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Retrieves information about a managed container fleet deployment. %% %% Request options %% %% Get information about the latest deployment for a specific fleet. Provide %% the %% fleet ID or ARN. %% %% Get information about a specific deployment. Provide the fleet ID or ARN %% and %% the deployment ID. %% %% Results %% %% If successful, a `FleetDeployment' object is returned. -spec describe_fleet_deployment(aws_client:aws_client(), describe_fleet_deployment_input()) -> {ok, describe_fleet_deployment_output(), tuple()} | {error, any()} | {error, describe_fleet_deployment_errors(), tuple()}. describe_fleet_deployment(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_deployment(Client, Input, []). -spec describe_fleet_deployment(aws_client:aws_client(), describe_fleet_deployment_input(), proplists:proplist()) -> {ok, describe_fleet_deployment_output(), tuple()} | {error, any()} | {error, describe_fleet_deployment_errors(), tuple()}. describe_fleet_deployment(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetDeployment">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves entries from a fleet's event log. %% %% Fleet events are initiated by changes in %% status, such as during fleet creation and termination, changes in %% capacity, etc. If a %% fleet has multiple locations, events are also initiated by changes to %% status and capacity in remote locations. %% %% You can specify a time range to limit the result set. Use the pagination %% parameters to %% retrieve results as a set of sequential pages. %% %% If successful, a collection of event log entries matching the request are %% returned. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec describe_fleet_events(aws_client:aws_client(), describe_fleet_events_input()) -> {ok, describe_fleet_events_output(), tuple()} | {error, any()} | {error, describe_fleet_events_errors(), tuple()}. describe_fleet_events(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_events(Client, Input, []). -spec describe_fleet_events(aws_client:aws_client(), describe_fleet_events_input(), proplists:proplist()) -> {ok, describe_fleet_events_output(), tuple()} | {error, any()} | {error, describe_fleet_events_errors(), tuple()}. describe_fleet_events(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetEvents">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Retrieves information on a fleet's remote locations, including %% life-cycle status and %% any suspended fleet activity. %% %% This operation can be used in the following ways: %% %% To get data for specific locations, provide a fleet identifier and a list %% of %% locations. Location data is returned in the order that it is requested. %% %% To get data for all locations, provide a fleet identifier only. Location %% data %% is returned in no particular order. %% %% When requesting attributes for multiple locations, use the pagination %% parameters to %% retrieve results as a set of sequential pages. %% %% If successful, a `LocationAttributes' object is returned for each %% requested %% location. If the fleet does not have a requested location, no information %% is returned. %% This operation does not return the home Region. To get information on a %% fleet's home %% Region, call `DescribeFleetAttributes'. %% %% Learn more %% %% Setting %% up Amazon GameLift Servers fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html %% %% Amazon GameLift Servers service locations: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html %% for managed hosting -spec describe_fleet_location_attributes(aws_client:aws_client(), describe_fleet_location_attributes_input()) -> {ok, describe_fleet_location_attributes_output(), tuple()} | {error, any()} | {error, describe_fleet_location_attributes_errors(), tuple()}. describe_fleet_location_attributes(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_location_attributes(Client, Input, []). -spec describe_fleet_location_attributes(aws_client:aws_client(), describe_fleet_location_attributes_input(), proplists:proplist()) -> {ok, describe_fleet_location_attributes_output(), tuple()} | {error, any()} | {error, describe_fleet_location_attributes_errors(), tuple()}. describe_fleet_location_attributes(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetLocationAttributes">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Retrieves the resource capacity settings for a fleet location. %% %% The data returned %% includes the current capacity (number of EC2 instances) and some scaling %% settings for %% the requested fleet location. For a managed container fleet, this %% operation also returns counts %% for game server container groups. %% %% Use this operation to retrieve capacity information for a fleet's %% remote location or %% home Region (you can also retrieve home Region capacity by calling %% `DescribeFleetCapacity'). %% %% To retrieve capacity data, identify a fleet and location. %% %% If successful, a `FleetCapacity' object is returned for the requested %% fleet %% location. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html %% %% Amazon GameLift Servers service locations: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html %% for managed hosting %% %% GameLift metrics for fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet -spec describe_fleet_location_capacity(aws_client:aws_client(), describe_fleet_location_capacity_input()) -> {ok, describe_fleet_location_capacity_output(), tuple()} | {error, any()} | {error, describe_fleet_location_capacity_errors(), tuple()}. describe_fleet_location_capacity(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_location_capacity(Client, Input, []). -spec describe_fleet_location_capacity(aws_client:aws_client(), describe_fleet_location_capacity_input(), proplists:proplist()) -> {ok, describe_fleet_location_capacity_output(), tuple()} | {error, any()} | {error, describe_fleet_location_capacity_errors(), tuple()}. describe_fleet_location_capacity(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetLocationCapacity">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves current usage data for a fleet location. %% %% Utilization data provides a %% snapshot of current game hosting activity at the requested location. Use %% this operation %% to retrieve utilization information for a fleet's remote location or %% home Region (you %% can also retrieve home Region utilization by calling %% `DescribeFleetUtilization'). %% %% To retrieve utilization data, identify a fleet and location. %% %% If successful, a `FleetUtilization' object is returned for the %% requested %% fleet location. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html %% %% Amazon GameLift Servers service locations: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html %% for managed hosting %% %% GameLift metrics for fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet -spec describe_fleet_location_utilization(aws_client:aws_client(), describe_fleet_location_utilization_input()) -> {ok, describe_fleet_location_utilization_output(), tuple()} | {error, any()} | {error, describe_fleet_location_utilization_errors(), tuple()}. describe_fleet_location_utilization(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_location_utilization(Client, Input, []). -spec describe_fleet_location_utilization(aws_client:aws_client(), describe_fleet_location_utilization_input(), proplists:proplist()) -> {ok, describe_fleet_location_utilization_output(), tuple()} | {error, any()} | {error, describe_fleet_location_utilization_errors(), tuple()}. describe_fleet_location_utilization(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetLocationUtilization">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Retrieves a fleet's inbound connection permissions. %% %% Connection permissions specify IP %% addresses and port settings that incoming traffic can use to access server %% processes in %% the fleet. Game server processes that are running in the fleet must use a %% port that %% falls within this range. %% %% Use this operation in the following ways: %% %% To retrieve the port settings for a fleet, identify the fleet's unique %% identifier. %% %% To check the status of recent updates to a fleet remote location, specify %% the %% fleet ID and a location. Port setting updates can take time to propagate %% across %% all locations. %% %% If successful, a set of `IpPermission' objects is returned for the %% requested fleet ID. When specifying a location, this operation returns a %% pending status. %% If the requested fleet has been deleted, the result set is empty. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec describe_fleet_port_settings(aws_client:aws_client(), describe_fleet_port_settings_input()) -> {ok, describe_fleet_port_settings_output(), tuple()} | {error, any()} | {error, describe_fleet_port_settings_errors(), tuple()}. describe_fleet_port_settings(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_port_settings(Client, Input, []). -spec describe_fleet_port_settings(aws_client:aws_client(), describe_fleet_port_settings_input(), proplists:proplist()) -> {ok, describe_fleet_port_settings_output(), tuple()} | {error, any()} | {error, describe_fleet_port_settings_errors(), tuple()}. describe_fleet_port_settings(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetPortSettings">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Retrieves utilization statistics for one or more fleets. %% %% Utilization data provides a %% snapshot of how the fleet's hosting resources are currently being %% used. For fleets with %% remote locations, this operation retrieves data for the fleet's home %% Region only. See %% DescribeFleetLocationUtilization: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationUtilization.html %% to get utilization statistics for a %% fleet's remote locations. %% %% This operation can be used in the following ways: %% %% To get utilization data for one or more specific fleets, provide a list of %% fleet IDs or fleet ARNs. %% %% To get utilization data for all fleets, do not provide a fleet identifier. %% %% When requesting multiple fleets, use the pagination parameters to retrieve %% results as %% a set of sequential pages. %% %% If successful, a FleetUtilization: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_FleetUtilization.html %% object is returned for each requested fleet ID, unless the %% fleet identifier is not found. Each fleet utilization object includes a %% `Location' property, which is set to the fleet's home Region. %% %% Some API operations may limit the number of fleet IDs allowed in one %% request. If a %% request exceeds this limit, the request fails and the error message %% includes the %% maximum allowed. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% Fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html %% %% GameLift Metrics for Fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet -spec describe_fleet_utilization(aws_client:aws_client(), describe_fleet_utilization_input()) -> {ok, describe_fleet_utilization_output(), tuple()} | {error, any()} | {error, describe_fleet_utilization_errors(), tuple()}. describe_fleet_utilization(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_utilization(Client, Input, []). -spec describe_fleet_utilization(aws_client:aws_client(), describe_fleet_utilization_input(), proplists:proplist()) -> {ok, describe_fleet_utilization_output(), tuple()} | {error, any()} | {error, describe_fleet_utilization_errors(), tuple()}. describe_fleet_utilization(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetUtilization">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Retrieves information for a %% registered game server. %% %% Information includes game server status, health check info, and %% the instance that the game server is running on. %% %% To retrieve game server information, specify the game server ID. If %% successful, the %% requested game server object is returned. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec describe_game_server(aws_client:aws_client(), describe_game_server_input()) -> {ok, describe_game_server_output(), tuple()} | {error, any()} | {error, describe_game_server_errors(), tuple()}. describe_game_server(Client, Input) when is_map(Client), is_map(Input) -> describe_game_server(Client, Input, []). -spec describe_game_server(aws_client:aws_client(), describe_game_server_input(), proplists:proplist()) -> {ok, describe_game_server_output(), tuple()} | {error, any()} | {error, describe_game_server_errors(), tuple()}. describe_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameServer">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Retrieves information on a %% game server group. %% %% This operation returns only properties related to Amazon GameLift Servers %% FleetIQ. To view or %% update properties for the corresponding Auto Scaling group, such as launch %% template, %% auto scaling policies, and maximum/minimum group size, access the Auto %% Scaling group %% directly. %% %% To get attributes for a game server group, provide a group name or ARN %% value. If %% successful, a `GameServerGroup' object is returned. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec describe_game_server_group(aws_client:aws_client(), describe_game_server_group_input()) -> {ok, describe_game_server_group_output(), tuple()} | {error, any()} | {error, describe_game_server_group_errors(), tuple()}. describe_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> describe_game_server_group(Client, Input, []). -spec describe_game_server_group(aws_client:aws_client(), describe_game_server_group_input(), proplists:proplist()) -> {ok, describe_game_server_group_output(), tuple()} | {error, any()} | {error, describe_game_server_group_errors(), tuple()}. describe_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameServerGroup">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Retrieves status %% information about the Amazon EC2 instances associated with a Amazon %% GameLift Servers FleetIQ game server group. %% %% Use this operation to detect when instances are active or not available to %% host new game %% servers. %% %% To request status for all instances in the game server group, provide a %% game server %% group ID only. To request status for specific instances, provide the game %% server group %% ID and one or more instance IDs. Use the pagination parameters to retrieve %% results in %% sequential segments. If successful, a collection of %% `GameServerInstance' %% objects is returned. %% %% This operation is not designed to be called with every game server claim %% request; this %% practice can cause you to exceed your API limit, which results in errors. %% Instead, as a %% best practice, cache the results and refresh your cache no more than once %% every 10 %% seconds. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec describe_game_server_instances(aws_client:aws_client(), describe_game_server_instances_input()) -> {ok, describe_game_server_instances_output(), tuple()} | {error, any()} | {error, describe_game_server_instances_errors(), tuple()}. describe_game_server_instances(Client, Input) when is_map(Client), is_map(Input) -> describe_game_server_instances(Client, Input, []). -spec describe_game_server_instances(aws_client:aws_client(), describe_game_server_instances_input(), proplists:proplist()) -> {ok, describe_game_server_instances_output(), tuple()} | {error, any()} | {error, describe_game_server_instances_errors(), tuple()}. describe_game_server_instances(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameServerInstances">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves additional game session properties, including the game session %% protection %% policy in force, a set of one or more game sessions in a specific fleet %% location. %% %% You %% can optionally filter the results by current game session status. %% %% This operation can be used in the following ways: %% %% To retrieve details for all game sessions that are currently running on %% all %% locations in a fleet, provide a fleet or alias ID, with an optional status %% filter. This approach returns details from the fleet's home Region and %% all %% remote locations. %% %% To retrieve details for all game sessions that are currently running on a %% specific fleet location, provide a fleet or alias ID and a location name, %% with %% optional status filter. The location can be the fleet's home Region or %% any %% remote location. %% %% To retrieve details for a specific game session, provide the game session %% ID. %% This approach looks for the game session ID in all fleets that reside in %% the %% Amazon Web Services Region defined in the request. %% %% Use the pagination parameters to retrieve results as a set of sequential %% pages. %% %% If successful, a `GameSessionDetail' object is returned for each game %% session that matches the request. %% %% Learn more %% %% Find a game session: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec describe_game_session_details(aws_client:aws_client(), describe_game_session_details_input()) -> {ok, describe_game_session_details_output(), tuple()} | {error, any()} | {error, describe_game_session_details_errors(), tuple()}. describe_game_session_details(Client, Input) when is_map(Client), is_map(Input) -> describe_game_session_details(Client, Input, []). -spec describe_game_session_details(aws_client:aws_client(), describe_game_session_details_input(), proplists:proplist()) -> {ok, describe_game_session_details_output(), tuple()} | {error, any()} | {error, describe_game_session_details_errors(), tuple()}. describe_game_session_details(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameSessionDetails">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves information, including current status, about a game session %% placement %% request. %% %% To get game session placement details, specify the placement ID. %% %% This operation is not designed to be continually called to track game %% session status. %% This practice can cause you to exceed your API limit, which results in %% errors. Instead, %% you must configure an Amazon Simple Notification Service (SNS) topic to %% receive notifications from FlexMatch or %% queues. Continuously polling with `DescribeGameSessionPlacement' %% should only %% be used for games in development with low game session usage. For a %% reference %% implementation of event-based game session placement tracking, see %% Event-based game session placement guidance: %% https://github.com/amazon-gamelift/amazon-gamelift-toolkit/tree/main/event-based-session-placement %% in the Amazon GameLift Toolkit. -spec describe_game_session_placement(aws_client:aws_client(), describe_game_session_placement_input()) -> {ok, describe_game_session_placement_output(), tuple()} | {error, any()} | {error, describe_game_session_placement_errors(), tuple()}. describe_game_session_placement(Client, Input) when is_map(Client), is_map(Input) -> describe_game_session_placement(Client, Input, []). -spec describe_game_session_placement(aws_client:aws_client(), describe_game_session_placement_input(), proplists:proplist()) -> {ok, describe_game_session_placement_output(), tuple()} | {error, any()} | {error, describe_game_session_placement_errors(), tuple()}. describe_game_session_placement(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameSessionPlacement">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves the properties for one or more game session queues. %% %% When requesting multiple %% queues, use the pagination parameters to retrieve results as a set of %% sequential pages. %% When specifying a list of queues, objects are returned only for queues %% that currently %% exist in the Region. %% %% Learn more %% %% View Your Queues: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html -spec describe_game_session_queues(aws_client:aws_client(), describe_game_session_queues_input()) -> {ok, describe_game_session_queues_output(), tuple()} | {error, any()} | {error, describe_game_session_queues_errors(), tuple()}. describe_game_session_queues(Client, Input) when is_map(Client), is_map(Input) -> describe_game_session_queues(Client, Input, []). -spec describe_game_session_queues(aws_client:aws_client(), describe_game_session_queues_input(), proplists:proplist()) -> {ok, describe_game_session_queues_output(), tuple()} | {error, any()} | {error, describe_game_session_queues_errors(), tuple()}. describe_game_session_queues(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameSessionQueues">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves a set of one or more game sessions in a specific fleet location. %% %% You can %% optionally filter the results by current game session status. %% %% This operation can be used in the following ways: %% %% To retrieve all game sessions that are currently running on all locations %% in a %% fleet, provide a fleet or alias ID, with an optional status filter. This %% approach returns all game sessions in the fleet's home Region and all %% remote %% locations. %% %% To retrieve all game sessions that are currently running on a specific %% fleet %% location, provide a fleet or alias ID and a location name, with optional %% status %% filter. The location can be the fleet's home Region or any remote %% location. %% %% To retrieve a specific game session, provide the game session ID. This %% approach looks for the game session ID in all fleets that reside in the %% Amazon Web Services %% Region defined in the request. %% %% Use the pagination parameters to retrieve results as a set of sequential %% pages. %% %% If successful, a `GameSession' object is returned for each game %% session %% that matches the request. %% %% This operation is not designed to be continually called to track game %% session status. %% This practice can cause you to exceed your API limit, which results in %% errors. Instead, %% you must configure an Amazon Simple Notification Service (SNS) topic to %% receive notifications from FlexMatch or %% queues. Continuously polling with `DescribeGameSessions' should only %% be used %% for games in development with low game session usage. %% %% Available in Amazon GameLift Servers Local. %% %% Learn more %% %% Find a game session: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec describe_game_sessions(aws_client:aws_client(), describe_game_sessions_input()) -> {ok, describe_game_sessions_output(), tuple()} | {error, any()} | {error, describe_game_sessions_errors(), tuple()}. describe_game_sessions(Client, Input) when is_map(Client), is_map(Input) -> describe_game_sessions(Client, Input, []). -spec describe_game_sessions(aws_client:aws_client(), describe_game_sessions_input(), proplists:proplist()) -> {ok, describe_game_sessions_output(), tuple()} | {error, any()} | {error, describe_game_sessions_errors(), tuple()}. describe_game_sessions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameSessions">>, Input, Options). %% @doc %% This API works with the following fleet types:EC2, Container %% %% Retrieves information about the EC2 instances in an Amazon GameLift %% Servers managed fleet, including %% instance ID, connection data, and status. %% %% You can use this operation with a %% multi-location fleet to get location-specific instance information. As an %% alternative, %% use the operations %% [https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute] %% and %% [https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeCompute] %% to retrieve information for compute resources, including EC2 and Anywhere %% fleets. %% %% You can call this operation in the following ways: %% %% To get information on all instances in a fleet's home Region, specify %% the %% fleet ID. %% %% To get information on all instances in a fleet's remote location, %% specify the %% fleet ID and location name. %% %% To get information on a specific instance in a fleet, specify the fleet ID %% and %% instance ID. %% %% Use the pagination parameters to retrieve results as a set of sequential %% pages. %% %% If successful, this operation returns `Instance' objects for each %% requested %% instance, listed in no particular order. If you call this operation for an %% Anywhere %% fleet, you receive an InvalidRequestException. %% %% Learn more %% %% Remotely connect to %% fleet instances: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html %% %% Debug fleet %% issues: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec describe_instances(aws_client:aws_client(), describe_instances_input()) -> {ok, describe_instances_output(), tuple()} | {error, any()} | {error, describe_instances_errors(), tuple()}. describe_instances(Client, Input) when is_map(Client), is_map(Input) -> describe_instances(Client, Input, []). -spec describe_instances(aws_client:aws_client(), describe_instances_input(), proplists:proplist()) -> {ok, describe_instances_output(), tuple()} | {error, any()} | {error, describe_instances_errors(), tuple()}. describe_instances(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeInstances">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves one or more matchmaking tickets. %% %% Use this operation to retrieve ticket %% information, including--after a successful match is made--connection %% information for the %% resulting new game session. %% %% To request matchmaking tickets, provide a list of up to 10 ticket IDs. If %% the request %% is successful, a ticket object is returned for each requested ID that %% currently %% exists. %% %% This operation is not designed to be continually called to track %% matchmaking ticket %% status. This practice can cause you to exceed your API limit, which %% results in errors. %% Instead, as a best practice, set up an Amazon Simple Notification Service %% to receive notifications, and provide %% the topic ARN in the matchmaking configuration. %% %% Learn more %% %% Add FlexMatch to a game client: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html %% %% Set Up FlexMatch event %% notification: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html -spec describe_matchmaking(aws_client:aws_client(), describe_matchmaking_input()) -> {ok, describe_matchmaking_output(), tuple()} | {error, any()} | {error, describe_matchmaking_errors(), tuple()}. describe_matchmaking(Client, Input) when is_map(Client), is_map(Input) -> describe_matchmaking(Client, Input, []). -spec describe_matchmaking(aws_client:aws_client(), describe_matchmaking_input(), proplists:proplist()) -> {ok, describe_matchmaking_output(), tuple()} | {error, any()} | {error, describe_matchmaking_errors(), tuple()}. describe_matchmaking(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeMatchmaking">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves the details of FlexMatch matchmaking configurations. %% %% This operation offers the following options: (1) retrieve all matchmaking %% configurations, (2) retrieve configurations for a specified list, or (3) %% retrieve all %% configurations that use a specified rule set name. When requesting %% multiple items, use %% the pagination parameters to retrieve results as a set of sequential %% pages. %% %% If successful, a configuration is returned for each requested name. When %% specifying a %% list of names, only configurations that currently exist are returned. %% %% Learn more %% %% Setting up FlexMatch matchmakers: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html -spec describe_matchmaking_configurations(aws_client:aws_client(), describe_matchmaking_configurations_input()) -> {ok, describe_matchmaking_configurations_output(), tuple()} | {error, any()} | {error, describe_matchmaking_configurations_errors(), tuple()}. describe_matchmaking_configurations(Client, Input) when is_map(Client), is_map(Input) -> describe_matchmaking_configurations(Client, Input, []). -spec describe_matchmaking_configurations(aws_client:aws_client(), describe_matchmaking_configurations_input(), proplists:proplist()) -> {ok, describe_matchmaking_configurations_output(), tuple()} | {error, any()} | {error, describe_matchmaking_configurations_errors(), tuple()}. describe_matchmaking_configurations(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeMatchmakingConfigurations">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves the details for FlexMatch matchmaking rule sets. %% %% You can request all existing %% rule sets for the Region, or provide a list of one or more rule set names. %% When %% requesting multiple items, use the pagination parameters to retrieve %% results as a set of %% sequential pages. If successful, a rule set is returned for each requested %% name. %% %% Learn more %% %% Build a rule %% set: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html -spec describe_matchmaking_rule_sets(aws_client:aws_client(), describe_matchmaking_rule_sets_input()) -> {ok, describe_matchmaking_rule_sets_output(), tuple()} | {error, any()} | {error, describe_matchmaking_rule_sets_errors(), tuple()}. describe_matchmaking_rule_sets(Client, Input) when is_map(Client), is_map(Input) -> describe_matchmaking_rule_sets(Client, Input, []). -spec describe_matchmaking_rule_sets(aws_client:aws_client(), describe_matchmaking_rule_sets_input(), proplists:proplist()) -> {ok, describe_matchmaking_rule_sets_output(), tuple()} | {error, any()} | {error, describe_matchmaking_rule_sets_errors(), tuple()}. describe_matchmaking_rule_sets(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeMatchmakingRuleSets">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves properties for one or more player sessions. %% %% This action can be used in the following ways: %% %% To retrieve a specific player session, provide the player session ID %% only. %% %% To retrieve all player sessions in a game session, provide the game %% session ID %% only. %% %% To retrieve all player sessions for a specific player, provide a player ID %% only. %% %% To request player sessions, specify either a player session ID, game %% session ID, or %% player ID. You can filter this request by player session status. If you %% provide %% a specific `PlayerSessionId' or `PlayerId', Amazon GameLift %% Servers ignores the filter criteria. %% Use the pagination parameters to retrieve results as a set of sequential %% pages. %% %% If successful, a `PlayerSession' object is returned for each session %% that %% matches the request. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec describe_player_sessions(aws_client:aws_client(), describe_player_sessions_input()) -> {ok, describe_player_sessions_output(), tuple()} | {error, any()} | {error, describe_player_sessions_errors(), tuple()}. describe_player_sessions(Client, Input) when is_map(Client), is_map(Input) -> describe_player_sessions(Client, Input, []). -spec describe_player_sessions(aws_client:aws_client(), describe_player_sessions_input(), proplists:proplist()) -> {ok, describe_player_sessions_output(), tuple()} | {error, any()} | {error, describe_player_sessions_errors(), tuple()}. describe_player_sessions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribePlayerSessions">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves a fleet's runtime configuration settings. %% %% The runtime configuration %% determines which server processes run, and how, on computes in the fleet. %% For managed %% EC2 fleets, the runtime configuration describes server processes that run %% on each fleet %% instance. You can update a fleet's runtime configuration at any time %% using %% UpdateRuntimeConfiguration: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateRuntimeConfiguration.html. %% %% To get the current runtime configuration for a fleet, provide the fleet %% ID. %% %% If successful, a `RuntimeConfiguration' object is returned for the %% requested fleet. If the requested fleet has been deleted, the result set %% is %% empty. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html %% %% Running multiple %% processes on a fleet: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html -spec describe_runtime_configuration(aws_client:aws_client(), describe_runtime_configuration_input()) -> {ok, describe_runtime_configuration_output(), tuple()} | {error, any()} | {error, describe_runtime_configuration_errors(), tuple()}. describe_runtime_configuration(Client, Input) when is_map(Client), is_map(Input) -> describe_runtime_configuration(Client, Input, []). -spec describe_runtime_configuration(aws_client:aws_client(), describe_runtime_configuration_input(), proplists:proplist()) -> {ok, describe_runtime_configuration_output(), tuple()} | {error, any()} | {error, describe_runtime_configuration_errors(), tuple()}. describe_runtime_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeRuntimeConfiguration">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves all scaling policies applied to a fleet. %% %% To get a fleet's scaling policies, specify the fleet ID. You can %% filter this request %% by policy status, such as to retrieve only active scaling policies. Use %% the pagination %% parameters to retrieve results as a set of sequential pages. If %% successful, set of %% `ScalingPolicy' objects is returned for the fleet. %% %% A fleet may have all of its scaling policies suspended. This operation %% does not affect %% the status of the scaling policies, which remains ACTIVE. -spec describe_scaling_policies(aws_client:aws_client(), describe_scaling_policies_input()) -> {ok, describe_scaling_policies_output(), tuple()} | {error, any()} | {error, describe_scaling_policies_errors(), tuple()}. describe_scaling_policies(Client, Input) when is_map(Client), is_map(Input) -> describe_scaling_policies(Client, Input, []). -spec describe_scaling_policies(aws_client:aws_client(), describe_scaling_policies_input(), proplists:proplist()) -> {ok, describe_scaling_policies_output(), tuple()} | {error, any()} | {error, describe_scaling_policies_errors(), tuple()}. describe_scaling_policies(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeScalingPolicies">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves properties for a Realtime script. %% %% To request a script record, specify the script ID. If successful, an %% object containing %% the script properties is returned. %% %% Learn more %% %% Amazon GameLift Servers Amazon GameLift Servers Realtime: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec describe_script(aws_client:aws_client(), describe_script_input()) -> {ok, describe_script_output(), tuple()} | {error, any()} | {error, describe_script_errors(), tuple()}. describe_script(Client, Input) when is_map(Client), is_map(Input) -> describe_script(Client, Input, []). -spec describe_script(aws_client:aws_client(), describe_script_input(), proplists:proplist()) -> {ok, describe_script_output(), tuple()} | {error, any()} | {error, describe_script_errors(), tuple()}. describe_script(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeScript">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves valid VPC peering authorizations that are pending for the Amazon %% Web Services account. %% %% This operation returns all VPC peering authorizations and requests for %% peering. This %% includes those initiated and received by this account. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec describe_vpc_peering_authorizations(aws_client:aws_client(), describe_vpc_peering_authorizations_input()) -> {ok, describe_vpc_peering_authorizations_output(), tuple()} | {error, any()} | {error, describe_vpc_peering_authorizations_errors(), tuple()}. describe_vpc_peering_authorizations(Client, Input) when is_map(Client), is_map(Input) -> describe_vpc_peering_authorizations(Client, Input, []). -spec describe_vpc_peering_authorizations(aws_client:aws_client(), describe_vpc_peering_authorizations_input(), proplists:proplist()) -> {ok, describe_vpc_peering_authorizations_output(), tuple()} | {error, any()} | {error, describe_vpc_peering_authorizations_errors(), tuple()}. describe_vpc_peering_authorizations(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeVpcPeeringAuthorizations">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves information on VPC peering connections. %% %% Use this operation to get peering %% information for all fleets or for one specific fleet ID. %% %% To retrieve connection information, call this operation from the Amazon %% Web Services account that is %% used to manage the Amazon GameLift Servers fleets. Specify a fleet ID or %% leave the parameter empty to %% retrieve all connection records. If successful, the retrieved information %% includes both %% active and pending connections. Active connections identify the IpV4 CIDR %% block that the %% VPC uses to connect. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec describe_vpc_peering_connections(aws_client:aws_client(), describe_vpc_peering_connections_input()) -> {ok, describe_vpc_peering_connections_output(), tuple()} | {error, any()} | {error, describe_vpc_peering_connections_errors(), tuple()}. describe_vpc_peering_connections(Client, Input) when is_map(Client), is_map(Input) -> describe_vpc_peering_connections(Client, Input, []). -spec describe_vpc_peering_connections(aws_client:aws_client(), describe_vpc_peering_connections_input(), proplists:proplist()) -> {ok, describe_vpc_peering_connections_output(), tuple()} | {error, any()} | {error, describe_vpc_peering_connections_errors(), tuple()}. describe_vpc_peering_connections(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeVpcPeeringConnections">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Requests authorization to remotely connect to a hosting resource in a %% Amazon GameLift Servers managed %% fleet. %% %% This operation is not used with Amazon GameLift Servers Anywhere fleets. %% %% Request options %% %% Provide the fleet ID and compute name. The compute name varies depending %% on the type %% of fleet. %% %% For a compute in a managed EC2 fleet, provide an instance ID. Each %% instance in %% the fleet is a compute. %% %% For a compute in a managed container fleet, provide a compute name. In a %% container fleet, each game server container group on a fleet instance is %% assigned a compute name. %% %% Results %% %% If successful, this operation returns a set of temporary Amazon Web %% Services credentials, including %% a two-part access key and a session token. %% %% With a managed EC2 fleet (where compute type is `EC2'), use these %% credentials with Amazon EC2 Systems Manager (SSM) to start a session with %% the compute. For more %% details, see Starting a session (CLI): %% https://docs.aws.amazon.com/systems-manager/latest/userguide/session-manager-working-with-sessions-start.html#sessions-start-cli %% in the Amazon EC2 Systems Manager User %% Guide. -spec get_compute_access(aws_client:aws_client(), get_compute_access_input()) -> {ok, get_compute_access_output(), tuple()} | {error, any()} | {error, get_compute_access_errors(), tuple()}. get_compute_access(Client, Input) when is_map(Client), is_map(Input) -> get_compute_access(Client, Input, []). -spec get_compute_access(aws_client:aws_client(), get_compute_access_input(), proplists:proplist()) -> {ok, get_compute_access_output(), tuple()} | {error, any()} | {error, get_compute_access_errors(), tuple()}. get_compute_access(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"GetComputeAccess">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Requests an authentication token from Amazon GameLift Servers for a %% compute resource in an Amazon GameLift Servers %% fleet. %% %% Game servers that are running on the compute use this token to communicate %% with the Amazon GameLift Servers service, such as when calling the Amazon %% GameLift Servers server SDK action %% . Authentication tokens are valid for a limited time span, so %% you need to request a fresh token before the current token expires. %% %% Request options %% %% For managed EC2 fleets (compute type `EC2'), auth token retrieval %% and refresh is handled automatically. All game servers that are running on %% all %% fleet instances have access to a valid auth token. %% %% For Anywhere fleets (compute type `ANYWHERE'), if you're using the %% Amazon GameLift Servers Agent, auth token retrieval and refresh is handled %% automatically for any %% compute where the Agent is running. If you're not using %% the Agent, create a mechanism to retrieve and refresh auth tokens for %% computes %% that are running game server processes. %% %% Learn more %% %% Create an %% Anywhere fleet: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-anywhere.html %% %% Test your %% integration: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing.html %% %% Server SDK %% reference guides: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html %% (for version 5.x) -spec get_compute_auth_token(aws_client:aws_client(), get_compute_auth_token_input()) -> {ok, get_compute_auth_token_output(), tuple()} | {error, any()} | {error, get_compute_auth_token_errors(), tuple()}. get_compute_auth_token(Client, Input) when is_map(Client), is_map(Input) -> get_compute_auth_token(Client, Input, []). -spec get_compute_auth_token(aws_client:aws_client(), get_compute_auth_token_input(), proplists:proplist()) -> {ok, get_compute_auth_token_output(), tuple()} | {error, any()} | {error, get_compute_auth_token_errors(), tuple()}. get_compute_auth_token(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"GetComputeAuthToken">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves the location of stored game session logs for a specified game %% session on %% Amazon GameLift Servers managed fleets. %% %% When a game session is terminated, Amazon GameLift Servers automatically %% stores %% the logs in Amazon S3 and retains them for 14 days. Use this URL to %% download the logs. %% %% See the Amazon Web Services Service %% Limits: %% https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift %% page for maximum log file sizes. Log files that exceed this limit %% are not saved. %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec get_game_session_log_url(aws_client:aws_client(), get_game_session_log_url_input()) -> {ok, get_game_session_log_url_output(), tuple()} | {error, any()} | {error, get_game_session_log_url_errors(), tuple()}. get_game_session_log_url(Client, Input) when is_map(Client), is_map(Input) -> get_game_session_log_url(Client, Input, []). -spec get_game_session_log_url(aws_client:aws_client(), get_game_session_log_url_input(), proplists:proplist()) -> {ok, get_game_session_log_url_output(), tuple()} | {error, any()} | {error, get_game_session_log_url_errors(), tuple()}. get_game_session_log_url(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"GetGameSessionLogUrl">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Requests authorization to remotely connect to an instance in an Amazon %% GameLift Servers managed fleet. %% %% Use this operation to connect to instances with game servers that use %% Amazon GameLift Servers server SDK %% 4.x or earlier. To connect to instances with game servers that use server %% SDK 5.x or %% later, call %% [https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess]. %% %% To request access to an instance, specify IDs for the instance and the %% fleet it %% belongs to. You can retrieve instance IDs for a fleet by calling %% DescribeInstances: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeInstances.html %% with the fleet ID. %% %% If successful, this operation returns an IP address and credentials. The %% returned %% credentials match the operating system of the instance, as follows: %% %% For a Windows instance: returns a user name and secret (password) for use %% with %% a Windows Remote Desktop client. %% %% For a Linux instance: returns a user name and secret (RSA private key) for %% use %% with an SSH client. You must save the secret to a `.pem' file. If %% you're using the CLI, see the example Get credentials for a Linux %% instance: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess.html#API_GetInstanceAccess_Examples %% for tips on automatically %% saving the secret to a `.pem' file. %% %% Learn more %% %% Remotely connect to %% fleet instances: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html %% %% Debug fleet %% issues: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec get_instance_access(aws_client:aws_client(), get_instance_access_input()) -> {ok, get_instance_access_output(), tuple()} | {error, any()} | {error, get_instance_access_errors(), tuple()}. get_instance_access(Client, Input) when is_map(Client), is_map(Input) -> get_instance_access(Client, Input, []). -spec get_instance_access(aws_client:aws_client(), get_instance_access_input(), proplists:proplist()) -> {ok, get_instance_access_output(), tuple()} | {error, any()} | {error, get_instance_access_errors(), tuple()}. get_instance_access(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"GetInstanceAccess">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (server SDK 5.x or %% later), Container %% %% Retrieves connection details for game clients to connect to game sessions. %% %% Player gateway benefits: DDoS protection with negligible impact to %% latency. %% %% To enable player gateway on your fleet, set `PlayerGatewayMode' to %% `ENABLED' or `REQUIRED' when calling %% CreateFleet: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateFleet.html %% or %% CreateContainerFleet: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateContainerFleet.html. %% %% How to use: After creating a game session and adding players, call this %% operation with the game session ID and player IDs. When player gateway is %% enabled, the response includes connection endpoints and player gateway %% tokens that your game clients can use to connect to the game session %% through player gateway. To learn more about player gateway integration, %% see DDoS protection with Amazon GameLift Servers player gateway: %% https://docs.aws.amazon.com/gameliftservers/latest/developerguide/ddos-protection-intro.html. %% %% When player gateway is disabled or in locations where player gateway is %% not supported, this operation returns game server connection information %% without player gateway tokens, so that your game clients directly connect %% to the game server endpoint. -spec get_player_connection_details(aws_client:aws_client(), get_player_connection_details_input()) -> {ok, get_player_connection_details_output(), tuple()} | {error, any()} | {error, get_player_connection_details_errors(), tuple()}. get_player_connection_details(Client, Input) when is_map(Client), is_map(Input) -> get_player_connection_details(Client, Input, []). -spec get_player_connection_details(aws_client:aws_client(), get_player_connection_details_input(), proplists:proplist()) -> {ok, get_player_connection_details_output(), tuple()} | {error, any()} | {error, get_player_connection_details_errors(), tuple()}. get_player_connection_details(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"GetPlayerConnectionDetails">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves all aliases for this Amazon Web Services account. %% %% You can filter the result set by alias %% name and/or routing strategy type. Use the pagination parameters to %% retrieve results in %% sequential pages. %% %% Returned aliases are not listed in any particular order. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec list_aliases(aws_client:aws_client(), list_aliases_input()) -> {ok, list_aliases_output(), tuple()} | {error, any()} | {error, list_aliases_errors(), tuple()}. list_aliases(Client, Input) when is_map(Client), is_map(Input) -> list_aliases(Client, Input, []). -spec list_aliases(aws_client:aws_client(), list_aliases_input(), proplists:proplist()) -> {ok, list_aliases_output(), tuple()} | {error, any()} | {error, list_aliases_errors(), tuple()}. list_aliases(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListAliases">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves build resources for all builds associated with the Amazon Web %% Services account in use. %% %% You %% can limit results to builds that are in a specific status by using the %% `Status' parameter. Use the pagination parameters to retrieve results %% in %% %% Build resources are not listed in any particular order. %% %% Learn more %% %% Upload a Custom %% Server Build: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec list_builds(aws_client:aws_client(), list_builds_input()) -> {ok, list_builds_output(), tuple()} | {error, any()} | {error, list_builds_errors(), tuple()}. list_builds(Client, Input) when is_map(Client), is_map(Input) -> list_builds(Client, Input, []). -spec list_builds(aws_client:aws_client(), list_builds_input(), proplists:proplist()) -> {ok, list_builds_output(), tuple()} | {error, any()} | {error, list_builds_errors(), tuple()}. list_builds(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListBuilds">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves information on the compute resources in an Amazon GameLift %% Servers fleet. %% %% Use the pagination %% parameters to retrieve results in a set of sequential pages. %% %% Request options %% %% Retrieve a list of all computes in a fleet. Specify a fleet ID. %% %% Retrieve a list of all computes in a specific fleet location. Specify a %% fleet %% ID and location. %% %% Results %% %% If successful, this operation returns information on a set of computes. %% Depending on %% the type of fleet, the result includes the following information: %% %% For a managed EC2 fleet (compute type `EC2'), this operation %% returns information about the EC2 instance. Compute names are EC2 instance %% IDs. %% %% For an Anywhere fleet (compute type `ANYWHERE'), this operation %% returns compute names and details from when the compute was registered %% with %% `RegisterCompute'. This includes %% `GameLiftServiceSdkEndpoint' or %% `GameLiftAgentEndpoint'. -spec list_compute(aws_client:aws_client(), list_compute_input()) -> {ok, list_compute_output(), tuple()} | {error, any()} | {error, list_compute_errors(), tuple()}. list_compute(Client, Input) when is_map(Client), is_map(Input) -> list_compute(Client, Input, []). -spec list_compute(aws_client:aws_client(), list_compute_input(), proplists:proplist()) -> {ok, list_compute_output(), tuple()} | {error, any()} | {error, list_compute_errors(), tuple()}. list_compute(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListCompute">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Retrieves a collection of container fleet resources in an Amazon Web %% Services Region. %% %% For fleets %% that have multiple locations, this operation retrieves fleets based on %% their home Region %% only. %% %% Request options %% %% Get a list of all fleets. Call this operation without specifying a %% container %% group definition. %% %% Get a list of fleets filtered by container group definition. Provide the %% container group definition name or ARN value. %% %% To get a list of all Amazon GameLift Servers Realtime fleets with a %% specific configuration script, %% provide the script ID. %% %% Use the pagination parameters to retrieve results as a set of sequential %% pages. %% %% If successful, this operation returns a collection of container fleets %% that match the request %% parameters. A NextToken value is also returned if there are more result %% pages to %% retrieve. %% %% Fleet IDs are returned in no particular order. -spec list_container_fleets(aws_client:aws_client(), list_container_fleets_input()) -> {ok, list_container_fleets_output(), tuple()} | {error, any()} | {error, list_container_fleets_errors(), tuple()}. list_container_fleets(Client, Input) when is_map(Client), is_map(Input) -> list_container_fleets(Client, Input, []). -spec list_container_fleets(aws_client:aws_client(), list_container_fleets_input(), proplists:proplist()) -> {ok, list_container_fleets_output(), tuple()} | {error, any()} | {error, list_container_fleets_errors(), tuple()}. list_container_fleets(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListContainerFleets">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Retrieves all versions of a container group definition. %% %% Use the pagination parameters to %% retrieve results in a set of sequential pages. %% %% Request options: %% %% Get all versions of a specified container group definition. Specify the %% container %% group definition name or ARN value. (If the ARN value has a version %% number, it's %% ignored.) %% %% Results: %% %% If successful, this operation returns the complete properties of a set of %% container group %% definition versions that match the request. %% %% This operation returns the list of container group definitions in %% descending version %% order (latest first). %% %% Learn more %% %% Manage a container group definition: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-create-groups.html -spec list_container_group_definition_versions(aws_client:aws_client(), list_container_group_definition_versions_input()) -> {ok, list_container_group_definition_versions_output(), tuple()} | {error, any()} | {error, list_container_group_definition_versions_errors(), tuple()}. list_container_group_definition_versions(Client, Input) when is_map(Client), is_map(Input) -> list_container_group_definition_versions(Client, Input, []). -spec list_container_group_definition_versions(aws_client:aws_client(), list_container_group_definition_versions_input(), proplists:proplist()) -> {ok, list_container_group_definition_versions_output(), tuple()} | {error, any()} | {error, list_container_group_definition_versions_errors(), tuple()}. list_container_group_definition_versions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListContainerGroupDefinitionVersions">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Retrieves container group definitions for the Amazon Web Services account %% and Amazon Web Services Region. %% %% Use the pagination parameters to retrieve results in a set of sequential %% pages. %% %% This operation returns only the latest version of each definition. To %% retrieve all %% versions of a container group definition, use %% ListContainerGroupDefinitionVersions: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListContainerGroupDefinitionVersions.html. %% %% Request options: %% %% Retrieve the most recent versions of all container group definitions. %% %% Retrieve the most recent versions of all container group definitions, %% filtered by %% type. Specify the container group type to filter on. %% %% Results: %% %% If successful, this operation returns the complete properties of a set of %% container group %% definition versions that match the request. %% %% This operation returns the list of container group definitions in no %% particular order. -spec list_container_group_definitions(aws_client:aws_client(), list_container_group_definitions_input()) -> {ok, list_container_group_definitions_output(), tuple()} | {error, any()} | {error, list_container_group_definitions_errors(), tuple()}. list_container_group_definitions(Client, Input) when is_map(Client), is_map(Input) -> list_container_group_definitions(Client, Input, []). -spec list_container_group_definitions(aws_client:aws_client(), list_container_group_definitions_input(), proplists:proplist()) -> {ok, list_container_group_definitions_output(), tuple()} | {error, any()} | {error, list_container_group_definitions_errors(), tuple()}. list_container_group_definitions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListContainerGroupDefinitions">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Retrieves a collection of container fleet deployments in an Amazon Web %% Services Region. %% %% Use the %% pagination parameters to retrieve results as a set of sequential pages. %% %% Request options %% %% Get a list of all deployments. Call this operation without specifying a %% fleet ID. %% %% Get a list of all deployments for a fleet. Specify the container fleet ID %% or ARN value. %% %% Results %% %% If successful, this operation returns a list of deployments that match the %% request %% parameters. A NextToken value is also returned if there are more result %% pages to %% retrieve. %% %% Deployments are returned starting with the latest. -spec list_fleet_deployments(aws_client:aws_client(), list_fleet_deployments_input()) -> {ok, list_fleet_deployments_output(), tuple()} | {error, any()} | {error, list_fleet_deployments_errors(), tuple()}. list_fleet_deployments(Client, Input) when is_map(Client), is_map(Input) -> list_fleet_deployments(Client, Input, []). -spec list_fleet_deployments(aws_client:aws_client(), list_fleet_deployments_input(), proplists:proplist()) -> {ok, list_fleet_deployments_output(), tuple()} | {error, any()} | {error, list_fleet_deployments_errors(), tuple()}. list_fleet_deployments(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListFleetDeployments">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves a collection of fleet resources in an Amazon Web Services %% Region. %% %% You can filter the %% result set to find only those fleets that are deployed with a specific %% build or script. %% For fleets that have multiple locations, this operation retrieves fleets %% based on their %% home Region only. %% %% You can use operation in the following ways: %% %% To get a list of all fleets in a Region, don't provide a build or %% script %% identifier. %% %% To get a list of all fleets where a specific game build is deployed, %% provide %% the build ID. %% %% To get a list of all Amazon GameLift Servers Realtime fleets with a %% specific configuration script, %% provide the script ID. %% %% Use the pagination parameters to retrieve results as a set of sequential %% pages. %% %% If successful, this operation returns a list of fleet IDs that match the %% request %% parameters. A NextToken value is also returned if there are more result %% pages to %% retrieve. %% %% Fleet IDs are returned in no particular order. -spec list_fleets(aws_client:aws_client(), list_fleets_input()) -> {ok, list_fleets_output(), tuple()} | {error, any()} | {error, list_fleets_errors(), tuple()}. list_fleets(Client, Input) when is_map(Client), is_map(Input) -> list_fleets(Client, Input, []). -spec list_fleets(aws_client:aws_client(), list_fleets_input(), proplists:proplist()) -> {ok, list_fleets_output(), tuple()} | {error, any()} | {error, list_fleets_errors(), tuple()}. list_fleets(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListFleets">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Lists a game server groups. -spec list_game_server_groups(aws_client:aws_client(), list_game_server_groups_input()) -> {ok, list_game_server_groups_output(), tuple()} | {error, any()} | {error, list_game_server_groups_errors(), tuple()}. list_game_server_groups(Client, Input) when is_map(Client), is_map(Input) -> list_game_server_groups(Client, Input, []). -spec list_game_server_groups(aws_client:aws_client(), list_game_server_groups_input(), proplists:proplist()) -> {ok, list_game_server_groups_output(), tuple()} | {error, any()} | {error, list_game_server_groups_errors(), tuple()}. list_game_server_groups(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListGameServerGroups">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Retrieves information on all game %% servers that are currently active in a specified game server group. %% %% You can opt to sort %% the list by game server age. Use the pagination parameters to retrieve %% results in a set %% of sequential segments. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec list_game_servers(aws_client:aws_client(), list_game_servers_input()) -> {ok, list_game_servers_output(), tuple()} | {error, any()} | {error, list_game_servers_errors(), tuple()}. list_game_servers(Client, Input) when is_map(Client), is_map(Input) -> list_game_servers(Client, Input, []). -spec list_game_servers(aws_client:aws_client(), list_game_servers_input(), proplists:proplist()) -> {ok, list_game_servers_output(), tuple()} | {error, any()} | {error, list_game_servers_errors(), tuple()}. list_game_servers(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListGameServers">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Lists all custom and Amazon Web Services locations where Amazon GameLift %% Servers can host game servers. %% %% This operation also returns UDP ping beacon information for %% locations, which you can use to measure network latency between player %% devices %% and potential hosting locations. %% %% Learn more %% %% Service locations: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html -spec list_locations(aws_client:aws_client(), list_locations_input()) -> {ok, list_locations_output(), tuple()} | {error, any()} | {error, list_locations_errors(), tuple()}. list_locations(Client, Input) when is_map(Client), is_map(Input) -> list_locations(Client, Input, []). -spec list_locations(aws_client:aws_client(), list_locations_input(), proplists:proplist()) -> {ok, list_locations_output(), tuple()} | {error, any()} | {error, list_locations_errors(), tuple()}. list_locations(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListLocations">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves script records for all Realtime scripts that are associated with %% the Amazon Web Services %% account in use. %% %% Learn more %% %% Amazon GameLift Servers Amazon GameLift Servers Realtime: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec list_scripts(aws_client:aws_client(), list_scripts_input()) -> {ok, list_scripts_output(), tuple()} | {error, any()} | {error, list_scripts_errors(), tuple()}. list_scripts(Client, Input) when is_map(Client), is_map(Input) -> list_scripts(Client, Input, []). -spec list_scripts(aws_client:aws_client(), list_scripts_input(), proplists:proplist()) -> {ok, list_scripts_output(), tuple()} | {error, any()} | {error, list_scripts_errors(), tuple()}. list_scripts(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListScripts">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves all tags assigned to a Amazon GameLift Servers resource. %% %% Use resource tags to organize Amazon Web Services %% resources for a range of purposes. This operation handles the permissions %% necessary to %% manage tags for Amazon GameLift Servers resources that support tagging. %% %% To list tags for a resource, specify the unique ARN value for the %% resource. %% %% Learn more %% %% Tagging Amazon Web Services %% Resources: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html %% in the Amazon Web Services General Reference %% %% Amazon Web Services Tagging Strategies: %% http://aws.amazon.com/answers/account-management/aws-tagging-strategies/ %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec list_tags_for_resource(aws_client:aws_client(), list_tags_for_resource_request()) -> {ok, list_tags_for_resource_response(), tuple()} | {error, any()} | {error, list_tags_for_resource_errors(), tuple()}. list_tags_for_resource(Client, Input) when is_map(Client), is_map(Input) -> list_tags_for_resource(Client, Input, []). -spec list_tags_for_resource(aws_client:aws_client(), list_tags_for_resource_request(), proplists:proplist()) -> {ok, list_tags_for_resource_response(), tuple()} | {error, any()} | {error, list_tags_for_resource_errors(), tuple()}. list_tags_for_resource(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListTagsForResource">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Creates or updates a scaling policy for a fleet. %% %% Scaling policies are used to %% automatically scale a fleet's hosting capacity to meet player demand. %% An active scaling %% policy instructs Amazon GameLift Servers to track a fleet metric and %% automatically change the fleet's %% capacity when a certain threshold is reached. There are two types of %% scaling policies: %% target-based and rule-based. Use a target-based policy to quickly and %% efficiently manage %% fleet scaling; this option is the most commonly used. Use rule-based %% policies when you %% need to exert fine-grained control over auto-scaling. %% %% Fleets can have multiple scaling policies of each type in force at the %% same time; you %% can have one target-based policy, one or multiple rule-based scaling %% policies, or both. %% We recommend caution, however, because multiple auto-scaling policies can %% have %% unintended consequences. %% %% Learn more about how to work with auto-scaling in Set Up Fleet Automatic %% Scaling: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html. %% %% Target-based policy %% %% A target-based policy tracks a single metric: %% PercentAvailableGameSessions. This %% metric tells us how much of a fleet's hosting capacity is ready to %% host game sessions %% but is not currently in use. This is the fleet's buffer; it measures %% the additional %% player demand that the fleet could handle at current capacity. With a %% target-based %% policy, you set your ideal buffer size and leave it to Amazon GameLift %% Servers to take whatever action is %% needed to maintain that target. %% %% For example, you might choose to maintain a 10% buffer for a fleet that %% has the %% capacity to host 100 simultaneous game sessions. This policy tells Amazon %% GameLift Servers to take action %% whenever the fleet's available capacity falls below or rises above 10 %% game sessions. %% Amazon GameLift Servers will start new instances or stop unused instances %% in order to return to the 10% %% buffer. %% %% To create or update a target-based policy, specify a fleet ID and name, %% and set the %% policy type to "TargetBased". Specify the metric to track %% (PercentAvailableGameSessions) %% and reference a `TargetConfiguration' object with your desired buffer %% value. %% Exclude all other parameters. On a successful request, the policy name is %% returned. The %% scaling policy is automatically in force as soon as it's successfully %% created. If the %% fleet's auto-scaling actions are temporarily suspended, the new policy %% will be in force %% once the fleet actions are restarted. %% %% Rule-based policy %% %% A rule-based policy tracks specified fleet metric, sets a threshold value, %% and %% specifies the type of action to initiate when triggered. With a rule-based %% policy, you %% can select from several available fleet metrics. Each policy specifies %% whether to scale %% up or scale down (and by how much), so you need one policy for each type %% of action. %% %% For example, a policy may make the following statement: "If the %% percentage of idle %% instances is greater than 20% for more than 15 minutes, then reduce the %% fleet capacity %% by 10%." %% %% A policy's rule statement has the following structure: %% %% If `[MetricName]' is `[ComparisonOperator]' %% `[Threshold]' for `[EvaluationPeriods]' minutes, then %% `[ScalingAdjustmentType]' to/by `[ScalingAdjustment]'. %% %% To implement the example, the rule statement would look like this: %% %% If `[PercentIdleInstances]' is `[GreaterThanThreshold]' %% `[20]' for `[15]' minutes, then %% `[PercentChangeInCapacity]' to/by `[10]'. %% %% To create or update a scaling policy, specify a unique combination of name %% and fleet %% ID, and set the policy type to "RuleBased". Specify the %% parameter values for a policy %% rule statement. On a successful request, the policy name is returned. %% Scaling policies %% are automatically in force as soon as they're successfully created. If %% the fleet's %% auto-scaling actions are temporarily suspended, the new policy will be in %% force once the %% fleet actions are restarted. -spec put_scaling_policy(aws_client:aws_client(), put_scaling_policy_input()) -> {ok, put_scaling_policy_output(), tuple()} | {error, any()} | {error, put_scaling_policy_errors(), tuple()}. put_scaling_policy(Client, Input) when is_map(Client), is_map(Input) -> put_scaling_policy(Client, Input, []). -spec put_scaling_policy(aws_client:aws_client(), put_scaling_policy_input(), proplists:proplist()) -> {ok, put_scaling_policy_output(), tuple()} | {error, any()} | {error, put_scaling_policy_errors(), tuple()}. put_scaling_policy(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"PutScalingPolicy">>, Input, Options). %% @doc %% This API works with the following fleet types: Anywhere, Container %% %% Registers a compute resource in an Amazon GameLift Servers Anywhere fleet. %% %% For an Anywhere fleet that's running the Amazon GameLift Servers %% Agent, the Agent %% handles all compute registry tasks for you. For an Anywhere fleet that %% doesn't use the %% Agent, call this operation to register fleet computes. %% %% To register a compute, give the compute a name (must be unique within the %% fleet) and specify the compute resource's DNS name or IP address. %% Provide a %% fleet ID and a fleet location to associate with the compute being %% registered. You can %% optionally include the path to a TLS certificate on the compute resource. %% %% If successful, this operation returns compute details, including an Amazon %% GameLift Servers SDK %% endpoint or Agent endpoint. Game server processes running on the compute %% can use this %% endpoint to communicate with the Amazon GameLift Servers service. Each %% server process includes the SDK %% endpoint in its call to the Amazon GameLift Servers server SDK action . %% %% To view compute details, call DescribeCompute: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeCompute.html %% with the compute name. %% %% Learn more %% %% Create an %% Anywhere fleet: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-anywhere.html %% %% Test your %% integration: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing.html %% %% Server SDK %% reference guides: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html %% (for version 5.x) -spec register_compute(aws_client:aws_client(), register_compute_input()) -> {ok, register_compute_output(), tuple()} | {error, any()} | {error, register_compute_errors(), tuple()}. register_compute(Client, Input) when is_map(Client), is_map(Input) -> register_compute(Client, Input, []). -spec register_compute(aws_client:aws_client(), register_compute_input(), proplists:proplist()) -> {ok, register_compute_output(), tuple()} | {error, any()} | {error, register_compute_errors(), tuple()}. register_compute(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"RegisterCompute">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Creates a new game server %% resource and notifies Amazon GameLift Servers FleetIQ that the game server %% is ready to host gameplay and players. %% %% This operation is called by a game server process that is running on an %% instance in a %% game server group. Registering game servers enables Amazon GameLift %% Servers FleetIQ to track available game %% servers and enables game clients and services to claim a game server for a %% new game %% session. %% %% To register a game server, identify the game server group and instance %% where the game %% server is running, and provide a unique identifier for the game server. %% You can also %% include connection and game server data. %% %% Once a game server is successfully registered, it is put in status %% `AVAILABLE'. A request to register a game server may fail if the %% instance %% it is running on is in the process of shutting down as part of instance %% balancing or %% scale-down activity. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec register_game_server(aws_client:aws_client(), register_game_server_input()) -> {ok, register_game_server_output(), tuple()} | {error, any()} | {error, register_game_server_errors(), tuple()}. register_game_server(Client, Input) when is_map(Client), is_map(Input) -> register_game_server(Client, Input, []). -spec register_game_server(aws_client:aws_client(), register_game_server_input(), proplists:proplist()) -> {ok, register_game_server_output(), tuple()} | {error, any()} | {error, register_game_server_errors(), tuple()}. register_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"RegisterGameServer">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Retrieves a fresh set of credentials for use when uploading a new set of %% game build %% files to Amazon GameLift Servers's Amazon S3. %% %% This is done as part of the build creation process; see %% CreateBuild: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateBuild.html. %% %% To request new credentials, specify the build ID as returned with an %% initial %% `CreateBuild' request. If successful, a new set of credentials are %% returned, along with the S3 storage location associated with the build ID. %% %% Learn more %% %% Create a Build with Files in S3: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec request_upload_credentials(aws_client:aws_client(), request_upload_credentials_input()) -> {ok, request_upload_credentials_output(), tuple()} | {error, any()} | {error, request_upload_credentials_errors(), tuple()}. request_upload_credentials(Client, Input) when is_map(Client), is_map(Input) -> request_upload_credentials(Client, Input, []). -spec request_upload_credentials(aws_client:aws_client(), request_upload_credentials_input(), proplists:proplist()) -> {ok, request_upload_credentials_output(), tuple()} | {error, any()} | {error, request_upload_credentials_errors(), tuple()}. request_upload_credentials(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"RequestUploadCredentials">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Attempts to retrieve a fleet ID that is associated with an alias. %% %% Specify a unique %% alias identifier. %% %% If the alias has a `SIMPLE' routing strategy, Amazon GameLift Servers %% returns a fleet ID. %% If the alias has a `TERMINAL' routing strategy, the result is a %% `TerminalRoutingStrategyException'. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec resolve_alias(aws_client:aws_client(), resolve_alias_input()) -> {ok, resolve_alias_output(), tuple()} | {error, any()} | {error, resolve_alias_errors(), tuple()}. resolve_alias(Client, Input) when is_map(Client), is_map(Input) -> resolve_alias(Client, Input, []). -spec resolve_alias(aws_client:aws_client(), resolve_alias_input(), proplists:proplist()) -> {ok, resolve_alias_output(), tuple()} | {error, any()} | {error, resolve_alias_errors(), tuple()}. resolve_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ResolveAlias">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Reinstates activity on a game %% server group after it has been suspended. %% %% A game server group might be suspended by the %% SuspendGameServerGroup: %% gamelift/latest/apireference/API_SuspendGameServerGroup.html operation, or %% it might be suspended involuntarily %% due to a configuration problem. In the second case, you can manually %% resume activity on %% the group once the configuration problem has been resolved. Refer to the %% game server %% group status and status reason for more information on why group activity %% is %% suspended. %% %% To resume activity, specify a game server group ARN and the type of %% activity to be %% resumed. If successful, a `GameServerGroup' object is returned showing %% that %% the resumed activity is no longer listed in `SuspendedActions'. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec resume_game_server_group(aws_client:aws_client(), resume_game_server_group_input()) -> {ok, resume_game_server_group_output(), tuple()} | {error, any()} | {error, resume_game_server_group_errors(), tuple()}. resume_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> resume_game_server_group(Client, Input, []). -spec resume_game_server_group(aws_client:aws_client(), resume_game_server_group_input(), proplists:proplist()) -> {ok, resume_game_server_group_output(), tuple()} | {error, any()} | {error, resume_game_server_group_errors(), tuple()}. resume_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ResumeGameServerGroup">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Retrieves all active game sessions that match a set of search criteria and %% sorts them %% into a specified order. %% %% This operation is not designed to continually track game session status %% because that practice can cause you to exceed your API limit and generate %% errors. Instead, configure an Amazon Simple Notification Service (Amazon %% SNS) topic to receive notifications from a matchmaker or a game session %% placement queue. %% %% When searching for game sessions, you specify exactly where you want to %% search and %% provide a search filter expression, a sort expression, or both. A search %% request can %% search only one fleet, but it can search all of a fleet's locations. %% %% This operation can be used in the following ways: %% %% To search all game sessions that are currently running on all locations in %% a %% fleet, provide a fleet or alias ID. This approach returns game sessions in %% the %% fleet's home Region and all remote locations that fit the search %% criteria. %% %% To search all game sessions that are currently running on a specific fleet %% location, provide a fleet or alias ID and a location name. For location, %% you can %% specify a fleet's home Region or any remote location. %% %% Use the pagination parameters to retrieve results as a set of sequential %% pages. %% %% If successful, a `GameSession' object is returned for each game %% session %% that matches the request. Search finds game sessions that are in %% `ACTIVE' %% status only. To retrieve information on game sessions in other statuses, %% use DescribeGameSessions: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessions.html. %% %% To set search and sort criteria, create a filter expression using the %% following game session attributes. For game session search examples, see %% the Examples section of this topic. %% %% gameSessionId -- An identifier for the game session that is unique across %% all regions. You must use the %% full ARN value. %% %% gameSessionName -- Name assigned to a game %% session. Game session names do not need to be unique to a game session. %% %% gameSessionProperties -- A set of key-value pairs that can store custom %% data in a game session. %% For example: `{"Key": "difficulty", "Value": %% "novice"}'. %% The filter expression must specify the %% [https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameProperty] %% -- a `Key' and a string `Value' to search for the game sessions. %% %% For example, to search for the above key-value pair, specify the following %% search filter: `gameSessionProperties.difficulty = %% "novice"'. %% All game property values are searched as strings. %% %% For examples of searching game sessions, see the ones below, and also see %% Search game sessions by game property: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-search. %% %% Avoid using periods (".") in property keys if you plan to search %% for game sessions by properties. Property keys containing periods cannot %% be searched and will be filtered out from search results due to search %% index limitations. %% %% If you use SearchGameSessions API, there is a limit of 500 game property %% keys across all game sessions and all fleets per region. If the limit is %% exceeded, there will potentially be game session entries missing from %% SearchGameSessions API results. %% %% maximumSessions -- Maximum number of player %% sessions allowed for a game session. %% %% creationTimeMillis -- Value indicating when a %% game session was created. It is expressed in Unix time as milliseconds. %% %% playerSessionCount -- Number of players %% currently connected to a game session. This value changes rapidly as %% players %% join the session or drop out. %% %% hasAvailablePlayerSessions -- Boolean value %% indicating whether a game session has reached its maximum number of %% players. It %% is highly recommended that all search requests include this filter %% attribute to %% optimize search performance and return only sessions that players can %% join. %% %% Returned values for `playerSessionCount' and %% `hasAvailablePlayerSessions' change quickly as players join sessions %% and others drop out. Results should be considered a snapshot in time. Be %% sure to %% refresh search results often, and handle sessions that fill up before a %% player can %% join. %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec search_game_sessions(aws_client:aws_client(), search_game_sessions_input()) -> {ok, search_game_sessions_output(), tuple()} | {error, any()} | {error, search_game_sessions_errors(), tuple()}. search_game_sessions(Client, Input) when is_map(Client), is_map(Input) -> search_game_sessions(Client, Input, []). -spec search_game_sessions(aws_client:aws_client(), search_game_sessions_input(), proplists:proplist()) -> {ok, search_game_sessions_output(), tuple()} | {error, any()} | {error, search_game_sessions_errors(), tuple()}. search_game_sessions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"SearchGameSessions">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Resumes certain types of activity on fleet instances that were suspended %% with StopFleetActions: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_StopFleetActions.html. %% %% For multi-location fleets, fleet actions are managed %% separately for each location. Currently, this operation is used to restart %% a fleet's %% auto-scaling activity. %% %% This operation can be used in the following ways: %% %% To restart actions on instances in the fleet's home Region, provide a %% fleet ID %% and the type of actions to resume. %% %% To restart actions on instances in one of the fleet's remote %% locations, %% provide a fleet ID, a location name, and the type of actions to resume. %% %% If successful, Amazon GameLift Servers once again initiates scaling events %% as triggered by the fleet's %% scaling policies. If actions on the fleet location were never stopped, %% this operation %% will have no effect. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec start_fleet_actions(aws_client:aws_client(), start_fleet_actions_input()) -> {ok, start_fleet_actions_output(), tuple()} | {error, any()} | {error, start_fleet_actions_errors(), tuple()}. start_fleet_actions(Client, Input) when is_map(Client), is_map(Input) -> start_fleet_actions(Client, Input, []). -spec start_fleet_actions(aws_client:aws_client(), start_fleet_actions_input(), proplists:proplist()) -> {ok, start_fleet_actions_output(), tuple()} | {error, any()} | {error, start_fleet_actions_errors(), tuple()}. start_fleet_actions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StartFleetActions">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Makes a request to start a new game session using a game session queue. %% %% When %% processing a placement request, Amazon GameLift Servers looks for the best %% possible available resource to %% host the game session, based on how the queue is configured to prioritize %% factors such %% as resource cost, latency, and location. After selecting an available %% resource, Amazon GameLift Servers %% prompts the resource to start a game session. A placement request can %% include a list of %% players to create a set of player sessions. The request can also include %% information to %% pass to the new game session, such as to specify a game map or other %% options. %% %% Request options %% %% Use this operation to make the following types of requests. %% %% Request a placement using the queue's default prioritization process %% (see the %% default prioritization described in PriorityConfiguration: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_PriorityConfiguration.html). %% Include these required parameters: %% %% `GameSessionQueueName' %% %% `MaximumPlayerSessionCount' %% %% `PlacementID' %% %% Request a placement and prioritize based on latency. Include these %% parameters: %% %% Required parameters `GameSessionQueueName', %% `MaximumPlayerSessionCount', %% `PlacementID'. %% %% `PlayerLatencies'. Include a set of latency values for %% destinations in the queue. When a request includes latency data, Amazon %% GameLift Servers %% automatically reorder the queue's locations priority list based on %% lowest available latency values. If a request includes latency data for %% multiple players, Amazon GameLift Servers calculates each location's %% average latency for %% all players and reorders to find the lowest latency across all players. %% %% Don't include `PriorityConfigurationOverride'. %% %% Prioritize based on a custom list of locations. If you're using a %% queue that's configured to prioritize location first (see %% PriorityConfiguration: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_PriorityConfiguration.html %% for game session queues), you can %% optionally use the PriorityConfigurationOverride %% parameter to substitute a different location priority list for this %% placement request. Amazon GameLift Servers searches each location on the %% priority %% override list to find an available hosting resource for the new game %% session. Specify a fallback strategy to use in the event that Amazon %% GameLift Servers %% fails to place the game session in any of the locations on the override %% list. %% %% Request a placement and prioritized based on a custom list of locations. %% %% You can request new player sessions for a group of players. Include the %% DesiredPlayerSessions parameter and include at minimum %% a unique player ID for each. You can also include player-specific data to %% pass %% to the new game session. %% %% Result %% %% If successful, this operation generates a new game session placement %% request and adds %% it to the game session queue for processing. You can track the status of %% individual %% placement requests by calling DescribeGameSessionPlacement: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionPlacement.html %% or by monitoring queue notifications. When the %% request status is `FULFILLED', a new game session has started and the %% placement request is updated with connection information for the game %% session (IP %% address and port). If the request included player session data, Amazon %% GameLift Servers creates a player %% session for each player ID in the request. %% %% The request results in a `InvalidRequestException' in the following %% situations: %% %% If the request includes both PlayerLatencies and %% PriorityConfigurationOverride parameters. %% %% If the request includes the PriorityConfigurationOverride %% parameter and specifies a queue that doesn't prioritize locations. %% %% Amazon GameLift Servers continues to retry each placement request until it %% reaches the queue's timeout %% setting. If a request times out, you can resubmit the request to the same %% queue or try a %% different queue. -spec start_game_session_placement(aws_client:aws_client(), start_game_session_placement_input()) -> {ok, start_game_session_placement_output(), tuple()} | {error, any()} | {error, start_game_session_placement_errors(), tuple()}. start_game_session_placement(Client, Input) when is_map(Client), is_map(Input) -> start_game_session_placement(Client, Input, []). -spec start_game_session_placement(aws_client:aws_client(), start_game_session_placement_input(), proplists:proplist()) -> {ok, start_game_session_placement_output(), tuple()} | {error, any()} | {error, start_game_session_placement_errors(), tuple()}. start_game_session_placement(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StartGameSessionPlacement">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Finds new players to fill open slots in currently running game sessions. %% %% The backfill %% match process is essentially identical to the process of forming new %% matches. Backfill %% requests use the same matchmaker that was used to make the original match, %% and they %% provide matchmaking data for all players currently in the game session. %% FlexMatch uses %% this information to select new players so that backfilled match continues %% to meet the %% original match requirements. %% %% When using FlexMatch with Amazon GameLift Servers managed hosting, you can %% request a backfill match from %% a client service by calling this operation with a `GameSessions' ID. %% You also %% have the option of making backfill requests directly from your game %% server. In response %% to a request, FlexMatch creates player sessions for the new players, %% updates the %% `GameSession' resource, and sends updated matchmaking data to the game %% server. You can request a backfill match at any point after a game session %% is started. %% Each game session can have only one active backfill request at a time; a %% subsequent %% request automatically replaces the earlier request. %% %% When using FlexMatch as a standalone component, request a backfill match %% by calling this %% operation without a game session identifier. As with newly formed matches, %% matchmaking %% results are returned in a matchmaking event so that your game can update %% the game %% session that is being backfilled. %% %% To request a backfill match, specify a unique ticket ID, the original %% matchmaking %% configuration, and matchmaking data for all current players in the game %% session being %% backfilled. Optionally, specify the `GameSession' ARN. If successful, %% a match %% backfill ticket is created and returned with status set to QUEUED. Track %% the status of %% backfill tickets using the same method for tracking tickets for new %% matches. %% %% Only game sessions created by FlexMatch are supported for match backfill. %% %% Learn more %% %% Backfill existing games with FlexMatch: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html %% %% Matchmaking events: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html %% (reference) %% %% How Amazon GameLift Servers FlexMatch works: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html -spec start_match_backfill(aws_client:aws_client(), start_match_backfill_input()) -> {ok, start_match_backfill_output(), tuple()} | {error, any()} | {error, start_match_backfill_errors(), tuple()}. start_match_backfill(Client, Input) when is_map(Client), is_map(Input) -> start_match_backfill(Client, Input, []). -spec start_match_backfill(aws_client:aws_client(), start_match_backfill_input(), proplists:proplist()) -> {ok, start_match_backfill_output(), tuple()} | {error, any()} | {error, start_match_backfill_errors(), tuple()}. start_match_backfill(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StartMatchBackfill">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Uses FlexMatch to create a game match for a group of players based on %% custom matchmaking %% rules. %% %% With games that use Amazon GameLift Servers managed hosting, this %% operation also triggers Amazon GameLift Servers %% to find hosting resources and start a new game session for the new match. %% Each %% matchmaking request includes information on one or more players and %% specifies the %% FlexMatch matchmaker to use. When a request is for multiple players, %% FlexMatch attempts to %% build a match that includes all players in the request, placing them in %% the same team %% and finding additional players as needed to fill the match. %% %% To start matchmaking, provide a unique ticket ID, specify a matchmaking %% configuration, %% and include the players to be matched. You must also include any player %% attributes that %% are required by the matchmaking configuration's rule set. If %% successful, a matchmaking %% ticket is returned with status set to `QUEUED'. %% %% Track matchmaking events to respond as needed and acquire game session %% connection %% information for successfully completed matches. Ticket status updates are %% tracked using %% event notification through Amazon Simple Notification Service, which is %% defined in the matchmaking %% configuration. %% %% Learn more %% %% Add FlexMatch to a game client: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html %% %% Set Up FlexMatch event %% notification: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html %% %% How Amazon GameLift Servers FlexMatch works: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html -spec start_matchmaking(aws_client:aws_client(), start_matchmaking_input()) -> {ok, start_matchmaking_output(), tuple()} | {error, any()} | {error, start_matchmaking_errors(), tuple()}. start_matchmaking(Client, Input) when is_map(Client), is_map(Input) -> start_matchmaking(Client, Input, []). -spec start_matchmaking(aws_client:aws_client(), start_matchmaking_input(), proplists:proplist()) -> {ok, start_matchmaking_output(), tuple()} | {error, any()} | {error, start_matchmaking_errors(), tuple()}. start_matchmaking(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StartMatchmaking">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Suspends certain types of activity in a fleet location. %% %% Currently, this operation is %% used to stop auto-scaling activity. For multi-location fleets, fleet %% actions are managed %% separately for each location. %% %% Stopping fleet actions has several potential purposes. It allows you to %% temporarily %% stop auto-scaling activity but retain your scaling policies for use in the %% future. For %% multi-location fleets, you can set up fleet-wide auto-scaling, and then %% opt out of it %% for certain locations. %% %% This operation can be used in the following ways: %% %% To stop actions on instances in the fleet's home Region, provide a %% fleet ID %% and the type of actions to suspend. %% %% To stop actions on instances in one of the fleet's remote locations, %% provide a %% fleet ID, a location name, and the type of actions to suspend. %% %% If successful, Amazon GameLift Servers no longer initiates scaling events %% except in response to manual %% changes using UpdateFleetCapacity: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetCapacity.html. %% To restart fleet actions again, call %% StartFleetActions: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartFleetActions.html. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% Fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec stop_fleet_actions(aws_client:aws_client(), stop_fleet_actions_input()) -> {ok, stop_fleet_actions_output(), tuple()} | {error, any()} | {error, stop_fleet_actions_errors(), tuple()}. stop_fleet_actions(Client, Input) when is_map(Client), is_map(Input) -> stop_fleet_actions(Client, Input, []). -spec stop_fleet_actions(aws_client:aws_client(), stop_fleet_actions_input(), proplists:proplist()) -> {ok, stop_fleet_actions_output(), tuple()} | {error, any()} | {error, stop_fleet_actions_errors(), tuple()}. stop_fleet_actions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StopFleetActions">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Cancels a game session placement that's in `PENDING' status. %% %% To stop a %% placement, provide the placement ID value. %% %% Results %% %% If successful, this operation removes the placement request from the queue %% and moves %% the `GameSessionPlacement' to `CANCELLED' status. %% %% This operation results in an `InvalidRequestExecption' (400) error if %% a %% game session has already been created for this placement. You can clean up %% an unneeded %% game session by calling TerminateGameSession: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_TerminateGameSession. -spec stop_game_session_placement(aws_client:aws_client(), stop_game_session_placement_input()) -> {ok, stop_game_session_placement_output(), tuple()} | {error, any()} | {error, stop_game_session_placement_errors(), tuple()}. stop_game_session_placement(Client, Input) when is_map(Client), is_map(Input) -> stop_game_session_placement(Client, Input, []). -spec stop_game_session_placement(aws_client:aws_client(), stop_game_session_placement_input(), proplists:proplist()) -> {ok, stop_game_session_placement_output(), tuple()} | {error, any()} | {error, stop_game_session_placement_errors(), tuple()}. stop_game_session_placement(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StopGameSessionPlacement">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Cancels a matchmaking ticket or match backfill ticket that is currently %% being %% processed. %% %% To stop the matchmaking operation, specify the ticket ID. If successful, %% work %% on the ticket is stopped, and the ticket status is changed to %% `CANCELLED'. %% %% This call is also used to turn off automatic backfill for an individual %% game session. %% This is for game sessions that are created with a matchmaking %% configuration that has %% automatic backfill enabled. The ticket ID is included in the %% `MatchmakerData' %% of an updated game session object, which is provided to the game server. %% %% If the operation is successful, the service sends back an empty JSON %% struct with %% the HTTP 200 response (not an empty HTTP body). %% %% Learn more %% %% Add FlexMatch to a game client: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html -spec stop_matchmaking(aws_client:aws_client(), stop_matchmaking_input()) -> {ok, stop_matchmaking_output(), tuple()} | {error, any()} | {error, stop_matchmaking_errors(), tuple()}. stop_matchmaking(Client, Input) when is_map(Client), is_map(Input) -> stop_matchmaking(Client, Input, []). -spec stop_matchmaking(aws_client:aws_client(), stop_matchmaking_input(), proplists:proplist()) -> {ok, stop_matchmaking_output(), tuple()} | {error, any()} | {error, stop_matchmaking_errors(), tuple()}. stop_matchmaking(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StopMatchmaking">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Temporarily stops activity on %% a game server group without terminating instances or the game server %% group. %% %% You can %% restart activity by calling ResumeGameServerGroup: %% gamelift/latest/apireference/API_ResumeGameServerGroup.html. You can %% suspend the following activity: %% %% Instance type replacement - This activity %% evaluates the current game hosting viability of all Spot instance types %% that are %% defined for the game server group. It updates the Auto Scaling group to %% remove %% nonviable Spot Instance types, which have a higher chance of game server %% interruptions. It then balances capacity across the remaining viable Spot %% Instance types. When this activity is suspended, the Auto Scaling group %% continues with its current balance, regardless of viability. Instance %% protection, utilization metrics, and capacity scaling activities continue %% to be %% active. %% %% To suspend activity, specify a game server group ARN and the type of %% activity to be %% suspended. If successful, a `GameServerGroup' object is returned %% showing that %% the activity is listed in `SuspendedActions'. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec suspend_game_server_group(aws_client:aws_client(), suspend_game_server_group_input()) -> {ok, suspend_game_server_group_output(), tuple()} | {error, any()} | {error, suspend_game_server_group_errors(), tuple()}. suspend_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> suspend_game_server_group(Client, Input, []). -spec suspend_game_server_group(aws_client:aws_client(), suspend_game_server_group_input(), proplists:proplist()) -> {ok, suspend_game_server_group_output(), tuple()} | {error, any()} | {error, suspend_game_server_group_errors(), tuple()}. suspend_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"SuspendGameServerGroup">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Assigns a tag to an Amazon GameLift Servers resource. %% %% You can use tags to organize resources, create %% IAM permissions policies to manage access to groups of resources, %% customize Amazon Web Services cost %% breakdowns, and more. This operation handles the permissions necessary to %% manage tags %% for Amazon GameLift Servers resources that support tagging. %% %% To add a tag to a resource, specify the unique ARN value for the resource %% and provide %% a tag list containing one or more tags. The operation succeeds even if the %% list includes %% tags that are already assigned to the resource. %% %% Learn more %% %% Tagging Amazon Web Services %% Resources: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html %% in the Amazon Web Services General Reference %% %% Amazon Web Services Tagging Strategies: %% http://aws.amazon.com/answers/account-management/aws-tagging-strategies/ %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec tag_resource(aws_client:aws_client(), tag_resource_request()) -> {ok, tag_resource_response(), tuple()} | {error, any()} | {error, tag_resource_errors(), tuple()}. tag_resource(Client, Input) when is_map(Client), is_map(Input) -> tag_resource(Client, Input, []). -spec tag_resource(aws_client:aws_client(), tag_resource_request(), proplists:proplist()) -> {ok, tag_resource_response(), tuple()} | {error, any()} | {error, tag_resource_errors(), tuple()}. tag_resource(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"TagResource">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Ends a game session that's currently in progress. %% %% Use this action to terminate any %% game session that isn't in `ERROR' status. Terminating a game %% session is the %% most efficient way to free up a server process when it's hosting a %% game session that's %% in a bad state or not ending properly. You can use this action to %% terminate a game %% session that's being hosted on any type of Amazon GameLift Servers %% fleet compute, including computes for %% managed EC2, managed container, and Anywhere fleets. The game server must %% be integrated %% with Amazon GameLift Servers server SDK 5.x or greater. %% %% Request options %% %% Request termination for a single game session. Provide the game session ID %% and the %% termination mode. There are two potential methods for terminating a game %% session: %% %% Initiate a graceful termination using the normal game session shutdown %% sequence. With this mode, the Amazon GameLift Servers service prompts the %% server process that's %% hosting the game session by calling the server SDK callback method %% . The callback implementation is part of %% the custom game server code. It might involve a variety of actions to %% gracefully %% end a game session, such as notifying players, before stopping the server %% process. %% %% Force an immediate game session termination. With this mode, the Amazon %% GameLift Servers %% service takes action to stop the server process, which ends the game %% session %% without the normal game session shutdown sequence. %% %% Results %% %% If successful, game session termination is initiated. During this %% activity, the game %% session status is changed to `TERMINATING'. When completed, the server %% process that was hosting the game session has been stopped and replaced %% with a new %% server process that's ready to host a new game session. The old game %% session's status is %% changed to `TERMINATED' with a status reason that indicates the %% termination %% method used. %% %% Learn more %% %% Add Amazon GameLift Servers to your game server: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html %% %% Amazon GameLift Servers server SDK 5 reference guide for %% (C++: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-cpp-initsdk.html) %% (C#: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-csharp-initsdk.html) %% (Unreal: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-unreal-initsdk.html) %% (Go: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk-go-initsdk.html) -spec terminate_game_session(aws_client:aws_client(), terminate_game_session_input()) -> {ok, terminate_game_session_output(), tuple()} | {error, any()} | {error, terminate_game_session_errors(), tuple()}. terminate_game_session(Client, Input) when is_map(Client), is_map(Input) -> terminate_game_session(Client, Input, []). -spec terminate_game_session(aws_client:aws_client(), terminate_game_session_input(), proplists:proplist()) -> {ok, terminate_game_session_output(), tuple()} | {error, any()} | {error, terminate_game_session_errors(), tuple()}. terminate_game_session(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"TerminateGameSession">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Removes a tag assigned to a Amazon GameLift Servers resource. %% %% You can use resource tags to organize %% Amazon Web Services resources for a range of purposes. This operation %% handles the permissions %% necessary to manage tags for Amazon GameLift Servers resources that %% support tagging. %% %% To remove a tag from a resource, specify the unique ARN value for the %% resource and %% provide a string list containing one or more tags to remove. This %% operation succeeds %% even if the list includes tags that aren't assigned to the resource. %% %% Learn more %% %% Tagging Amazon Web Services %% Resources: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html %% in the Amazon Web Services General Reference %% %% Amazon Web Services Tagging Strategies: %% http://aws.amazon.com/answers/account-management/aws-tagging-strategies/ %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec untag_resource(aws_client:aws_client(), untag_resource_request()) -> {ok, untag_resource_response(), tuple()} | {error, any()} | {error, untag_resource_errors(), tuple()}. untag_resource(Client, Input) when is_map(Client), is_map(Input) -> untag_resource(Client, Input, []). -spec untag_resource(aws_client:aws_client(), untag_resource_request(), proplists:proplist()) -> {ok, untag_resource_response(), tuple()} | {error, any()} | {error, untag_resource_errors(), tuple()}. untag_resource(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UntagResource">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Updates properties for an alias. %% %% Specify the unique identifier of the alias to be %% updated and the new property values. %% %% When reassigning an alias to a new fleet, provide %% an updated routing strategy. If successful, the updated alias record is %% returned. %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec update_alias(aws_client:aws_client(), update_alias_input()) -> {ok, update_alias_output(), tuple()} | {error, any()} | {error, update_alias_errors(), tuple()}. update_alias(Client, Input) when is_map(Client), is_map(Input) -> update_alias(Client, Input, []). -spec update_alias(aws_client:aws_client(), update_alias_input(), proplists:proplist()) -> {ok, update_alias_output(), tuple()} | {error, any()} | {error, update_alias_errors(), tuple()}. update_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateAlias">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Updates metadata in a build resource, including the build name and %% version. %% %% To update %% the metadata, specify the build ID to update and provide the new values. %% If successful, %% a build object containing the updated metadata is returned. %% %% Learn more %% %% Upload a Custom %% Server Build: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec update_build(aws_client:aws_client(), update_build_input()) -> {ok, update_build_output(), tuple()} | {error, any()} | {error, update_build_errors(), tuple()}. update_build(Client, Input) when is_map(Client), is_map(Input) -> update_build(Client, Input, []). -spec update_build(aws_client:aws_client(), update_build_input(), proplists:proplist()) -> {ok, update_build_output(), tuple()} | {error, any()} | {error, update_build_errors(), tuple()}. update_build(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateBuild">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Updates the properties of a managed container fleet. %% %% Depending on the properties being %% updated, this operation might initiate a fleet deployment. You can track %% deployments for %% a fleet using %% [https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetDeployment.html]. %% %% A managed fleet's runtime environment, which depends on the %% fleet's %% Amazon Machine Image {AMI} version, can't be updated. You must create %% a new %% fleet. As a best practice, we recommend replacing your managed fleets %% every 30 %% days to maintain a secure and up-to-date runtime environment for your %% hosted game %% servers. For guidance, see %% Security best practices for Amazon GameLift Servers: %% https://docs.aws.amazon.com/gameliftservers/latest/developerguide/security-best-practices.html. %% %% Request options %% %% As with CreateContainerFleet, many fleet properties use common defaults or %% are %% calculated based on the fleet's container group definitions. %% %% Update fleet properties that result in a fleet deployment. Include only %% those %% properties that you want to change. Specify deployment configuration %% settings. %% %% Update fleet properties that don't result in a fleet deployment. %% Include only %% those properties that you want to change. %% %% Changes to the following properties initiate a fleet deployment: %% %% `GameServerContainerGroupDefinition' %% %% `PerInstanceContainerGroupDefinition' %% %% `GameServerContainerGroupsPerInstance' %% %% `InstanceInboundPermissions' %% %% `InstanceConnectionPortRange' %% %% `LogConfiguration' %% %% Results %% %% If successful, this operation updates the container fleet resource, and %% might initiate %% a new deployment of fleet resources using the deployment configuration %% provided. A %% deployment replaces existing fleet instances with new instances that are %% deployed with %% the updated fleet properties. The fleet is placed in `UPDATING' status %% until %% the deployment is complete, then return to `ACTIVE'. %% %% You can have only one update deployment active at a time for a fleet. If a %% second %% update request initiates a deployment while another deployment is in %% progress, the first %% deployment is cancelled. -spec update_container_fleet(aws_client:aws_client(), update_container_fleet_input()) -> {ok, update_container_fleet_output(), tuple()} | {error, any()} | {error, update_container_fleet_errors(), tuple()}. update_container_fleet(Client, Input) when is_map(Client), is_map(Input) -> update_container_fleet(Client, Input, []). -spec update_container_fleet(aws_client:aws_client(), update_container_fleet_input(), proplists:proplist()) -> {ok, update_container_fleet_output(), tuple()} | {error, any()} | {error, update_container_fleet_errors(), tuple()}. update_container_fleet(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateContainerFleet">>, Input, Options). %% @doc %% This API works with the following fleet types: Container %% %% Updates properties in an existing container group definition. %% %% This operation doesn't %% replace the definition. Instead, it creates a new version of the %% definition and saves it %% separately. You can access all versions that you choose to retain. %% %% The only property you can't update is the container group type. %% %% Request options: %% %% Update based on the latest version of the container group definition. %% Specify the %% container group definition name only, or use an ARN value without a %% version number. %% Provide updated values for the properties that you want to change only. %% All other values %% remain the same as the latest version. %% %% Update based on a specific version of the container group definition. %% Specify the %% container group definition name and a source version number, or use an ARN %% value with a %% version number. Provide updated values for the properties that you want to %% change only. %% All other values remain the same as the source version. %% %% Change a game server container definition. Provide the updated container %% definition. %% %% Add or change a support container definition. Provide a complete set of %% container %% definitions, including the updated definition. %% %% Remove a support container definition. Provide a complete set of container %% definitions, excluding the definition to remove. If the container group %% has only one %% support container definition, provide an empty set. %% %% Results: %% %% If successful, this operation returns the complete properties of the new %% container group %% definition version. %% %% If the container group definition version is used in an active fleets, the %% update %% automatically initiates a new fleet deployment of the new version. You can %% track a fleet's %% deployments using ListFleetDeployments: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListFleetDeployments.html. -spec update_container_group_definition(aws_client:aws_client(), update_container_group_definition_input()) -> {ok, update_container_group_definition_output(), tuple()} | {error, any()} | {error, update_container_group_definition_errors(), tuple()}. update_container_group_definition(Client, Input) when is_map(Client), is_map(Input) -> update_container_group_definition(Client, Input, []). -spec update_container_group_definition(aws_client:aws_client(), update_container_group_definition_input(), proplists:proplist()) -> {ok, update_container_group_definition_output(), tuple()} | {error, any()} | {error, update_container_group_definition_errors(), tuple()}. update_container_group_definition(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateContainerGroupDefinition">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Updates a fleet's mutable attributes, such as game session protection %% and resource %% creation limits. %% %% To update fleet attributes, specify the fleet ID and the property values %% that you want %% to change. If successful, Amazon GameLift Servers returns the identifiers %% for the updated fleet. %% %% A managed fleet's runtime environment, which depends on the %% fleet's %% Amazon Machine Image {AMI} version, can't be updated. You must create %% a new %% fleet. As a best practice, we recommend replacing your managed fleets %% every 30 %% days to maintain a secure and up-to-date runtime environment for your %% hosted game %% servers. For guidance, see %% Security best practices for Amazon GameLift Servers: %% https://docs.aws.amazon.com/gameliftservers/latest/developerguide/security-best-practices.html. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec update_fleet_attributes(aws_client:aws_client(), update_fleet_attributes_input()) -> {ok, update_fleet_attributes_output(), tuple()} | {error, any()} | {error, update_fleet_attributes_errors(), tuple()}. update_fleet_attributes(Client, Input) when is_map(Client), is_map(Input) -> update_fleet_attributes(Client, Input, []). -spec update_fleet_attributes(aws_client:aws_client(), update_fleet_attributes_input(), proplists:proplist()) -> {ok, update_fleet_attributes_output(), tuple()} | {error, any()} | {error, update_fleet_attributes_errors(), tuple()}. update_fleet_attributes(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateFleetAttributes">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Updates capacity settings for a managed EC2 fleet or managed container %% fleet. %% %% For these %% fleets, you adjust capacity by changing the number of instances in the %% fleet. Fleet %% capacity determines the number of game sessions and players that the fleet %% can host %% based on its configuration. For fleets with multiple locations, use this %% operation to %% manage capacity settings in each location individually. %% %% Minimum/maximum size: Set hard limits on the number of Amazon EC2 %% instances allowed. If Amazon GameLift Servers receives a %% request--either through manual update or automatic scaling--it won't %% change the capacity %% to a value outside of this range. %% %% Desired capacity: As an alternative to automatic scaling, manually set the %% number of Amazon EC2 %% instances to be maintained. %% Before changing a fleet's desired capacity, check the maximum capacity %% of the %% fleet's Amazon EC2 instance type by calling DescribeEC2InstanceLimits: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeEC2InstanceLimits.html. %% %% To update capacity for a fleet's home Region, or if the fleet has no %% remote %% locations, omit the `Location' parameter. The fleet must be in %% `ACTIVE' status. %% %% To update capacity for a fleet's remote location, set the %% `Location' parameter to the location to update. The location must be %% in %% `ACTIVE' status. %% %% If successful, Amazon GameLift Servers updates the capacity settings and %% returns the identifiers for %% the updated fleet and/or location. If a requested change to desired %% capacity exceeds the %% instance type's limit, the `LimitExceeded' exception occurs. %% %% Updates often prompt an immediate change in fleet capacity, such as when %% current %% capacity is different than the new desired capacity or outside the new %% limits. In this %% scenario, Amazon GameLift Servers automatically initiates steps to add or %% remove instances in the fleet %% location. You can track a fleet's current capacity by calling %% DescribeFleetCapacity: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html %% or DescribeFleetLocationCapacity: %% https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html. %% %% Use ManagedCapacityConfiguration with the %% "SCALE_TO_AND_FROM_ZERO" ZeroCapacityStrategy to enable Amazon %% GameLift Servers to fully manage the MinSize value, switching between 0 %% and 1 based on game session %% activity. This is ideal for eliminating compute costs during periods of no %% game activity. %% It is particularly beneficial during development when you're away from %% your desk, iterating on builds %% for extended periods, in production environments serving low-traffic %% locations, or for games with long, %% predictable downtime windows. By automatically managing capacity between 0 %% and 1 instances, you avoid paying %% for idle instances while maintaining the ability to serve game sessions %% when demand arrives. Note that while %% scale-out is triggered immediately upon receiving a game session request, %% actual game session availability %% depends on your server process startup time, so this approach works best %% with multi-location Fleets where %% cold-start latency is tolerable. With a "MANUAL" %% ZeroCapacityStrategy Amazon GameLift Servers will not %% modify Fleet MinSize values automatically and will not scale out from zero %% instances in response to game %% sessions. This is configurable per-location. %% %% Learn more %% %% Scaling fleet %% capacity: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-manage-capacity.html -spec update_fleet_capacity(aws_client:aws_client(), update_fleet_capacity_input()) -> {ok, update_fleet_capacity_output(), tuple()} | {error, any()} | {error, update_fleet_capacity_errors(), tuple()}. update_fleet_capacity(Client, Input) when is_map(Client), is_map(Input) -> update_fleet_capacity(Client, Input, []). -spec update_fleet_capacity(aws_client:aws_client(), update_fleet_capacity_input(), proplists:proplist()) -> {ok, update_fleet_capacity_output(), tuple()} | {error, any()} | {error, update_fleet_capacity_errors(), tuple()}. update_fleet_capacity(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateFleetCapacity">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Container %% %% Updates permissions that allow inbound traffic to connect to game sessions %% in the %% fleet. %% %% To update settings, specify the fleet ID to be updated and specify the %% changes to be %% made. List the permissions you want to add in %% `InboundPermissionAuthorizations', and permissions you want to remove %% in %% `InboundPermissionRevocations'. Permissions to be removed must match %% existing fleet permissions. %% %% If successful, the fleet ID for the updated fleet is returned. For fleets %% with remote %% locations, port setting updates can take time to propagate across all %% locations. You can %% check the status of updates in each location by calling %% `DescribeFleetPortSettings' with a location name. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec update_fleet_port_settings(aws_client:aws_client(), update_fleet_port_settings_input()) -> {ok, update_fleet_port_settings_output(), tuple()} | {error, any()} | {error, update_fleet_port_settings_errors(), tuple()}. update_fleet_port_settings(Client, Input) when is_map(Client), is_map(Input) -> update_fleet_port_settings(Client, Input, []). -spec update_fleet_port_settings(aws_client:aws_client(), update_fleet_port_settings_input(), proplists:proplist()) -> {ok, update_fleet_port_settings_output(), tuple()} | {error, any()} | {error, update_fleet_port_settings_errors(), tuple()}. update_fleet_port_settings(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateFleetPortSettings">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Updates information about a registered game server to help Amazon GameLift %% Servers FleetIQ track game server %% availability. %% %% This operation is called by a game server process that is running on an %% instance in a game server group. %% %% Use this operation to update the following types of game server %% information. You can %% make all three types of updates in the same request: %% %% To update the game server's utilization status from `AVAILABLE' %% (when the game server is available to be claimed) to `UTILIZED' (when %% the game server is currently hosting games). Identify the game server and %% game %% server group and specify the new utilization status. You can't change %% the status %% from to `UTILIZED' to `AVAILABLE' . %% %% To report health status, identify the game server and game server group %% and %% set health check to `HEALTHY'. If a game server does not report %% health status for a certain length of time, the game server is no longer %% considered healthy. As a result, it will be eventually deregistered from %% the %% game server group to avoid affecting utilization metrics. The best %% practice is %% to report health every 60 seconds. %% %% To change game server metadata, provide updated game server data. %% %% Once a game server is successfully updated, the relevant statuses and %% timestamps are %% updated. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec update_game_server(aws_client:aws_client(), update_game_server_input()) -> {ok, update_game_server_output(), tuple()} | {error, any()} | {error, update_game_server_errors(), tuple()}. update_game_server(Client, Input) when is_map(Client), is_map(Input) -> update_game_server(Client, Input, []). -spec update_game_server(aws_client:aws_client(), update_game_server_input(), proplists:proplist()) -> {ok, update_game_server_output(), tuple()} | {error, any()} | {error, update_game_server_errors(), tuple()}. update_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateGameServer">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 (FleetIQ) %% %% Updates Amazon GameLift Servers FleetIQ-specific %% properties for a game server group. %% %% Many Auto Scaling group properties are updated on %% the Auto Scaling group directly, including the launch template, Auto %% Scaling policies, %% and maximum/minimum/desired instance counts. %% %% To update the game server group, specify the game server group ID and %% provide the %% updated values. Before applying the updates, the new values are validated %% to ensure that %% Amazon GameLift Servers FleetIQ can continue to perform instance balancing %% activity. If successful, a %% `GameServerGroup' object is returned. %% %% Learn more %% %% Amazon GameLift Servers FleetIQ %% Guide: %% https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html -spec update_game_server_group(aws_client:aws_client(), update_game_server_group_input()) -> {ok, update_game_server_group_output(), tuple()} | {error, any()} | {error, update_game_server_group_errors(), tuple()}. update_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> update_game_server_group(Client, Input, []). -spec update_game_server_group(aws_client:aws_client(), update_game_server_group_input(), proplists:proplist()) -> {ok, update_game_server_group_output(), tuple()} | {error, any()} | {error, update_game_server_group_errors(), tuple()}. update_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateGameServerGroup">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Updates the mutable properties of a game session. %% %% To update a game session, specify the game session ID and the values you %% want to %% change. %% %% If successful, the updated `GameSession' object is returned. %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec update_game_session(aws_client:aws_client(), update_game_session_input()) -> {ok, update_game_session_output(), tuple()} | {error, any()} | {error, update_game_session_errors(), tuple()}. update_game_session(Client, Input) when is_map(Client), is_map(Input) -> update_game_session(Client, Input, []). -spec update_game_session(aws_client:aws_client(), update_game_session_input(), proplists:proplist()) -> {ok, update_game_session_output(), tuple()} | {error, any()} | {error, update_game_session_errors(), tuple()}. update_game_session(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateGameSession">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Updates the configuration of a game session queue, which determines how %% the queue %% processes new game session requests. %% %% To update settings, specify the queue name to be %% updated and provide the new settings. When updating destinations, provide %% a complete %% list of destinations. %% %% Learn more %% %% Using Multi-Region Queues: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html -spec update_game_session_queue(aws_client:aws_client(), update_game_session_queue_input()) -> {ok, update_game_session_queue_output(), tuple()} | {error, any()} | {error, update_game_session_queue_errors(), tuple()}. update_game_session_queue(Client, Input) when is_map(Client), is_map(Input) -> update_game_session_queue(Client, Input, []). -spec update_game_session_queue(aws_client:aws_client(), update_game_session_queue_input(), proplists:proplist()) -> {ok, update_game_session_queue_output(), tuple()} | {error, any()} | {error, update_game_session_queue_errors(), tuple()}. update_game_session_queue(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateGameSessionQueue">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Updates settings for a FlexMatch matchmaking configuration. %% %% These changes affect all %% matches and game sessions that are created after the update. To update %% settings, specify %% the configuration name to be updated and provide the new settings. %% %% Learn more %% %% Design a FlexMatch %% matchmaker: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html -spec update_matchmaking_configuration(aws_client:aws_client(), update_matchmaking_configuration_input()) -> {ok, update_matchmaking_configuration_output(), tuple()} | {error, any()} | {error, update_matchmaking_configuration_errors(), tuple()}. update_matchmaking_configuration(Client, Input) when is_map(Client), is_map(Input) -> update_matchmaking_configuration(Client, Input, []). -spec update_matchmaking_configuration(aws_client:aws_client(), update_matchmaking_configuration_input(), proplists:proplist()) -> {ok, update_matchmaking_configuration_output(), tuple()} | {error, any()} | {error, update_matchmaking_configuration_errors(), tuple()}. update_matchmaking_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateMatchmakingConfiguration">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Updates the runtime configuration for the specified fleet. %% %% The runtime configuration %% tells Amazon GameLift Servers how to launch server processes on computes %% in managed EC2 and Anywhere fleets. You %% can update a fleet's runtime configuration at any time after the fleet %% is created; it %% does not need to be in `ACTIVE' status. %% %% To update runtime configuration, specify the fleet ID and provide a %% `RuntimeConfiguration' with an updated set of server process %% configurations. %% %% If successful, the fleet's runtime configuration settings are updated. %% Fleet computes %% that run game server processes regularly check for and receive updated %% runtime %% configurations. The computes immediately take action to comply with the %% new %% configuration by launching new server processes or by not replacing %% existing processes %% when they shut down. Updating a fleet's runtime configuration never %% affects existing %% server processes. %% %% Learn more %% %% Setting up Amazon GameLift Servers %% fleets: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html -spec update_runtime_configuration(aws_client:aws_client(), update_runtime_configuration_input()) -> {ok, update_runtime_configuration_output(), tuple()} | {error, any()} | {error, update_runtime_configuration_errors(), tuple()}. update_runtime_configuration(Client, Input) when is_map(Client), is_map(Input) -> update_runtime_configuration(Client, Input, []). -spec update_runtime_configuration(aws_client:aws_client(), update_runtime_configuration_input(), proplists:proplist()) -> {ok, update_runtime_configuration_output(), tuple()} | {error, any()} | {error, update_runtime_configuration_errors(), tuple()}. update_runtime_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateRuntimeConfiguration">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2 %% %% Updates Realtime script metadata and content. %% %% To update script metadata, specify the script ID and provide updated name %% and/or %% version values. %% %% To update script content, provide an updated zip file by pointing to %% either a local %% file or an Amazon S3 bucket location. You can use either method regardless %% of how the %% original script was uploaded. Use the Version parameter to track %% updates to the script. %% %% If the call is successful, the updated metadata is stored in the script %% record and a %% revised script is uploaded to the Amazon GameLift Servers service. Once %% the script is updated and %% acquired by a fleet instance, the new version is used for all new game %% sessions. %% %% Learn more %% %% Amazon GameLift Servers Amazon GameLift Servers Realtime: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html %% %% Related actions %% %% All APIs by task: %% https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets -spec update_script(aws_client:aws_client(), update_script_input()) -> {ok, update_script_output(), tuple()} | {error, any()} | {error, update_script_errors(), tuple()}. update_script(Client, Input) when is_map(Client), is_map(Input) -> update_script(Client, Input, []). -spec update_script(aws_client:aws_client(), update_script_input(), proplists:proplist()) -> {ok, update_script_output(), tuple()} | {error, any()} | {error, update_script_errors(), tuple()}. update_script(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateScript">>, Input, Options). %% @doc %% This API works with the following fleet types: EC2, Anywhere, Container %% %% Validates the syntax of a matchmaking rule or rule set. %% %% This operation checks that the %% rule set is using syntactically correct JSON and that it conforms to %% allowed property %% expressions. To validate syntax, provide a rule set JSON string. %% %% Learn more %% %% Build a rule %% set: %% https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html -spec validate_matchmaking_rule_set(aws_client:aws_client(), validate_matchmaking_rule_set_input()) -> {ok, validate_matchmaking_rule_set_output(), tuple()} | {error, any()} | {error, validate_matchmaking_rule_set_errors(), tuple()}. validate_matchmaking_rule_set(Client, Input) when is_map(Client), is_map(Input) -> validate_matchmaking_rule_set(Client, Input, []). -spec validate_matchmaking_rule_set(aws_client:aws_client(), validate_matchmaking_rule_set_input(), proplists:proplist()) -> {ok, validate_matchmaking_rule_set_output(), tuple()} | {error, any()} | {error, validate_matchmaking_rule_set_errors(), tuple()}. validate_matchmaking_rule_set(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ValidateMatchmakingRuleSet">>, Input, Options). %%==================================================================== %% Internal functions %%==================================================================== -spec request(aws_client:aws_client(), binary(), map(), list()) -> {ok, Result, {integer(), list(), hackney:client()}} | {error, Error, {integer(), list(), hackney:client()}} | {error, term()} when Result :: map() | undefined, Error :: map(). request(Client, Action, Input, Options) -> RequestFun = fun() -> do_request(Client, Action, Input, Options) end, aws_request:request(RequestFun, Options). do_request(Client, Action, Input0, Options) -> Client1 = Client#{service => <<"gamelift">>}, Host = build_host(<<"gamelift">>, Client1), URL = build_url(Host, Client1), Headers = [ {<<"Host">>, Host}, {<<"Content-Type">>, <<"application/x-amz-json-1.1">>}, {<<"X-Amz-Target">>, <<"GameLift.", Action/binary>>} ], Input = Input0, Payload = jsx:encode(Input), SignedHeaders = aws_request:sign_request(Client1, <<"POST">>, URL, Headers, Payload), Response = hackney:request(post, URL, SignedHeaders, Payload, Options), handle_response(Response). handle_response({ok, 200, ResponseHeaders, Client}) -> case hackney:body(Client) of {ok, <<>>} -> {ok, undefined, {200, ResponseHeaders, Client}}; {ok, Body} -> Result = jsx:decode(Body), {ok, Result, {200, ResponseHeaders, Client}} end; handle_response({ok, StatusCode, ResponseHeaders, Client}) -> {ok, Body} = hackney:body(Client), Error = jsx:decode(Body), {error, Error, {StatusCode, ResponseHeaders, Client}}; handle_response({error, Reason}) -> {error, Reason}. build_host(_EndpointPrefix, #{region := <<"local">>, endpoint := Endpoint}) -> Endpoint; build_host(_EndpointPrefix, #{region := <<"local">>}) -> <<"localhost">>; build_host(EndpointPrefix, #{region := Region, endpoint := Endpoint}) -> aws_util:binary_join([EndpointPrefix, Region, Endpoint], <<".">>). build_url(Host, Client) -> Proto = aws_client:proto(Client), Port = aws_client:port(Client), aws_util:binary_join([Proto, <<"://">>, Host, <<":">>, Port, <<"/">>], <<"">>).