From c57a6932eb0f29d132a524493538dece999ee998 Mon Sep 17 00:00:00 2001
From: AWS SDK for Ruby Releases a phone number previously claimed to an Amazon Connect instance. When a contact is being recorded, and the recording has been suspended using SuspendContactRecording, this API resumes recording the call. Only voice recordings are supported at this time. Searches for available phone numbers that you can claim to your Amazon Connect instance. Searches users in an Amazon Connect instance, with optional filtering. Searches for vocabularies within a specific Amazon Connect instance using Initiates a contact flow to start a new chat for the customer. Response of this API provides a token required to obtain credentials from the CreateParticipantConnection API in the Amazon Connect Participant Service. When a new chat contact is successfully created, clients must subscribe to the participant’s connection for the created chat within 5 minutes. This is achieved by invoking CreateParticipantConnection with WEBSOCKET and CONNECTION_CREDENTIALS. A 429 error occurs in the following situations: API rate limit is exceeded. API TPS throttling returns a The quota for concurrent active chats is exceeded. Active chat throttling returns a If you use the For more information about chat, see Chat in the Amazon Connect Administrator Guide. Starts recording the contact: If the API is called before the agent joins the call, recording starts when the agent joins the call. If the API is called after the agent joins the call, recording starts at the time of the API call. StartContactRecording is a one-time action. For example, if you use StopContactRecording to stop recording an ongoing call, you can't use StartContactRecording to restart it. For scenarios where the recording has started and you want to suspend and resume it, such as when collecting sensitive information (for example, a credit card number), use SuspendContactRecording and ResumeContactRecording. You can use this API to override the recording behavior configured in the Set recording behavior block. Only voice recordings are supported at this time. The Amazon Resource Name (ARN) of the phone number. The Amazon Resource Name (ARN) for the use case. The Amazon Resource Name (ARN) of the user account. The Amazon Resource Name (ARN) of the user. The Amazon Resource Name (ARN) of the user account. The Amazon Resource Name (ARN) of the custom vocabulary. The Amazon Resource Name (ARN) of the custom vocabulary. The first name. This is required if you are using Amazon Connect or SAML for identity management. The first name. This is required if you are using Amazon Connect or SAML for identity management. The user's first name. The last name. This is required if you are using Amazon Connect or SAML for identity management. The last name. This is required if you are using Amazon Connect or SAML for identity management. The user's last name. The user name for the account. For instances not using SAML for identity management, the user name can include up to 20 characters. If you are using SAML for identity management, the user name can include up to 64 characters from [a-zA-Z0-9_-.\\@]+. The user name assigned to the user account. The name of the user. The Amazon Connect user name of the user account. Configuration of the answering machine detection for this outbound call. The total number of users who matched your search query. Information about a phone number that has been claimed to your Amazon Connect instance. Information about a phone number that's been claimed to your Amazon Connect instance. Information about a phone number that's been claimed to your Amazon Connect instance. A formatted URL that is shown to an agent in the Contact Control Panel (CCP). An object that can be used to specify Tag conditions inside the Top level list specifies conditions that need to be applied with Inner list specifies conditions that need to be applied with The identifier of the user account in the directory used for identity management. If Amazon Connect cannot access the directory, you can specify this identifier to authenticate users. If you include the identifier, we assume that Amazon Connect cannot access the directory. Otherwise, the identity information is used to authenticate users from your directory. This parameter is required if you are using an existing directory for identity management in Amazon Connect when Amazon Connect cannot access your directory to authenticate users. If you are using SAML for identity management and include this parameter, an error is returned. The identifier of the user account in the directory used for identity management. The identifier of the user account in the directory used for identity management. The directory identifier of the user. Information about the hierarchy group. A leaf node condition which can be used to specify a hierarchy group condition. A leaf node condition which can be used to specify a hierarchy group condition. The identifier of the hierarchy group. The identifier of the hierarchy group. The identifier of the hierarchy group. The identifier of the hierarchy group for the user. The identifier of the hierarchy group for the user. The identifier of the user's hierarchy group. The type of hierarchy group match. The identifier of the Amazon Connect instance. You can find the instanceId in the ARN of the instance. The identifier of the Amazon Connect instance. You can find the instanceId in the ARN of the instance. The identifier of the Amazon Connect instance. You can find the instanceId in the ARN of the instance. The identifier of the Amazon Connect instance. You can find the instanceId in the ARN of the instance. The identifier of the Amazon Connect instance. You can find the instanceId in the ARN of the instance. The organization resource identifier for the security profile. The identifier of the Amazon Connect instance. You can find the instanceId in the ARN of the instance. The maximum number of results to return per page. The maximum number of results to return per page. The maximum number of results to return per page. The maximum number of results to return per page. The maximum number of results to return per page. If there are additional results, this is the token for the next set of results. The token for the next set of results. Use the value returned in the previous response in the next request to retrieve the next set of results. If there are additional results, this is the token for the next set of results. A unique identifier for the phone number. The identifier of the phone number. The identifier of the phone number. The identifier of the phone number. The identifier of the phone number. The identifier of the phone number. A unique identifier for the phone number. A unique identifier for the phone number. A unique identifier for the phone number. A unique identifier for the phone number. A unique identifier for the phone number. The caller ID number. The identifier of the phone number. The identifier of the phone number. The identifier of the phone number. The identifier of the phone number. A unique identifier for the phone number. A unique identifier for the phone number. A unique identifier for the phone number. The identifier of the routing profile. The identifier of the routing profile. The identifier of the routing profile for the user. The identifier of the routing profile for the user. The identifier of the routing profile for the user. The identifier of the user's routing profile. The identifier of the security profile for the user. The identifiers of the security profiles for the user. The identifiers of the security profiles for the user. The identifiers of the security profiles for the user. The identifiers of the user's security profiles. The message. The value in the hierarchy group condition. The message. The name of the field in the string condition. The value of the string. The tag key in the tag condition. The tag value in the tag condition. The type of comparison to be made when evaluating the string condition. A leaf node condition which can be used to specify a string condition, for example, A leaf node condition which can be used to specify a string condition. A list of conditions which would be applied together with an A leaf node condition which can be used to specify a tag condition, for example, A leaf node condition which can be used to specify a tag condition. The tags used to organize, track, or control access for this resource. One or more tags. For example, { \"tags\": {\"key1\":\"value1\", \"key2\":\"value2\"} }. The tags. The tags used to organize, track, or control access for this resource. The tags used to organize, track, or control access for this resource. A list of conditions which would be applied together with an The identifier of the user account. The identifier of the user account. The identifier of the user. The identifier of the user's summary. The identifier of the user account. Information about the user identity. The user's first name and last name. The user's first name and last name. No user with the specified credentials was found in the Amazon Connect instance. The phone settings for the user. Information about phone configuration settings for the user. Information about the phone configuration for the user. Information about the phone configuration for the user. The user configuration. This is required only if QuickConnectType is USER. A list of conditions which would be applied together with an A list of conditions which would be applied together with an The search criteria to be used to return users. Filters to be applied to search results. Filters to be applied to search results. Information about the returned users. Information about the users. Contains summary information about a user. Amazon Web Services 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 GameLift solutions Get more information on these GameLift solutions in the GameLift Developer Guide. GameLift managed hosting -- GameLift 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 Realtime Servers -- With GameLift Realtime Servers, you can quickly configure and set up ready-to-go game servers for your game. Realtime Servers provides a game server framework with core GameLift infrastructure already built in. Then use the full range of GameLift managed hosting features, including FlexMatch, for your game. GameLift FleetIQ -- Use GameLift FleetIQ as a standalone service while hosting your games using EC2 instances and Auto Scaling groups. GameLift FleetIQ provides optimizations for game hosting, including boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the GameLift FleetIQ and FlexMatch standalone services. GameLift FlexMatch -- Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking service for multiplayer games. Use FlexMatch as integrated with GameLift 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 Web Services. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links: 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 To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to Learn more Add FlexMatch to a game client FlexMatch events (reference) Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task 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 To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match or failed to respond, the ticket status is set to Learn more Add FlexMatch to a game client FlexMatch events (reference) Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task This operation is used with the GameLift FleetIQ solution and game server groups. 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, GameLift FleetIQ locates an available game server, places it in To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift 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. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains If you try to claim a specific game server, this request will fail in the following cases: If the game server utilization status is If the game server claim status is When claiming a specific game server, this request will succeed even if the game server is running on an instance in Learn more Related actions RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task 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 Web Services 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 Related actions CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task Creates a new Amazon Web Services build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon Web Services. When setting up a new game build for GameLift, we recommend using the Amazon Web Services CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The To 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 must first give Amazon Web Services access to the Amazon S3 bucket. With permissions in place, call To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call If successful, this operation creates a new build resource with a unique build ID and places it in Learn more Create a Build with Files in Amazon S3 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task 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 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 Related actions CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift. When setting up a new game build for GameLift, we recommend using the Amazon Web Services CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The To 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 must first give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, call To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call If successful, this operation creates a new build resource with a unique build ID and places it in Learn more Create a Build with Files in Amazon S3 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance. Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location. To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations. If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the 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. If successful, this operation creates a new Fleet resource and places it in Learn more Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021. To add fleet locations, specify the fleet to be updated and provide a list of one or more locations. If successful, this operation returns the list of added locations with their status set to Learn more Related actions CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task This operation is used with the GameLift FleetIQ solution and game server groups. Creates a GameLift 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 GameLift 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 in the Amazon Elastic Compute Cloud User Guide. An IAM role that extends limited access to your Amazon Web Services account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the GameLift 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 GameLift 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 GameLift FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more Related actions CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task 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 GameLift game session placement feature with with StartGameSessionPlacement, which uses FleetIQ algorithms 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 fleet must be in This operation can be used 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. If successful, a workflow is initiated to start a new game session. A Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon Web Services Local. Learn more Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task 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 GameLift game session placement feature with with StartGameSessionPlacement, which uses FleetIQ algorithms 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 fleet must be in This operation can be used 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. If successful, a workflow is initiated to start a new game session. A Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. Learn more Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity. If successful, a new Learn more Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift 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 (StartMatchmaking or StartMatchBackfill) 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 GameLift 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 GameLift 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. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage. Learn more Set up FlexMatch event notification Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task 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. A rule set is used by a MatchmakingConfiguration. 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 before creating a new rule set. Learn more Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task 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 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 PlayerSession 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 GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Available in Amazon Web Services Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task 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 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 GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Available in Amazon Web Services Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon Web Services 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 Web Services-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon Web Services accesses the file at this storage location as needed for deployment. Learn more Amazon Web Services Realtime Servers Set Up a Role for Amazon Web Services Access Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task Requests authorization to create or delete a peer connection between the VPC for your Amazon Web Services 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. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon Web Services Fleets. 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 Web Services 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 Web Services 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 Web Services. 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 Web Services 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 Web Services. The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon Web Services 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 Web Services fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon Web Services Fleets. Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization 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 Web Services 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 VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task 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 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 PlayerSession 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 GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Available in Amazon GameLift Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task 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 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 GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Available in Amazon GameLift Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift 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. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets. 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 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 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. 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 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. The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift 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 fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization 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 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 VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task 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 CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task 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 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call 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. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process. To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to Learn more Related actions CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task 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. Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task 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 Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift 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, call StopFleetActions. This operation suspends all policies for the fleet. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task 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 Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task 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 Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task 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. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization. Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task 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. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization. Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task This operation is used with the GameLift FleetIQ solution and game server groups. 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 Related actions RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use To get alias properties, specify the alias ID. If successful, the requested alias record is returned. Related actions CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task 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 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task 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. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions. 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 Learn more Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task 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 configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with If successful, a GameSessionPlacement object is returned. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task 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. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region. Learn more Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task 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. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails. 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 configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with 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 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. Continuously poling ticket status with DescribeGameSessions should only be used for games in development with low matchmaking usage. Available in Amazon Web Services Local. Learn more Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task 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. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails. 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 configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with 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 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. Continuously poling ticket status with DescribeGameSessions should only be used for games in development with low matchmaking usage. Available in Amazon GameLift Local. Learn more Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task Retrieves information about a fleet's instances, including instance IDs, connection data, and status. This operation can be used in the following ways: To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID. To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name. To get information on a specific instance in a fleet, provide the fleet ID and instance ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Learn more Remotely Access Fleet Instances Related actions DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task 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. Continuously polling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task 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 Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task 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 Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task 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. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a Available in Amazon Web Services Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task 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. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a Available in Amazon GameLift Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet. To get the runtime configuration that is currently in forces 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 Running multiple processes on a fleet Related actions ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task 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 (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task 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 Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task 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 Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task 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 CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task 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 Web Services 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 CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task 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 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 CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift 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 page for maximum log file sizes. Log files that exceed this limit are not saved. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials. Learn more Remotely Access Fleet Instances Related actions DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task 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 CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. 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. This operation can be used 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 custom game build is deployed, provide the build ID. To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve. Fleet resources are not listed in a particular order. Learn more Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task This operation is used with the GameLift FleetIQ solution and game server groups. Retrieves information on all game servers groups that exist in the current Amazon Web Services account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more Related actions CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task This operation is used with the GameLift FleetIQ solution and game server groups. 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 Related actions RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon GameLift Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions TagResource | UntagResource | ListTagsForResource | All APIs by task 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 Web Services 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. You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy. Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling. 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 Web Services 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 Web Services to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon Web Services 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 To implement the example, the rule statement would look like this: If 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. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task 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 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. You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy. Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling. 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 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 to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift 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 To implement the example, the rule statement would look like this: If 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. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task This operation is used with the GameLift FleetIQ solution and game server groups. Creates a new game server resource and notifies GameLift 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 GameLift 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. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response. Once a game server is successfully registered, it is put in status Learn more Related actions RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon Web Services's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial Learn more Create a Build with Files in S3 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial Learn more Create a Build with Files in S3 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task Retrieves the fleet ID that an alias is currently pointing to. Related actions CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task This operation is used with the GameLift FleetIQ solution and game server groups. Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup 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 Learn more Related actions CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task 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 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 configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status with 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 You can search or sort by the following game session attributes: gameSessionId -- A unique identifier for the game session. You can use either a gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session. gameSessionProperties -- Custom data defined in a game session's maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. 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 Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. 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, GameLift 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. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. Learn more Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon Web Services searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon Web Services creates a player session for each player included in the request. When placing a game session, by default Amazon Web Services tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon Web Services uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon Web Services calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following: The queue name and a set of game session properties and settings A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player) Latency data for all players (if you want to optimize game play for the players) If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following: The queue name and a set of game session properties and settings A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player) Latency data for all players (if you want to optimize game play for the players) If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task 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 GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. 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 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 Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift 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 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 Set Up FlexMatch event notification Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task 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, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. Suspended activity can be restarted using StartFleetActions. Learn more Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task 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 Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task 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 Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in To update runtime configuration, specify the fleet ID and provide a If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes. Learn more Related actions CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task 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 Web Services 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 Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task 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 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 Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task 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 Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task Temporary access credentials used for uploading game build files to Amazon Web Services. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials. Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials. This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon Web Services. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials. This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials. Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for. Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values include: GENERATED - Generate a TLS/SSL certificate for this fleet. DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet. Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values include: GENERATED - Generate a TLS/SSL certificate for this fleet. DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet. A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon Web Services which GameLift VPC to peer with. A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with. A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value. A unique identifier for the fleet that was requested. A unique identifier for the fleet. You can use either the fleet ID or ARN value. A unique identifier for the fleet that was updated. A unique identifier for the fleet that was updated. A unique identifier for the fleet that was updated. A unique identifier for the fleet. This ID determines the ID of the Amazon Web Services VPC for your fleet. A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet. The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups. The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups. The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups. The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. This data type is used with the GameLift FleetIQ and game server groups. An Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group with CreateGameServerGroup. This data type is used with the GameLift FleetIQ and game server groups. An Amazon Elastic Compute Cloud launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group with CreateGameServerGroup. The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs. If you specify network interfaces in your launch template, you must explicitly set the property The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon Elastic Compute Cloud, you can specify a default version for a launch template. If none is set, the default is the first version created. The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created. A unique identifier for the matchmaking rule set A unique identifier for a matchmaking ticket. Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match. A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results. A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results. A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results. A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results. A unique identifier for a matchmaking ticket. Name of the Amazon Web Services-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon Web Services with Amazon CloudWatch. ActivatingGameSessions -- Game sessions in the process of being created. ActiveGameSessions -- Game sessions that are currently running. ActiveInstances -- Fleet instances that are currently running at least one game session. AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity. AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included. CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player. IdleInstances -- Active instances that are currently hosting zero game sessions. PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy. PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions. QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination. WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination. Name of the Amazon Web Services-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon Web Services with Amazon CloudWatch. ActivatingGameSessions -- Game sessions in the process of being created. ActiveGameSessions -- Game sessions that are currently running. ActiveInstances -- Fleet instances that are currently running at least one game session. AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity. AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included. CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player. IdleInstances -- Active instances that are currently hosting zero game sessions. PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy. PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions. QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination. WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination. Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch. ActivatingGameSessions -- Game sessions in the process of being created. ActiveGameSessions -- Game sessions that are currently running. ActiveInstances -- Fleet instances that are currently running at least one game session. AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity. AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included. CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player. IdleInstances -- Active instances that are currently hosting zero game sessions. PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy. PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions. QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination. WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination. Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch. ActivatingGameSessions -- Game sessions in the process of being created. ActiveGameSessions -- Game sessions that are currently running. ActiveInstances -- Fleet instances that are currently running at least one game session. AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity. AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included. CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player. IdleInstances -- Active instances that are currently hosting zero game sessions. PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy. PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions. QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination. WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination. Temporary key allowing access to the Amazon Web Services S3 account. Temporary secret key allowing access to the Amazon Web Services S3 account. Temporary key allowing access to the Amazon GameLift S3 account. Temporary secret key allowing access to the Amazon GameLift S3 account. Token used to associate a specific build ID with the files uploaded using these credentials. A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created. An Amazon S3 bucket identifier. This is the name of the S3 bucket. GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.). The name of the zip file that contains the build files or script files. The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access the S3 bucket. The version of the file, if object versioning is turned on for the bucket. Amazon Web Services uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved. The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket. The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved. Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later. A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings. A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets. A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon Web Services fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings. A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings. A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets. A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings. CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created. A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection. A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets. A unique identifier for the VPC that contains the Amazon Web Services fleet for this connection. This VPC is managed by Amazon Web Services and does not appear in your Amazon Web Services account. A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your Amazon Web Services account. Code indicating the status of a VPC peering connection. Additional messaging associated with the connection status. Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon Web Services does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is A starting value for a range of allowed port numbers. For fleets using Linux builds, only port 22, 443, 1026-60000 are valid. For fleets using Windows builds, only port 443, 1026-60000 are valid. An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than For fleets using Linux builds, only port 22, 443, 1026-60000 are valid. For fleets using Windows builds, only port 443, 1026-60000 are valid. Port number for the game session. To connect to a Amazon Web Services server process, an app needs both the IP address and port number. A starting value for a range of allowed port numbers. For fleets using Windows and Linux builds, only ports 1026-60000 are valid. An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than For fleets using Windows and Linux builds, only ports 1026-60000 are valid. Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number. The location in Amazon S3 where build or script files are stored for access by Amazon Web Services. This location is specified in CreateBuild, CreateScript, and UpdateScript requests. The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests. Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon Web Services to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region. If a Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region. If a Amazon S3 location for your game build file, including bucket name and key. The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon Web Services to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon Web Services uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the Amazon S3 path and key, identifying where the game build files are stored. The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon Web Services to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon Web Services uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the Properties describing a Realtime script. Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon Web Services service. The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service. A set of properties describing the requested script. The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon Web Services service. The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service. Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon Web Services to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task An object that contains settings for a target-based scaling policy. An object that contains settings for a target-based scaling policy. Represents an authorization for a VPC peering connection between the VPC for an Amazon Web Services fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task Details on the requested VPC peering authorization, including expiration. Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon Web Services fleets. This record may be for an active peering connection or a pending connection that has not yet been established. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task Updates the information for an ActiveMQ user. The action required to resolve a broker issue when the broker is in a CRITICAL_ACTION_REQUIRED state. Optional. The authentication strategy used to secure the broker. The default is SIMPLE. Required. The maximum number of ActiveMQ users that can be returned per page (20 by default). This value must be an integer from 5 to 100. A list of actions required for a broker. The code you can use to resolve your broker issue when the broker is in a CRITICAL_ACTION_REQUIRED state. You can find instructions by choosing the link for your code from the list of action required codes in Amazon MQ action required codes. Each code references a topic with detailed information, instructions, and recommendations for how to resolve the issue and prevent future occurrences. Information about the action required to resolve your broker issue when the broker is in a CRITICAL_ACTION_REQUIRED state. Id for the availability zone. The token that specifies the next page of results Amazon MQ should return. To request the first page, leave nextToken empty. The brokers web console URL. Amazon RDS provides an HTTP endpoint to run SQL statements on an Amazon Aurora Serverless DB cluster. To run these statements, you work with the Data Service API. For more information about the Data Service API, see Using the Data API for Aurora Serverless in the Amazon Aurora User Guide.State
, NameStartsWith
, and LanguageCode
.
TooManyRequests
exception.LimitExceededException
.ChatDurationInMinutes
parameter and receive a 400 error, your account may not support the ability to configure custom chat durations. For more information, contact Amazon Web Services Support.
SearchFilter
. This accepts an OR
of AND
(List of List) input where:
",
+ "refs": {
+ "UserSearchFilter$TagFilter": null
+ }
+ },
"CreateAgentStatusRequest": {
"base": null,
"refs": {
@@ -1323,7 +1340,8 @@
"base": null,
"refs": {
"CreateUserRequest$DirectoryUserId": "OR
operatorAND
operator.username = 'abc'
. AND
condition.HAVE BPO = 123
. OR
condition. OR
condition.AND
condition.
REQUIRES_ACCEPTANCE
. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.PLACING
, where a new game session is created for the match. SEARCHING
to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED
, and processing is terminated. A new matchmaking request for these players can be submitted as needed. REQUIRES_ACCEPTANCE
. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.PLACING
, where a new game session is created for the match. CANCELLED
, and processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is returned to SEARCHING
to find a new match. A new matchmaking request for these players can be submitted as needed. CLAIMED
status for 60 seconds, and returns connection information that players can use to connect to the game server. 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
(using UpdateGameServer) once 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.
UTILIZED
.CLAIMED
.DRAINING
status. To avoid this, first check the instance status by calling DescribeGameServerInstances.UpdateAlias
.CreateBuild
operation can used in the following scenarios:
CreateBuild
and specify a build name, operating system, and the Amazon S3 storage location of your game build.CreateBuild
and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated. INITIALIZED
status. A build must be in READY
status before you can create fleets with it.UpdateAlias
.CreateBuild
operation can used in the following scenarios:
CreateBuild
and specify a build name, operating system, and the Amazon S3 storage location of your game build.CreateBuild
and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated. INITIALIZED
status. A build must be in READY
status before you can create fleets with it.NEW
status, which prompts GameLift to initiate the fleet creation workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE
, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE
, you can set capacity by location using UpdateFleetCapacity.NEW
. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE
, you can adjust the location's capacity as needed with UpdateFleetCapacity.
ACTIVE
status before a game session can be created in it.
GameSession
object is returned containing the game session configuration and status. When the status is ACTIVE
, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.ACTIVE
status before a game session can be created in it.
GameSession
object is returned containing the game session configuration and status. When the status is ACTIVE
, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.GameSessionQueue
object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN. ACTIVE
status and has a player creation policy of ACCEPT_ALL
. You can add a group of players to a game session with CreatePlayerSessions. ACTIVE
status and has a player creation policy of ACCEPT_ALL
. To add a single player to a game session, use CreatePlayerSession.
ACTIVE
status and has a player creation policy of ACCEPT_ALL
. You can add a group of players to a game session with CreatePlayerSessions. ACTIVE
status and has a player creation policy of ACCEPT_ALL
. To add a single player to a game session, use CreatePlayerSession.
DeleteFleetLocations
separately.DELETING
. When completed, the status switches to TERMINATED
and the fleet event FLEET_DELETED
is sent.ResolveAlias
.
GameSessionDetail
object is returned for each game session that matches the request.DescribeGameSessionPlacement
should only be used for games in development with low game session usage. DescribeGameSessions
should only be used for games in development with low game session usage.
GameSession
object is returned for each game session that matches the request.DescribeGameSessions
should only be used for games in development with low game session usage.
GameSession
object is returned for each game session that matches the request.
Instance
object is returned for each requested instance. Instances are not returned in any particular order.
PlayerSession
object is returned for each session that matches the request.
PlayerSession
object is returned for each session that matches the request..pem
file before using. If you're making this request using the CLI, saving the secret can be handled as part of the GetInstanceAccess
request, as shown in one of the examples for this operation.
[MetricName]
is [ComparisonOperator]
[Threshold]
for [EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by [ScalingAdjustment]
.[PercentIdleInstances]
is [GreaterThanThreshold]
[20]
for [15]
minutes, then [PercentChangeInCapacity]
to/by [10]
.[MetricName]
is [ComparisonOperator]
[Threshold]
for [EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by [ScalingAdjustment]
.[PercentIdleInstances]
is [GreaterThanThreshold]
[20]
for [15]
minutes, then [PercentChangeInCapacity]
to/by [10]
.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. CreateBuild
request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.CreateBuild
request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.SuspendedActions
. DescribeGameSessions
should only be used for games in development with low game session usage.
GameSession
object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE
status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.
GameSessionId
or GameSessionArn
value. GameProperty
parameter. GameProperty
values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair \"gameMode:brawl\", specify the following: gameSessionProperties.gameMode = \"brawl\"
. All custom data values are searched as strings.playerSessionCount
and hasAvailablePlayerSessions
change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.
FULFILLED
, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.
FULFILLED
, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue. 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.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.QUEUED
.
ACTIVE
status.RuntimeConfiguration
with an updated set of server process configurations.
"
}
},
"ClaimGameServerInput": {
@@ -995,7 +995,7 @@
"FleetId": {
"base": null,
"refs": {
- "CreateVpcPeeringConnectionInput$FleetId": "AssociatePublicIpAddress
to \"true\". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC.
",
- "ScalingPolicy$MetricName": "
"
+ "PutScalingPolicyInput$MetricName": "
",
+ "ScalingPolicy$MetricName": "
"
}
},
"NonBlankAndLengthConstraintString": {
@@ -2040,8 +2040,8 @@
"NonEmptyString": {
"base": null,
"refs": {
- "AwsCredentials$AccessKeyId": "PlayerIds
parameter are ignored. PlayerIds
parameter are ignored. FULFILLED
).FromPort
.FromPort
.StorageLocation
is specified, the size of your file can be found in your Amazon S3 bucket. Amazon Web Services will report a SizeOnDisk
of 0. StorageLocation
is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk
of 0. ObjectVersion
parameter to specify an earlier version. ObjectVersion
parameter to specify an earlier version. ObjectVersion
parameter to specify an earlier version. ObjectVersion
parameter to specify an earlier version.
Amazon RDS provides an HTTP endpoint to run SQL statements on an Amazon Aurora Serverless DB cluster. To run these statements, you work with the Data Service API.
For more information about the Data Service API, see Using the Data API in the Amazon Aurora User Guide.
", "operations": { "BatchExecuteStatement": "Runs a batch SQL statement over an array of data.
You can run bulk update and insert operations for multiple records using a DML statement with different parameter sets. Bulk operations can provide a significant performance improvement over individual insert and update operations.
If a call isn't part of a transaction because it doesn't include the transactionID
parameter, changes that result from the call are committed automatically.
Starts a SQL transaction.
<important> <p>A transaction can run for a maximum of 24 hours. A transaction is terminated and rolled back automatically after 24 hours.</p> <p>A transaction times out if no calls use its transaction ID in three minutes. If a transaction times out before it's committed, it's rolled back automatically.</p> <p>DDL statements inside a transaction cause an implicit commit. We recommend that you run each DDL statement in a separate <code>ExecuteStatement</code> call with <code>continueAfterTimeout</code> enabled.</p> </important>
",
"CommitTransaction": "Ends a SQL transaction started with the BeginTransaction
operation and commits the changes.
Runs one or more SQL statements.
This operation is deprecated. Use the BatchExecuteStatement
or ExecuteStatement
operation.
Runs a SQL statement against a database.
If a call isn't part of a transaction because it doesn't include the transactionID
parameter, changes that result from the call are committed automatically.
The response size limit is 1 MB. If the call returns more than 1 MB of response data, the call is terminated.
", + "ExecuteStatement": "Runs a SQL statement against a database.
If a call isn't part of a transaction because it doesn't include the transactionID
parameter, changes that result from the call are committed automatically.
If the binary response data from the database is more than 1 MB, the call is terminated.
", "RollbackTransaction": "Performs a rollback of a transaction. Rolling back a transaction cancels its changes.
" }, "shapes": { + "AccessDeniedException": { + "base": "You do not have sufficient access to perform this action.
", + "refs": { + } + }, "Arn": { "base": null, "refs": { @@ -170,14 +175,15 @@ } }, "DoubleArray": { - "base": "An array of floating point numbers.
Some array entries can be null.
An array of floating-point numbers.
Some array entries can be null.
An array of integers.
" + "ArrayValue$doubleValues": "An array of floating-point numbers.
" } }, "ErrorMessage": { "base": null, "refs": { + "AccessDeniedException$message": null, "BadRequestException$message": "The error message returned by this BadRequestException
error.
The error message returned by this ForbiddenException
error.
The error message returned by this NotFoundException
error.
Values for fields generated during the request.
<note> <p>The <code>generatedFields</code> data isn't supported by Aurora PostgreSQL. To get the values of generated fields, use the <code>RETURNING</code> clause. For more information, see <a href="https://www.postgresql.org/docs/10/dml-returning.html">Returning Data From Modified Rows</a> in the PostgreSQL documentation.</p> </note>
",
+ "ExecuteStatementResponse$generatedFields": "Values for fields generated during a DML request.
<note> <p>The <code>generatedFields</code> data isn't supported by Aurora PostgreSQL. To get the values of generated fields, use the <code>RETURNING</code> clause. For more information, see <a href="https://www.postgresql.org/docs/10/dml-returning.html">Returning Data From Modified Rows</a> in the PostgreSQL documentation.</p> </note>
",
"SqlRecords$member": null,
"UpdateResult$generatedFields": "Values for fields generated during the request.
" } @@ -224,6 +230,12 @@ "refs": { } }, + "FormattedSqlRecords": { + "base": null, + "refs": { + "ExecuteStatementResponse$formattedRecords": "A string value that represents the result set of a SELECT
statement in JSON format. This value is only present when the formatRecordsAs
parameter is set to JSON
.
The size limit for this field is currently 10 MB. If the JSON-formatted string representing the result set requires more than 10 MB, the call returns an error.
" + } + }, "Id": { "base": null, "refs": { @@ -259,13 +271,19 @@ "LongArray": { "base": "An array of integers.
Some array entries can be null.
An array of floating point numbers.
" + "ArrayValue$longValues": "An array of integers.
" + } + }, + "LongReturnType": { + "base": null, + "refs": { + "ResultSetOptions$longReturnType": "A value that indicates how a field of LONG
type is represented. Allowed values are LONG
and STRING
. The default is LONG
. Specify STRING
if the length or precision of numeric values might cause truncation or rounding errors.
Metadata for the columns included in the results.
", + "ExecuteStatementResponse$columnMetadata": "Metadata for the columns included in the results. This field is blank if the formatRecordsAs
parameter is set to JSON
.
The metadata of the columns in the result set.
" } }, @@ -281,7 +299,7 @@ } }, "Record": { - "base": "A record returned by a call.
", + "base": "A record returned by a call.
This data structure is only used with the deprecated ExecuteSql
operation. Use the BatchExecuteStatement
or ExecuteStatement
operation instead.
The records in the result set.
" } }, + "RecordsFormatType": { + "base": null, + "refs": { + "ExecuteStatementRequest$formatRecordsAs": "A value that indicates whether to format the result set as a single JSON string. This parameter only applies to SELECT
statements and is ignored for other types of statements. Allowed values are NONE
and JSON
. The default value is NONE
. The result is returned in the formattedRecords
field.
For usage information about the JSON format for result sets, see Using the Data API in the Amazon Aurora User Guide.
" + } + }, "RecordsUpdated": { "base": null, "refs": { @@ -300,7 +324,7 @@ } }, "ResultFrame": { - "base": "The result set returned by a SQL statement.
", + "base": "The result set returned by a SQL statement.
This data structure is only used with the deprecated ExecuteSql
operation. Use the BatchExecuteStatement
or ExecuteStatement
operation instead.
The result set of the SQL statement.
" } @@ -360,7 +384,7 @@ "SqlRecords": { "base": null, "refs": { - "ExecuteStatementResponse$records": "The records returned by the SQL statement.
" + "ExecuteStatementResponse$records": "The records returned by the SQL statement. This field is blank if the formatRecordsAs
parameter is set to JSON
.
The result of a SQL statement.
<important> <p>This data type is deprecated.</p> </important>
",
+ "base": "The result of a SQL statement.
<important> <p>This data structure is only used with the deprecated <code>ExecuteSql</code> operation. Use the <code>BatchExecuteStatement</code> or <code>ExecuteStatement</code> operation instead.</p> </important>
",
"refs": {
"SqlStatementResults$member": null
}
@@ -408,7 +432,7 @@
}
},
"StructValue": {
- "base": "A structure value returned by a call.
", + "base": "A structure value returned by a call.
This data structure is only used with the deprecated ExecuteSql
operation. Use the BatchExecuteStatement
or ExecuteStatement
operation instead.
A value for a column of STRUCT data type.
" } @@ -439,7 +463,7 @@ } }, "Value": { - "base": "Contains the value of a column.
<important> <p>This data type is deprecated.</p> </important>
",
+ "base": "Contains the value of a column.
<important> <p>This data structure is only used with the deprecated <code>ExecuteSql</code> operation. Use the <code>BatchExecuteStatement</code> or <code>ExecuteStatement</code> operation instead.</p> </important>
",
"refs": {
"ArrayValueList$member": null,
"Row$member": null
diff --git a/apis/securityhub/2018-10-26/api-2.json b/apis/securityhub/2018-10-26/api-2.json
index 93c4301a2c2..c4eb7b4bc43 100644
--- a/apis/securityhub/2018-10-26/api-2.json
+++ b/apis/securityhub/2018-10-26/api-2.json
@@ -1041,6 +1041,13 @@
"type":"list",
"member":{"shape":"NonEmptyString"}
},
+ "AutoEnableStandards":{
+ "type":"string",
+ "enum":[
+ "NONE",
+ "DEFAULT"
+ ]
+ },
"AvailabilityZone":{
"type":"structure",
"members":{
@@ -5266,7 +5273,8 @@
"type":"structure",
"members":{
"AutoEnable":{"shape":"Boolean"},
- "MemberAccountLimitReached":{"shape":"Boolean"}
+ "MemberAccountLimitReached":{"shape":"Boolean"},
+ "AutoEnableStandards":{"shape":"AutoEnableStandards"}
}
},
"DescribeProductsRequest":{
@@ -7145,7 +7153,8 @@
"type":"structure",
"required":["AutoEnable"],
"members":{
- "AutoEnable":{"shape":"Boolean"}
+ "AutoEnable":{"shape":"Boolean"},
+ "AutoEnableStandards":{"shape":"AutoEnableStandards"}
}
},
"UpdateOrganizationConfigurationResponse":{
diff --git a/apis/securityhub/2018-10-26/docs-2.json b/apis/securityhub/2018-10-26/docs-2.json
index 83ffdc472bc..25bebe59d40 100644
--- a/apis/securityhub/2018-10-26/docs-2.json
+++ b/apis/securityhub/2018-10-26/docs-2.json
@@ -1,6 +1,6 @@
{
"version": "2.0",
- "service": "Security Hub provides you with a comprehensive view of the security state of your Amazon Web Services environment and resources. It also provides you with the readiness status of your environment based on controls from supported security standards. Security Hub collects security data from Amazon Web Services accounts, services, and integrated third-party products and helps you analyze security trends in your environment to identify the highest priority security issues. For more information about Security Hub, see the Security HubUser Guide .
When you use operations in the Security Hub API, the requests are executed only in the Amazon Web Services Region that is currently active or in the specific Amazon Web Services Region that you specify in your request. Any configuration or settings change that results from the operation is applied only to that Region. To make the same change in other Regions, execute the same command for each Region to apply the change to.
For example, if your Region is set to us-west-2
, when you use CreateMembers
to add a member account to Security Hub, the association of the member account with the administrator account is created only in the us-west-2
Region. Security Hub must be enabled for the member account in the same Region that the invitation was sent from.
The following throttling limits apply to using Security Hub API operations.
BatchEnableStandards
- RateLimit
of 1 request per second, BurstLimit
of 1 request per second.
GetFindings
- RateLimit
of 3 requests per second. BurstLimit
of 6 requests per second.
UpdateFindings
- RateLimit
of 1 request per second. BurstLimit
of 5 requests per second.
UpdateStandardsControl
- RateLimit
of 1 request per second, BurstLimit
of 5 requests per second.
All other operations - RateLimit
of 10 requests per second. BurstLimit
of 30 requests per second.
Security Hub provides you with a comprehensive view of the security state of your Amazon Web Services environment and resources. It also provides you with the readiness status of your environment based on controls from supported security standards. Security Hub collects security data from Amazon Web Services accounts, services, and integrated third-party products and helps you analyze security trends in your environment to identify the highest priority security issues. For more information about Security Hub, see the Security HubUser Guide .
When you use operations in the Security Hub API, the requests are executed only in the Amazon Web Services Region that is currently active or in the specific Amazon Web Services Region that you specify in your request. Any configuration or settings change that results from the operation is applied only to that Region. To make the same change in other Regions, execute the same command for each Region to apply the change to.
For example, if your Region is set to us-west-2
, when you use CreateMembers
to add a member account to Security Hub, the association of the member account with the administrator account is created only in the us-west-2
Region. Security Hub must be enabled for the member account in the same Region that the invitation was sent from.
The following throttling limits apply to using Security Hub API operations.
BatchEnableStandards
- RateLimit
of 1 request per second, BurstLimit
of 1 request per second.
GetFindings
- RateLimit
of 3 requests per second. BurstLimit
of 6 requests per second.
UpdateFindings
- RateLimit
of 1 request per second. BurstLimit
of 5 requests per second.
UpdateStandardsControl
- RateLimit
of 1 request per second, BurstLimit
of 5 requests per second.
All other operations - RateLimit
of 10 requests per second. BurstLimit
of 30 requests per second.
Accepts the invitation to be a member account and be monitored by the Security Hub administrator account that the invitation was sent from.
This operation is only used by member accounts that are not added through Organizations.
When the member account accepts the invitation, permission is granted to the administrator account to view findings generated in the member account.
", "AcceptInvitation": "This method is deprecated. Instead, use AcceptAdministratorInvitation
.
The Security Hub console continues to use AcceptInvitation
. It will eventually change to use AcceptAdministratorInvitation
. Any IAM policies that specifically control access to this function must continue to use AcceptInvitation
. You should also add AcceptAdministratorInvitation
to your policies to ensure that the correct permissions are in place after the console begins to use AcceptAdministratorInvitation
.
Accepts the invitation to be a member account and be monitored by the Security Hub administrator account that the invitation was sent from.
This operation is only used by member accounts that are not added through Organizations.
When the member account accepts the invitation, permission is granted to the administrator account to view findings generated in the member account.
", @@ -9,7 +9,7 @@ "BatchImportFindings": "Imports security findings generated by a finding provider into Security Hub. This action is requested by the finding provider to import its findings into Security Hub.
BatchImportFindings
must be called by one of the following:
The account that is associated with the findings. The identifier of the associated account is the value of the AwsAccountId
attribute for the finding.
An account that is allow-listed for an official Security Hub partner integration.
The maximum allowed size for a finding is 240 Kb. An error is returned for any finding larger than 240 Kb.
After a finding is created, BatchImportFindings
cannot be used to update the following finding fields and objects, which Security Hub customers use to manage their investigation workflow.
Note
UserDefinedFields
VerificationState
Workflow
Finding providers also should not use BatchImportFindings
to update the following attributes.
Confidence
Criticality
RelatedFindings
Severity
Types
Instead, finding providers use FindingProviderFields
to provide values for these attributes.
Used by Security Hub customers to update information about their investigation into a finding. Requested by administrator accounts or member accounts. Administrator accounts can update findings for their account and their member accounts. Member accounts can update findings for their account.
Updates from BatchUpdateFindings
do not affect the value of UpdatedAt
for a finding.
Administrator and member accounts can use BatchUpdateFindings
to update the following finding fields and objects.
Confidence
Criticality
Note
RelatedFindings
Severity
Types
UserDefinedFields
VerificationState
Workflow
You can configure IAM policies to restrict access to fields and field values. For example, you might not want member accounts to be able to suppress findings or change the finding severity. See Configuring access to BatchUpdateFindings in the Security Hub User Guide.
", "CreateActionTarget": "Creates a custom action target in Security Hub.
You can use custom actions on findings and insights in Security Hub to trigger target actions in Amazon CloudWatch Events.
", - "CreateFindingAggregator": "Used to enable finding aggregation. Must be called from the aggregation Region.
For more details about cross-Region replication, see Configuring finding aggregation in the Security Hub User Guide.
", + "CreateFindingAggregator": "Used to enable finding aggregation. Must be called from the aggregation Region.
For more details about cross-Region replication, see Configuring finding aggregation in the Security Hub User Guide.
", "CreateInsight": "Creates a custom insight in Security Hub. An insight is a consolidation of findings that relate to a security issue that requires attention or remediation.
To group the related findings in the insight, use the GroupByAttribute
.
Creates a member association in Security Hub between the specified accounts and the account used to make the request, which is the administrator account. If you are integrated with Organizations, then the administrator account is designated by the organization management account.
CreateMembers
is always used to add accounts that are not organization members.
For accounts that are managed using Organizations, CreateMembers
is only used in the following cases:
Security Hub is not configured to automatically add new organization accounts.
The account was disassociated or deleted in Security Hub.
This action can only be used by an account that has Security Hub enabled. To enable Security Hub, you can use the EnableSecurityHub
operation.
For accounts that are not organization members, you create the account association and then send an invitation to the member account. To send the invitation, you use the InviteMembers
operation. If the account owner accepts the invitation, the account becomes a member account in Security Hub.
Accounts that are managed using Organizations do not receive an invitation. They automatically become a member account in Security Hub.
If the organization account does not have Security Hub enabled, then Security Hub and the default standards are automatically enabled. Note that Security Hub cannot be enabled automatically for the organization management account. The organization management account must enable Security Hub before the administrator account enables it as a member account.
For organization accounts that already have Security Hub enabled, Security Hub does not make any other changes to those accounts. It does not change their enabled standards or controls.
A permissions policy is added that permits the administrator account to view the findings generated in the member account.
To remove the association between the administrator and member accounts, use the DisassociateFromMasterAccount
or DisassociateMembers
operation.
Declines invitations to become a member account.
This operation is only used by accounts that are not part of an organization. Organization accounts do not receive invitations.
", @@ -205,6 +205,13 @@ "GetInsightsRequest$InsightArns": "The ARNs of the insights to describe. If you do not provide any insight ARNs, then GetInsights
returns all of your custom insights. It does not return any managed insights.
Whether to automatically enable Security Hub default standards for new member accounts in the organization.
The default value of this parameter is equal to DEFAULT
.
If equal to DEFAULT
, then Security Hub default standards are automatically enabled for new member accounts. If equal to NONE
, then default standards are not automatically enabled for new member accounts.
Whether to automatically enable Security Hub default standards for new member accounts in the organization.
By default, this parameter is equal to DEFAULT
, and new member accounts are automatically enabled with default Security Hub standards.
To opt out of enabling default standards for new member accounts, set this parameter equal to NONE
.
Information about an Availability Zone.
", "refs": { @@ -5100,8 +5107,8 @@ "AwsSecurityFinding$SchemaVersion": "The schema version that a finding is formatted for.
", "AwsSecurityFinding$Id": "The security findings provider-specific identifier for a finding.
", "AwsSecurityFinding$ProductArn": "The ARN generated by Security Hub that uniquely identifies a product that generates findings. This can be the ARN for a third-party product that is integrated with Security Hub, or the ARN for a custom integration.
", - "AwsSecurityFinding$ProductName": "The name of the product that generated the finding.
Security Hub populates this attribute automatically for each finding. You cannot update it using BatchImportFindings
or BatchUpdateFindings
. The exception to this is when you use a custom integration.
When you use the Security Hub console to filter findings by product name, you use this attribute.
When you use the Security Hub API to filter findings by product name, you use the aws/securityhub/ProductName
attribute under ProductFields
.
Security Hub does not synchronize those two attributes.
", - "AwsSecurityFinding$CompanyName": "The name of the company for the product that generated the finding.
Security Hub populates this attribute automatically for each finding. You cannot be updated using BatchImportFindings
or BatchUpdateFindings
. The exception to this is when you use a custom integration.
When you use the Security Hub console to filter findings by company name, you use this attribute.
When you use the Security Hub API to filter findings by company name, you use the aws/securityhub/CompanyName
attribute under ProductFields
.
Security Hub does not synchronize those two attributes.
", + "AwsSecurityFinding$ProductName": "The name of the product that generated the finding.
Security Hub populates this attribute automatically for each finding. You cannot update this attribute with BatchImportFindings
or BatchUpdateFindings
. The exception to this is a custom integration.
When you use the Security Hub console or API to filter findings by product name, you use this attribute.
", + "AwsSecurityFinding$CompanyName": "The name of the company for the product that generated the finding.
Security Hub populates this attribute automatically for each finding. You cannot update this attribute with BatchImportFindings
or BatchUpdateFindings
. The exception to this is a custom integration.
When you use the Security Hub console or API to filter findings by company name, you use this attribute.
", "AwsSecurityFinding$Region": "The Region from which the finding was generated.
Security Hub populates this attribute automatically for each finding. You cannot update it using BatchImportFindings
or BatchUpdateFindings
.
The identifier for the solution-specific component (a discrete unit of logic) that generated a finding. In various security-findings providers' solutions, this generator can be called a rule, a check, a detector, a plugin, etc.
", "AwsSecurityFinding$AwsAccountId": "The Amazon Web Services account ID that a finding is generated in.
", @@ -6115,8 +6122,8 @@ "AwsSecurityFindingFilters$Description": "A finding's description.
", "AwsSecurityFindingFilters$RecommendationText": "The recommendation of what to do about the issue described in a finding.
", "AwsSecurityFindingFilters$SourceUrl": "A URL that links to a page about the current finding in the security-findings provider's solution.
", - "AwsSecurityFindingFilters$ProductName": "The name of the solution (product) that generates findings.
Note that this is a filter against the aws/securityhub/ProductName
field in ProductFields
. It is not a filter for the top-level ProductName
field.
The name of the findings provider (company) that owns the solution (product) that generates findings.
Note that this is a filter against the aws/securityhub/CompanyName
field in ProductFields
. It is not a filter for the top-level CompanyName
field.
The name of the solution (product) that generates findings.
", + "AwsSecurityFindingFilters$CompanyName": "The name of the findings provider (company) that owns the solution (product) that generates findings.
", "AwsSecurityFindingFilters$MalwareName": "The name of the malware that was observed.
", "AwsSecurityFindingFilters$MalwareType": "The type of the malware that was observed.
", "AwsSecurityFindingFilters$MalwarePath": "The filesystem path of the malware that was observed.
", diff --git a/gems/aws-sdk-connect/CHANGELOG.md b/gems/aws-sdk-connect/CHANGELOG.md index d01a33df8e2..d3727c50bd8 100644 --- a/gems/aws-sdk-connect/CHANGELOG.md +++ b/gems/aws-sdk-connect/CHANGELOG.md @@ -1,6 +1,11 @@ Unreleased Changes ------------------ +1.70.0 (2022-04-25) +------------------ + +* Feature - This release adds SearchUsers API which can be used to search for users with a Connect Instance + 1.69.0 (2022-04-20) ------------------ diff --git a/gems/aws-sdk-connect/VERSION b/gems/aws-sdk-connect/VERSION index 49349856550..832e9afb6c1 100644 --- a/gems/aws-sdk-connect/VERSION +++ b/gems/aws-sdk-connect/VERSION @@ -1 +1 @@ -1.69.0 +1.70.0 diff --git a/gems/aws-sdk-connect/lib/aws-sdk-connect.rb b/gems/aws-sdk-connect/lib/aws-sdk-connect.rb index 649a0a33554..1c2e345e6bb 100644 --- a/gems/aws-sdk-connect/lib/aws-sdk-connect.rb +++ b/gems/aws-sdk-connect/lib/aws-sdk-connect.rb @@ -48,6 +48,6 @@ # @!group service module Aws::Connect - GEM_VERSION = '1.69.0' + GEM_VERSION = '1.70.0' end diff --git a/gems/aws-sdk-connect/lib/aws-sdk-connect/client.rb b/gems/aws-sdk-connect/lib/aws-sdk-connect/client.rb index fa8c60a4609..73f96d81567 100644 --- a/gems/aws-sdk-connect/lib/aws-sdk-connect/client.rb +++ b/gems/aws-sdk-connect/lib/aws-sdk-connect/client.rb @@ -2408,7 +2408,7 @@ def describe_instance_storage_config(params = {}, options = {}) # Amazon Connect instance # # @option params [required, String] :phone_number_id - # The identifier of the phone number. + # A unique identifier for the phone number. # # @return [Types::DescribePhoneNumberResponse] Returns a {Seahorse::Client::Response response} object which responds to the following methods: # @@ -2987,7 +2987,7 @@ def disassociate_lex_bot(params = {}, options = {}) # your Amazon Connect instance, if a contact flow association exists. # # @option params [required, String] :phone_number_id - # The identifier of the phone number. + # A unique identifier for the phone number. # # @option params [required, String] :instance_id # The identifier of the Amazon Connect instance. You can find the @@ -5252,7 +5252,7 @@ def list_users(params = {}, options = {}) # instance. # # @option params [required, String] :phone_number_id - # The identifier of the phone number. + # A unique identifier for the phone number. # # @option params [String] :client_token # A unique, case-sensitive identifier that you provide to ensure the @@ -5374,6 +5374,116 @@ def search_available_phone_numbers(params = {}, options = {}) req.send_request(options) end + # Searches users in an Amazon Connect instance, with optional filtering. + # + # @option params [String] :instance_id + # The identifier of the Amazon Connect instance. You can find the + # instanceId in the ARN of the instance. + # + # @option params [String] :next_token + # The token for the next set of results. Use the value returned in the + # previous response in the next request to retrieve the next set of + # results. + # + # @option params [Integer] :max_results + # The maximum number of results to return per page. + # + # @option params [Types::UserSearchFilter] :search_filter + # Filters to be applied to search results. + # + # @option params [Types::UserSearchCriteria] :search_criteria + # The search criteria to be used to return users. + # + # @return [Types::SearchUsersResponse] Returns a {Seahorse::Client::Response response} object which responds to the following methods: + # + # * {Types::SearchUsersResponse#users #users} => Array<Types::UserSearchSummary> + # * {Types::SearchUsersResponse#next_token #next_token} => String + # * {Types::SearchUsersResponse#approximate_total_count #approximate_total_count} => Integer + # + # The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}. + # + # @example Request syntax with placeholder values + # + # resp = client.search_users({ + # instance_id: "InstanceId", + # next_token: "NextToken2500", + # max_results: 1, + # search_filter: { + # tag_filter: { + # or_conditions: [ + # [ + # { + # tag_key: "String", + # tag_value: "String", + # }, + # ], + # ], + # and_conditions: [ + # { + # tag_key: "String", + # tag_value: "String", + # }, + # ], + # tag_condition: { + # tag_key: "String", + # tag_value: "String", + # }, + # }, + # }, + # search_criteria: { + # or_conditions: [ + # { + # # recursive UserSearchCriteria + # }, + # ], + # and_conditions: [ + # { + # # recursive UserSearchCriteria + # }, + # ], + # string_condition: { + # field_name: "String", + # value: "String", + # comparison_type: "STARTS_WITH", # accepts STARTS_WITH, CONTAINS, EXACT + # }, + # hierarchy_group_condition: { + # value: "String", + # hierarchy_group_match_type: "EXACT", # accepts EXACT, WITH_CHILD_GROUPS + # }, + # }, + # }) + # + # @example Response structure + # + # resp.users #=> Array + # resp.users[0].arn #=> String + # resp.users[0].directory_user_id #=> String + # resp.users[0].hierarchy_group_id #=> String + # resp.users[0].id #=> String + # resp.users[0].identity_info.first_name #=> String + # resp.users[0].identity_info.last_name #=> String + # resp.users[0].phone_config.phone_type #=> String, one of "SOFT_PHONE", "DESK_PHONE" + # resp.users[0].phone_config.auto_accept #=> Boolean + # resp.users[0].phone_config.after_contact_work_time_limit #=> Integer + # resp.users[0].phone_config.desk_phone_number #=> String + # resp.users[0].routing_profile_id #=> String + # resp.users[0].security_profile_ids #=> Array + # resp.users[0].security_profile_ids[0] #=> String + # resp.users[0].tags #=> Hash + # resp.users[0].tags["TagKey"] #=> String + # resp.users[0].username #=> String + # resp.next_token #=> String + # resp.approximate_total_count #=> Integer + # + # @see http://docs.aws.amazon.com/goto/WebAPI/connect-2017-08-08/SearchUsers AWS API Documentation + # + # @overload search_users(params = {}) + # @param [Hash] params ({}) + def search_users(params = {}, options = {}) + req = build_request(:search_users, params) + req.send_request(options) + end + # Searches for vocabularies within a specific Amazon Connect instance # using `State`, `NameStartsWith`, and `LanguageCode`. # @@ -6679,7 +6789,7 @@ def update_instance_storage_config(params = {}, options = {}) # instance to another Amazon Connect instance in the same Region. # # @option params [required, String] :phone_number_id - # The identifier of the phone number. + # A unique identifier for the phone number. # # @option params [required, String] :target_arn # The Amazon Resource Name (ARN) for Amazon Connect instances that phone @@ -7434,7 +7544,7 @@ def build_request(operation_name, params = {}) params: params, config: config) context[:gem_name] = 'aws-sdk-connect' - context[:gem_version] = '1.69.0' + context[:gem_version] = '1.70.0' Seahorse::Client::Request.new(handlers, context) end diff --git a/gems/aws-sdk-connect/lib/aws-sdk-connect/client_api.rb b/gems/aws-sdk-connect/lib/aws-sdk-connect/client_api.rb index 83c39ae5014..8fff5f2a624 100644 --- a/gems/aws-sdk-connect/lib/aws-sdk-connect/client_api.rb +++ b/gems/aws-sdk-connect/lib/aws-sdk-connect/client_api.rb @@ -33,6 +33,7 @@ module ClientApi AgentUsername = Shapes::StringShape.new(name: 'AgentUsername') AliasArn = Shapes::StringShape.new(name: 'AliasArn') AnswerMachineDetectionConfig = Shapes::StructureShape.new(name: 'AnswerMachineDetectionConfig') + ApproximateTotalCount = Shapes::IntegerShape.new(name: 'ApproximateTotalCount') AssociateApprovedOriginRequest = Shapes::StructureShape.new(name: 'AssociateApprovedOriginRequest') AssociateBotRequest = Shapes::StructureShape.new(name: 'AssociateBotRequest') AssociateDefaultVocabularyRequest = Shapes::StructureShape.new(name: 'AssociateDefaultVocabularyRequest') @@ -100,6 +101,7 @@ module ClientApi ContactInitiationMethod = Shapes::StringShape.new(name: 'ContactInitiationMethod') ContactNotFoundException = Shapes::StructureShape.new(name: 'ContactNotFoundException') ContactReferences = Shapes::MapShape.new(name: 'ContactReferences') + ControlPlaneTagFilter = Shapes::StructureShape.new(name: 'ControlPlaneTagFilter') CreateAgentStatusRequest = Shapes::StructureShape.new(name: 'CreateAgentStatusRequest') CreateAgentStatusResponse = Shapes::StructureShape.new(name: 'CreateAgentStatusResponse') CreateContactFlowModuleRequest = Shapes::StructureShape.new(name: 'CreateContactFlowModuleRequest') @@ -221,7 +223,9 @@ module ClientApi Grouping = Shapes::StringShape.new(name: 'Grouping') Groupings = Shapes::ListShape.new(name: 'Groupings') HierarchyGroup = Shapes::StructureShape.new(name: 'HierarchyGroup') + HierarchyGroupCondition = Shapes::StructureShape.new(name: 'HierarchyGroupCondition') HierarchyGroupId = Shapes::StringShape.new(name: 'HierarchyGroupId') + HierarchyGroupMatchType = Shapes::StringShape.new(name: 'HierarchyGroupMatchType') HierarchyGroupName = Shapes::StringShape.new(name: 'HierarchyGroupName') HierarchyGroupSummary = Shapes::StructureShape.new(name: 'HierarchyGroupSummary') HierarchyGroupSummaryList = Shapes::ListShape.new(name: 'HierarchyGroupSummaryList') @@ -358,6 +362,7 @@ module ClientApi MinutesLimit60 = Shapes::IntegerShape.new(name: 'MinutesLimit60') Name = Shapes::StringShape.new(name: 'Name') NextToken = Shapes::StringShape.new(name: 'NextToken') + NextToken2500 = Shapes::StringShape.new(name: 'NextToken2500') Origin = Shapes::StringShape.new(name: 'Origin') OriginsList = Shapes::ListShape.new(name: 'OriginsList') OutboundCallerConfig = Shapes::StructureShape.new(name: 'OutboundCallerConfig') @@ -448,6 +453,8 @@ module ClientApi S3Config = Shapes::StructureShape.new(name: 'S3Config') SearchAvailablePhoneNumbersRequest = Shapes::StructureShape.new(name: 'SearchAvailablePhoneNumbersRequest') SearchAvailablePhoneNumbersResponse = Shapes::StructureShape.new(name: 'SearchAvailablePhoneNumbersResponse') + SearchUsersRequest = Shapes::StructureShape.new(name: 'SearchUsersRequest') + SearchUsersResponse = Shapes::StructureShape.new(name: 'SearchUsersResponse') SearchVocabulariesRequest = Shapes::StructureShape.new(name: 'SearchVocabulariesRequest') SearchVocabulariesResponse = Shapes::StructureShape.new(name: 'SearchVocabulariesResponse') SecurityKey = Shapes::StructureShape.new(name: 'SecurityKey') @@ -484,13 +491,18 @@ module ClientApi StorageType = Shapes::StringShape.new(name: 'StorageType') StreamingId = Shapes::StringShape.new(name: 'StreamingId') String = Shapes::StringShape.new(name: 'String') + StringComparisonType = Shapes::StringShape.new(name: 'StringComparisonType') + StringCondition = Shapes::StructureShape.new(name: 'StringCondition') SupportedMessagingContentType = Shapes::StringShape.new(name: 'SupportedMessagingContentType') SupportedMessagingContentTypes = Shapes::ListShape.new(name: 'SupportedMessagingContentTypes') SuspendContactRecordingRequest = Shapes::StructureShape.new(name: 'SuspendContactRecordingRequest') SuspendContactRecordingResponse = Shapes::StructureShape.new(name: 'SuspendContactRecordingResponse') + TagAndConditionList = Shapes::ListShape.new(name: 'TagAndConditionList') + TagCondition = Shapes::StructureShape.new(name: 'TagCondition') TagKey = Shapes::StringShape.new(name: 'TagKey') TagKeyList = Shapes::ListShape.new(name: 'TagKeyList') TagMap = Shapes::MapShape.new(name: 'TagMap') + TagOrConditionList = Shapes::ListShape.new(name: 'TagOrConditionList') TagResourceRequest = Shapes::StructureShape.new(name: 'TagResourceRequest') TagValue = Shapes::StringShape.new(name: 'TagValue') Threshold = Shapes::StructureShape.new(name: 'Threshold') @@ -551,9 +563,15 @@ module ClientApi User = Shapes::StructureShape.new(name: 'User') UserId = Shapes::StringShape.new(name: 'UserId') UserIdentityInfo = Shapes::StructureShape.new(name: 'UserIdentityInfo') + UserIdentityInfoLite = Shapes::StructureShape.new(name: 'UserIdentityInfoLite') UserNotFoundException = Shapes::StructureShape.new(name: 'UserNotFoundException') UserPhoneConfig = Shapes::StructureShape.new(name: 'UserPhoneConfig') UserQuickConnectConfig = Shapes::StructureShape.new(name: 'UserQuickConnectConfig') + UserSearchConditionList = Shapes::ListShape.new(name: 'UserSearchConditionList') + UserSearchCriteria = Shapes::StructureShape.new(name: 'UserSearchCriteria') + UserSearchFilter = Shapes::StructureShape.new(name: 'UserSearchFilter') + UserSearchSummary = Shapes::StructureShape.new(name: 'UserSearchSummary') + UserSearchSummaryList = Shapes::ListShape.new(name: 'UserSearchSummaryList') UserSummary = Shapes::StructureShape.new(name: 'UserSummary') UserSummaryList = Shapes::ListShape.new(name: 'UserSummaryList') Value = Shapes::FloatShape.new(name: 'Value') @@ -773,6 +791,11 @@ module ClientApi ContactReferences.key = Shapes::ShapeRef.new(shape: ReferenceKey) ContactReferences.value = Shapes::ShapeRef.new(shape: Reference) + ControlPlaneTagFilter.add_member(:or_conditions, Shapes::ShapeRef.new(shape: TagOrConditionList, location_name: "OrConditions")) + ControlPlaneTagFilter.add_member(:and_conditions, Shapes::ShapeRef.new(shape: TagAndConditionList, location_name: "AndConditions")) + ControlPlaneTagFilter.add_member(:tag_condition, Shapes::ShapeRef.new(shape: TagCondition, location_name: "TagCondition")) + ControlPlaneTagFilter.struct_class = Types::ControlPlaneTagFilter + CreateAgentStatusRequest.add_member(:instance_id, Shapes::ShapeRef.new(shape: InstanceId, required: true, location: "uri", location_name: "InstanceId")) CreateAgentStatusRequest.add_member(:name, Shapes::ShapeRef.new(shape: AgentStatusName, required: true, location_name: "Name")) CreateAgentStatusRequest.add_member(:description, Shapes::ShapeRef.new(shape: AgentStatusDescription, location_name: "Description")) @@ -1255,6 +1278,10 @@ module ClientApi HierarchyGroup.add_member(:tags, Shapes::ShapeRef.new(shape: TagMap, location_name: "Tags")) HierarchyGroup.struct_class = Types::HierarchyGroup + HierarchyGroupCondition.add_member(:value, Shapes::ShapeRef.new(shape: String, location_name: "Value")) + HierarchyGroupCondition.add_member(:hierarchy_group_match_type, Shapes::ShapeRef.new(shape: HierarchyGroupMatchType, location_name: "HierarchyGroupMatchType")) + HierarchyGroupCondition.struct_class = Types::HierarchyGroupCondition + HierarchyGroupSummary.add_member(:id, Shapes::ShapeRef.new(shape: HierarchyGroupId, location_name: "Id")) HierarchyGroupSummary.add_member(:arn, Shapes::ShapeRef.new(shape: ARN, location_name: "Arn")) HierarchyGroupSummary.add_member(:name, Shapes::ShapeRef.new(shape: HierarchyGroupName, location_name: "Name")) @@ -1930,6 +1957,18 @@ module ClientApi SearchAvailablePhoneNumbersResponse.add_member(:available_numbers_list, Shapes::ShapeRef.new(shape: AvailableNumbersList, location_name: "AvailableNumbersList")) SearchAvailablePhoneNumbersResponse.struct_class = Types::SearchAvailablePhoneNumbersResponse + SearchUsersRequest.add_member(:instance_id, Shapes::ShapeRef.new(shape: InstanceId, location_name: "InstanceId")) + SearchUsersRequest.add_member(:next_token, Shapes::ShapeRef.new(shape: NextToken2500, location_name: "NextToken")) + SearchUsersRequest.add_member(:max_results, Shapes::ShapeRef.new(shape: MaxResult100, location_name: "MaxResults", metadata: {"box"=>true})) + SearchUsersRequest.add_member(:search_filter, Shapes::ShapeRef.new(shape: UserSearchFilter, location_name: "SearchFilter")) + SearchUsersRequest.add_member(:search_criteria, Shapes::ShapeRef.new(shape: UserSearchCriteria, location_name: "SearchCriteria")) + SearchUsersRequest.struct_class = Types::SearchUsersRequest + + SearchUsersResponse.add_member(:users, Shapes::ShapeRef.new(shape: UserSearchSummaryList, location_name: "Users")) + SearchUsersResponse.add_member(:next_token, Shapes::ShapeRef.new(shape: NextToken2500, location_name: "NextToken")) + SearchUsersResponse.add_member(:approximate_total_count, Shapes::ShapeRef.new(shape: ApproximateTotalCount, location_name: "ApproximateTotalCount")) + SearchUsersResponse.struct_class = Types::SearchUsersResponse + SearchVocabulariesRequest.add_member(:instance_id, Shapes::ShapeRef.new(shape: InstanceId, required: true, location: "uri", location_name: "InstanceId")) SearchVocabulariesRequest.add_member(:max_results, Shapes::ShapeRef.new(shape: MaxResult100, location_name: "MaxResults")) SearchVocabulariesRequest.add_member(:next_token, Shapes::ShapeRef.new(shape: VocabularyNextToken, location_name: "NextToken")) @@ -2050,6 +2089,11 @@ module ClientApi StopContactStreamingResponse.struct_class = Types::StopContactStreamingResponse + StringCondition.add_member(:field_name, Shapes::ShapeRef.new(shape: String, location_name: "FieldName")) + StringCondition.add_member(:value, Shapes::ShapeRef.new(shape: String, location_name: "Value")) + StringCondition.add_member(:comparison_type, Shapes::ShapeRef.new(shape: StringComparisonType, location_name: "ComparisonType")) + StringCondition.struct_class = Types::StringCondition + SupportedMessagingContentTypes.member = Shapes::ShapeRef.new(shape: SupportedMessagingContentType) SuspendContactRecordingRequest.add_member(:instance_id, Shapes::ShapeRef.new(shape: InstanceId, required: true, location_name: "InstanceId")) @@ -2059,11 +2103,19 @@ module ClientApi SuspendContactRecordingResponse.struct_class = Types::SuspendContactRecordingResponse + TagAndConditionList.member = Shapes::ShapeRef.new(shape: TagCondition) + + TagCondition.add_member(:tag_key, Shapes::ShapeRef.new(shape: String, location_name: "TagKey")) + TagCondition.add_member(:tag_value, Shapes::ShapeRef.new(shape: String, location_name: "TagValue")) + TagCondition.struct_class = Types::TagCondition + TagKeyList.member = Shapes::ShapeRef.new(shape: TagKey) TagMap.key = Shapes::ShapeRef.new(shape: TagKey) TagMap.value = Shapes::ShapeRef.new(shape: TagValue) + TagOrConditionList.member = Shapes::ShapeRef.new(shape: TagAndConditionList) + TagResourceRequest.add_member(:resource_arn, Shapes::ShapeRef.new(shape: ARN, required: true, location: "uri", location_name: "resourceArn")) TagResourceRequest.add_member(:tags, Shapes::ShapeRef.new(shape: TagMap, required: true, location_name: "tags")) TagResourceRequest.struct_class = Types::TagResourceRequest @@ -2299,6 +2351,10 @@ module ClientApi UserIdentityInfo.add_member(:email, Shapes::ShapeRef.new(shape: Email, location_name: "Email")) UserIdentityInfo.struct_class = Types::UserIdentityInfo + UserIdentityInfoLite.add_member(:first_name, Shapes::ShapeRef.new(shape: AgentFirstName, location_name: "FirstName")) + UserIdentityInfoLite.add_member(:last_name, Shapes::ShapeRef.new(shape: AgentLastName, location_name: "LastName")) + UserIdentityInfoLite.struct_class = Types::UserIdentityInfoLite + UserNotFoundException.add_member(:message, Shapes::ShapeRef.new(shape: Message, location_name: "Message")) UserNotFoundException.struct_class = Types::UserNotFoundException @@ -2312,6 +2368,31 @@ module ClientApi UserQuickConnectConfig.add_member(:contact_flow_id, Shapes::ShapeRef.new(shape: ContactFlowId, required: true, location_name: "ContactFlowId")) UserQuickConnectConfig.struct_class = Types::UserQuickConnectConfig + UserSearchConditionList.member = Shapes::ShapeRef.new(shape: UserSearchCriteria) + + UserSearchCriteria.add_member(:or_conditions, Shapes::ShapeRef.new(shape: UserSearchConditionList, location_name: "OrConditions")) + UserSearchCriteria.add_member(:and_conditions, Shapes::ShapeRef.new(shape: UserSearchConditionList, location_name: "AndConditions")) + UserSearchCriteria.add_member(:string_condition, Shapes::ShapeRef.new(shape: StringCondition, location_name: "StringCondition")) + UserSearchCriteria.add_member(:hierarchy_group_condition, Shapes::ShapeRef.new(shape: HierarchyGroupCondition, location_name: "HierarchyGroupCondition")) + UserSearchCriteria.struct_class = Types::UserSearchCriteria + + UserSearchFilter.add_member(:tag_filter, Shapes::ShapeRef.new(shape: ControlPlaneTagFilter, location_name: "TagFilter")) + UserSearchFilter.struct_class = Types::UserSearchFilter + + UserSearchSummary.add_member(:arn, Shapes::ShapeRef.new(shape: ARN, location_name: "Arn")) + UserSearchSummary.add_member(:directory_user_id, Shapes::ShapeRef.new(shape: DirectoryUserId, location_name: "DirectoryUserId")) + UserSearchSummary.add_member(:hierarchy_group_id, Shapes::ShapeRef.new(shape: HierarchyGroupId, location_name: "HierarchyGroupId")) + UserSearchSummary.add_member(:id, Shapes::ShapeRef.new(shape: UserId, location_name: "Id")) + UserSearchSummary.add_member(:identity_info, Shapes::ShapeRef.new(shape: UserIdentityInfoLite, location_name: "IdentityInfo")) + UserSearchSummary.add_member(:phone_config, Shapes::ShapeRef.new(shape: UserPhoneConfig, location_name: "PhoneConfig")) + UserSearchSummary.add_member(:routing_profile_id, Shapes::ShapeRef.new(shape: RoutingProfileId, location_name: "RoutingProfileId")) + UserSearchSummary.add_member(:security_profile_ids, Shapes::ShapeRef.new(shape: SecurityProfileIds, location_name: "SecurityProfileIds")) + UserSearchSummary.add_member(:tags, Shapes::ShapeRef.new(shape: TagMap, location_name: "Tags")) + UserSearchSummary.add_member(:username, Shapes::ShapeRef.new(shape: AgentUsername, location_name: "Username")) + UserSearchSummary.struct_class = Types::UserSearchSummary + + UserSearchSummaryList.member = Shapes::ShapeRef.new(shape: UserSearchSummary) + UserSummary.add_member(:id, Shapes::ShapeRef.new(shape: UserId, location_name: "Id")) UserSummary.add_member(:arn, Shapes::ShapeRef.new(shape: ARN, location_name: "Arn")) UserSummary.add_member(:username, Shapes::ShapeRef.new(shape: AgentUsername, location_name: "Username")) @@ -3854,6 +3935,25 @@ module ClientApi ) end) + api.add_operation(:search_users, Seahorse::Model::Operation.new.tap do |o| + o.name = "SearchUsers" + o.http_method = "POST" + o.http_request_uri = "/search-users" + o.input = Shapes::ShapeRef.new(shape: SearchUsersRequest) + o.output = Shapes::ShapeRef.new(shape: SearchUsersResponse) + o.errors << Shapes::ShapeRef.new(shape: InvalidRequestException) + o.errors << Shapes::ShapeRef.new(shape: InvalidParameterException) + o.errors << Shapes::ShapeRef.new(shape: ResourceNotFoundException) + o.errors << Shapes::ShapeRef.new(shape: ThrottlingException) + o.errors << Shapes::ShapeRef.new(shape: InternalServiceException) + o[:pager] = Aws::Pager.new( + limit_key: "max_results", + tokens: { + "next_token" => "next_token" + } + ) + end) + api.add_operation(:search_vocabularies, Seahorse::Model::Operation.new.tap do |o| o.name = "SearchVocabularies" o.http_method = "POST" diff --git a/gems/aws-sdk-connect/lib/aws-sdk-connect/types.rb b/gems/aws-sdk-connect/lib/aws-sdk-connect/types.rb index baf2300b46e..6dfd2ffcc9a 100644 --- a/gems/aws-sdk-connect/lib/aws-sdk-connect/types.rb +++ b/gems/aws-sdk-connect/lib/aws-sdk-connect/types.rb @@ -699,7 +699,7 @@ class ClaimPhoneNumberRequest < Struct.new( end # @!attribute [rw] phone_number_id - # The identifier of the phone number. + # A unique identifier for the phone number. # @return [String] # # @!attribute [rw] phone_number_arn @@ -719,7 +719,7 @@ class ClaimPhoneNumberResponse < Struct.new( # Connect instance. # # @!attribute [rw] phone_number_id - # The identifier of the phone number. + # A unique identifier for the phone number. # @return [String] # # @!attribute [rw] phone_number_arn @@ -1064,6 +1064,64 @@ class ContactNotFoundException < Struct.new( include Aws::Structure end + # An object that can be used to specify Tag conditions inside the + # `SearchFilter`. This accepts an `OR` of `AND` (List of List) input + # where: + # + # * Top level list specifies conditions that need to be applied with + # `OR` operator + # + # * Inner list specifies conditions that need to be applied with `AND` + # operator. + # + # @note When making an API call, you may pass ControlPlaneTagFilter + # data as a hash: + # + # { + # or_conditions: [ + # [ + # { + # tag_key: "String", + # tag_value: "String", + # }, + # ], + # ], + # and_conditions: [ + # { + # tag_key: "String", + # tag_value: "String", + # }, + # ], + # tag_condition: { + # tag_key: "String", + # tag_value: "String", + # }, + # } + # + # @!attribute [rw] or_conditions + # A list of conditions which would be applied together with an `OR` + # condition. + # @return [ArrayThe generatedFields
data isn't supported by Aurora PostgreSQL. To get the values of generated fields, use the RETURNING
clause. For more information, see Returning Data From Modified Rows in the PostgreSQL documentation.
This data type is deprecated.
This data structure is only used with the deprecated ExecuteSql
operation. Use the BatchExecuteStatement
or ExecuteStatement
operation instead.
This data type is deprecated.
This data structure is only used with the deprecated ExecuteSql
operation. Use the BatchExecuteStatement
or ExecuteStatement
operation instead.