diff --git a/CHANGELOG.md b/CHANGELOG.md
index 9ea2f457d3ed..3b6f15eb8b5a 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -1,3 +1,20 @@
+# __1.11.850__ __2020-08-27__
+## __AWS Elemental MediaConvert__
+ - ### Features
+ - AWS Elemental MediaConvert SDK has added support for WebM DASH outputs as well as H.264 4:2:2 10-bit output in MOV and MP4.
+
+## __Amazon Elastic Compute Cloud__
+ - ### Features
+ - Introduces support to initiate Internet Key Exchange (IKE) negotiations for VPN connections from AWS. A user can now send the initial IKE message to their Customer Gateway (CGW) from VPN endpoints.
+
+## __Amazon GameLift__
+ - ### Features
+ - GameLift FleetIQ as a standalone feature is now generally available. FleetIQ makes low-cost Spot instances viable for game hosting. Use GameLift FleetIQ with your EC2 Auto Scaling groups.
+
+## __Amazon Redshift__
+ - ### Features
+ - Documentation updates for Amazon Redshift.
+
# __1.11.849__ __2020-08-26__
## __Amazon Appflow__
- ### Features
diff --git a/README.md b/README.md
index 57fa7e8812cd..6f16dd290078 100644
--- a/README.md
+++ b/README.md
@@ -48,7 +48,7 @@ dependencies.
* Provides information to AWS about your VPN customer gateway device. The customer gateway is the appliance at your
* end of the VPN connection. (The device on the AWS side of the VPN connection is the virtual private gateway.) You
- * must provide the Internet-routable IP address of the customer gateway's external interface. The IP address must
+ * must provide the internet-routable IP address of the customer gateway's external interface. The IP address must
* be static and can be behind a device performing network address translation (NAT).
*
@@ -1124,9 +1124,30 @@ AssociateTransitGatewayMulticastDomainResult associateTransitGatewayMulticastDom
*
- * Amazon EC2 supports all 2-byte ASN numbers in the range of 1 - 65534, with the exception of 7224, which is
- * reserved in the
+ * 7224 - reserved in the
+ * 9059 - reserved in the
+ * 17943 - reserved in the
+ * 10124 - reserved in the
* For more information, see AWS Site-to-Site
@@ -7660,6 +7681,24 @@ ModifyVpcEndpointServicePermissionsResult modifyVpcEndpointServicePermissions(
*/
ModifyVpnConnectionResult modifyVpnConnection(ModifyVpnConnectionRequest modifyVpnConnectionRequest);
+ /**
+ *
+ * Modifies the connection options for your Site-to-Site VPN VPN connection.
+ *
+ * When you modify the VPN connection options, the VPN endpoint IP addresses on the AWS side do not change, and the
+ * tunnel options do not change. Your VPN connection will be temporarily unavailable for a brief period while the
+ * VPN connection is updated.
+ *
* Modifies the VPN tunnel endpoint certificate.
diff --git a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/AmazonEC2Async.java b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/AmazonEC2Async.java
index 2b6da948a815..f7411b333e32 100644
--- a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/AmazonEC2Async.java
+++ b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/AmazonEC2Async.java
@@ -2311,7 +2311,7 @@ java.util.concurrent.Future
* Provides information to AWS about your VPN customer gateway device. The customer gateway is the appliance at your
* end of the VPN connection. (The device on the AWS side of the VPN connection is the virtual private gateway.) You
- * must provide the Internet-routable IP address of the customer gateway's external interface. The IP address must
+ * must provide the internet-routable IP address of the customer gateway's external interface. The IP address must
* be static and can be behind a device performing network address translation (NAT).
*
@@ -2321,9 +2321,30 @@ java.util.concurrent.Future
- * Amazon EC2 supports all 2-byte ASN numbers in the range of 1 - 65534, with the exception of 7224, which is
- * reserved in the
+ * 7224 - reserved in the
+ * 9059 - reserved in the
+ * 17943 - reserved in the
+ * 10124 - reserved in the
* For more information, see AWS Site-to-Site
@@ -2350,7 +2371,7 @@ java.util.concurrent.Future
* Provides information to AWS about your VPN customer gateway device. The customer gateway is the appliance at your
* end of the VPN connection. (The device on the AWS side of the VPN connection is the virtual private gateway.) You
- * must provide the Internet-routable IP address of the customer gateway's external interface. The IP address must
+ * must provide the internet-routable IP address of the customer gateway's external interface. The IP address must
* be static and can be behind a device performing network address translation (NAT).
*
@@ -2360,9 +2381,30 @@ java.util.concurrent.Future
- * Amazon EC2 supports all 2-byte ASN numbers in the range of 1 - 65534, with the exception of 7224, which is
- * reserved in the
+ * 7224 - reserved in the
+ * 9059 - reserved in the
+ * 17943 - reserved in the
+ * 10124 - reserved in the
* For more information, see AWS Site-to-Site
@@ -17466,6 +17508,49 @@ java.util.concurrent.Future
+ * Modifies the connection options for your Site-to-Site VPN VPN connection.
+ *
+ * When you modify the VPN connection options, the VPN endpoint IP addresses on the AWS side do not change, and the
+ * tunnel options do not change. Your VPN connection will be temporarily unavailable for a brief period while the
+ * VPN connection is updated.
+ *
+ * Modifies the connection options for your Site-to-Site VPN VPN connection.
+ *
+ * When you modify the VPN connection options, the VPN endpoint IP addresses on the AWS side do not change, and the
+ * tunnel options do not change. Your VPN connection will be temporarily unavailable for a brief period while the
+ * VPN connection is updated.
+ *
* Modifies the VPN tunnel endpoint certificate.
diff --git a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/AmazonEC2AsyncClient.java b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/AmazonEC2AsyncClient.java
index 66533f4b285b..f24fcb2e1b89 100644
--- a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/AmazonEC2AsyncClient.java
+++ b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/AmazonEC2AsyncClient.java
@@ -13731,6 +13731,39 @@ public ModifyVpnConnectionResult call() throws Exception {
});
}
+ @Override
+ public java.util.concurrent.Future
* Provides information to AWS about your VPN customer gateway device. The customer gateway is the appliance at your
* end of the VPN connection. (The device on the AWS side of the VPN connection is the virtual private gateway.) You
- * must provide the Internet-routable IP address of the customer gateway's external interface. The IP address must
+ * must provide the internet-routable IP address of the customer gateway's external interface. The IP address must
* be static and can be behind a device performing network address translation (NAT).
*
@@ -3105,9 +3105,30 @@ final CreateClientVpnRouteResult executeCreateClientVpnRoute(CreateClientVpnRout
*
- * Amazon EC2 supports all 2-byte ASN numbers in the range of 1 - 65534, with the exception of 7224, which is
- * reserved in the
+ * 7224 - reserved in the
+ * 9059 - reserved in the
+ * 17943 - reserved in the
+ * 10124 - reserved in the
* For more information, see AWS Site-to-Site
@@ -22321,6 +22342,64 @@ final ModifyVpnConnectionResult executeModifyVpnConnection(ModifyVpnConnectionRe
}
}
+ /**
+ *
+ * Modifies the connection options for your Site-to-Site VPN VPN connection.
+ *
+ * When you modify the VPN connection options, the VPN endpoint IP addresses on the AWS side do not change, and the
+ * tunnel options do not change. Your VPN connection will be temporarily unavailable for a brief period while the
+ * VPN connection is updated.
+ *
* Modifies the VPN tunnel endpoint certificate.
diff --git a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/ModifyVpnConnectionOptionsRequest.java b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/ModifyVpnConnectionOptionsRequest.java
new file mode 100644
index 000000000000..3cb0fe84ba5a
--- /dev/null
+++ b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/ModifyVpnConnectionOptionsRequest.java
@@ -0,0 +1,419 @@
+/*
+ * Copyright 2015-2020 Amazon.com, Inc. or its affiliates. All Rights Reserved.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with
+ * the License. A copy of the License is located at
+ *
+ * http://aws.amazon.com/apache2.0
+ *
+ * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
+ * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions
+ * and limitations under the License.
+ */
+package com.amazonaws.services.ec2.model;
+
+import java.io.Serializable;
+import javax.annotation.Generated;
+
+import com.amazonaws.AmazonWebServiceRequest;
+import com.amazonaws.Request;
+import com.amazonaws.services.ec2.model.transform.ModifyVpnConnectionOptionsRequestMarshaller;
+
+/**
+ *
+ */
+@Generated("com.amazonaws:aws-java-sdk-code-generator")
+public class ModifyVpnConnectionOptionsRequest extends AmazonWebServiceRequest implements Serializable, Cloneable,
+ DryRunSupportedRequest
+ * The ID of the Site-to-Site VPN VPN connection.
+ *
+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection.
+ *
+ * Default:
+ * The IPv4 CIDR on the AWS side of the VPN connection.
+ *
+ * Default:
+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection.
+ *
+ * Default:
+ * The IPv6 CIDR on the AWS side of the VPN connection.
+ *
+ * Default:
+ * The ID of the Site-to-Site VPN VPN connection.
+ *
+ * The ID of the Site-to-Site VPN VPN connection.
+ *
+ * The ID of the Site-to-Site VPN VPN connection.
+ *
+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection.
+ *
+ * Default:
+ * Default:
+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection.
+ *
+ * Default:
+ * Default:
+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection.
+ *
+ * Default:
+ * Default:
+ * The IPv4 CIDR on the AWS side of the VPN connection.
+ *
+ * Default:
+ * Default:
+ * The IPv4 CIDR on the AWS side of the VPN connection.
+ *
+ * Default:
+ * Default:
+ * The IPv4 CIDR on the AWS side of the VPN connection.
+ *
+ * Default:
+ * Default:
+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection.
+ *
+ * Default: us-east-1
Region, and 9059, which is reserved in the eu-west-1
Region.
+ * Amazon EC2 supports all 4-byte ASN numbers in the range of 1 - 2147483647, with the exception of the following:
*
+ *
* us-east-1
Region
+ * eu-west-1
Region
+ * ap-southeast-1
Region
+ * ap-northeast-1
Region
+ * us-east-1
Region, and 9059, which is reserved in the eu-west-1
Region.
+ * Amazon EC2 supports all 4-byte ASN numbers in the range of 1 - 2147483647, with the exception of the following:
*
+ *
* us-east-1
Region
+ * eu-west-1
Region
+ * ap-southeast-1
Region
+ * ap-northeast-1
Region
+ * us-east-1
Region, and 9059, which is reserved in the eu-west-1
Region.
+ * Amazon EC2 supports all 4-byte ASN numbers in the range of 1 - 2147483647, with the exception of the following:
+ *
+ *
* us-east-1
Region
+ * eu-west-1
Region
+ * ap-southeast-1
Region
+ * ap-northeast-1
Region
* us-east-1
Region, and 9059, which is reserved in the eu-west-1
Region.
+ * Amazon EC2 supports all 4-byte ASN numbers in the range of 1 - 2147483647, with the exception of the following:
*
+ *
* us-east-1
Region
+ * eu-west-1
Region
+ * ap-southeast-1
Region
+ * ap-northeast-1
Region
+ * 0.0.0.0/0
+ * 0.0.0.0/0
+ * ::/0
+ * ::/0
+ * 0.0.0.0/0
+ * 0.0.0.0/0
+ */
+
+ public void setLocalIpv4NetworkCidr(String localIpv4NetworkCidr) {
+ this.localIpv4NetworkCidr = localIpv4NetworkCidr;
+ }
+
+ /**
+ * 0.0.0.0/0
+ * 0.0.0.0/0
+ */
+
+ public String getLocalIpv4NetworkCidr() {
+ return this.localIpv4NetworkCidr;
+ }
+
+ /**
+ * 0.0.0.0/0
+ * 0.0.0.0/0
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public ModifyVpnConnectionOptionsRequest withLocalIpv4NetworkCidr(String localIpv4NetworkCidr) {
+ setLocalIpv4NetworkCidr(localIpv4NetworkCidr);
+ return this;
+ }
+
+ /**
+ * 0.0.0.0/0
+ * 0.0.0.0/0
+ */
+
+ public void setRemoteIpv4NetworkCidr(String remoteIpv4NetworkCidr) {
+ this.remoteIpv4NetworkCidr = remoteIpv4NetworkCidr;
+ }
+
+ /**
+ * 0.0.0.0/0
+ * 0.0.0.0/0
+ */
+
+ public String getRemoteIpv4NetworkCidr() {
+ return this.remoteIpv4NetworkCidr;
+ }
+
+ /**
+ * 0.0.0.0/0
+ * 0.0.0.0/0
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public ModifyVpnConnectionOptionsRequest withRemoteIpv4NetworkCidr(String remoteIpv4NetworkCidr) {
+ setRemoteIpv4NetworkCidr(remoteIpv4NetworkCidr);
+ return this;
+ }
+
+ /**
+ * ::/0
+ *
+ * Default: ::/0
+ */
+
+ public void setLocalIpv6NetworkCidr(String localIpv6NetworkCidr) {
+ this.localIpv6NetworkCidr = localIpv6NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ */
+
+ public String getLocalIpv6NetworkCidr() {
+ return this.localIpv6NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public ModifyVpnConnectionOptionsRequest withLocalIpv6NetworkCidr(String localIpv6NetworkCidr) {
+ setLocalIpv6NetworkCidr(localIpv6NetworkCidr);
+ return this;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ */
+
+ public void setRemoteIpv6NetworkCidr(String remoteIpv6NetworkCidr) {
+ this.remoteIpv6NetworkCidr = remoteIpv6NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ */
+
+ public String getRemoteIpv6NetworkCidr() {
+ return this.remoteIpv6NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public ModifyVpnConnectionOptionsRequest withRemoteIpv6NetworkCidr(String remoteIpv6NetworkCidr) {
+ setRemoteIpv6NetworkCidr(remoteIpv6NetworkCidr);
+ return this;
+ }
+
+ /**
+ * This method is intended for internal use only. Returns the marshaled request configured with additional
+ * parameters to enable operation dry-run.
+ */
+ @Override
+ public Request
+ * The action to take after DPD timeout occurs. Specify restart
to restart the IKE initiation. Specify
+ * clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ *
* One or more encryption algorithms that are permitted for the VPN tunnel for phase 1 IKE negotiations. @@ -238,6 +251,20 @@ public class ModifyVpnTunnelOptionsSpecification implements Serializable, Clonea *
*/ private com.amazonaws.internal.SdkInternalList
+ * The action to take when the establishing the tunnel for the VPN connection. By default, your customer gateway
+ * device must initiate the IKE negotiation and bring up the tunnel. Specify start
for AWS to initiate
+ * the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ *
@@ -1118,6 +1145,85 @@ public ModifyVpnTunnelOptionsSpecification withDPDTimeoutSeconds(Integer dPDTime return this; } + /** + *
+ * The action to take after DPD timeout occurs. Specify restart
to restart the IKE initiation. Specify
+ * clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ *
restart
to restart the IKE initiation.
+ * Specify clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ */
+
+ public void setDPDTimeoutAction(String dPDTimeoutAction) {
+ this.dPDTimeoutAction = dPDTimeoutAction;
+ }
+
+ /**
+ *
+ * The action to take after DPD timeout occurs. Specify restart
to restart the IKE initiation. Specify
+ * clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ *
restart
to restart the IKE initiation.
+ * Specify clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ */
+
+ public String getDPDTimeoutAction() {
+ return this.dPDTimeoutAction;
+ }
+
+ /**
+ *
+ * The action to take after DPD timeout occurs. Specify restart
to restart the IKE initiation. Specify
+ * clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ *
restart
to restart the IKE initiation.
+ * Specify clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public ModifyVpnTunnelOptionsSpecification withDPDTimeoutAction(String dPDTimeoutAction) {
+ setDPDTimeoutAction(dPDTimeoutAction);
+ return this;
+ }
+
/**
*
* One or more encryption algorithms that are permitted for the VPN tunnel for phase 1 IKE negotiations. @@ -1823,6 +1929,91 @@ public ModifyVpnTunnelOptionsSpecification withIKEVersions(java.util.Collection< return this; } + /** + *
+ * The action to take when the establishing the tunnel for the VPN connection. By default, your customer gateway
+ * device must initiate the IKE negotiation and bring up the tunnel. Specify start
for AWS to initiate
+ * the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ *
start
for
+ * AWS to initiate the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ */
+
+ public void setStartupAction(String startupAction) {
+ this.startupAction = startupAction;
+ }
+
+ /**
+ *
+ * The action to take when the establishing the tunnel for the VPN connection. By default, your customer gateway
+ * device must initiate the IKE negotiation and bring up the tunnel. Specify start
for AWS to initiate
+ * the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ *
start
for
+ * AWS to initiate the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ */
+
+ public String getStartupAction() {
+ return this.startupAction;
+ }
+
+ /**
+ *
+ * The action to take when the establishing the tunnel for the VPN connection. By default, your customer gateway
+ * device must initiate the IKE negotiation and bring up the tunnel. Specify start
for AWS to initiate
+ * the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ *
start
for
+ * AWS to initiate the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public ModifyVpnTunnelOptionsSpecification withStartupAction(String startupAction) {
+ setStartupAction(startupAction);
+ return this;
+ }
+
/**
* Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be
* redacted from this string using a placeholder value.
@@ -1853,6 +2044,8 @@ public String toString() {
sb.append("ReplayWindowSize: ").append(getReplayWindowSize()).append(",");
if (getDPDTimeoutSeconds() != null)
sb.append("DPDTimeoutSeconds: ").append(getDPDTimeoutSeconds()).append(",");
+ if (getDPDTimeoutAction() != null)
+ sb.append("DPDTimeoutAction: ").append(getDPDTimeoutAction()).append(",");
if (getPhase1EncryptionAlgorithms() != null)
sb.append("Phase1EncryptionAlgorithms: ").append(getPhase1EncryptionAlgorithms()).append(",");
if (getPhase2EncryptionAlgorithms() != null)
@@ -1866,7 +2059,9 @@ public String toString() {
if (getPhase2DHGroupNumbers() != null)
sb.append("Phase2DHGroupNumbers: ").append(getPhase2DHGroupNumbers()).append(",");
if (getIKEVersions() != null)
- sb.append("IKEVersions: ").append(getIKEVersions());
+ sb.append("IKEVersions: ").append(getIKEVersions()).append(",");
+ if (getStartupAction() != null)
+ sb.append("StartupAction: ").append(getStartupAction());
sb.append("}");
return sb.toString();
}
@@ -1917,6 +2112,10 @@ public boolean equals(Object obj) {
return false;
if (other.getDPDTimeoutSeconds() != null && other.getDPDTimeoutSeconds().equals(this.getDPDTimeoutSeconds()) == false)
return false;
+ if (other.getDPDTimeoutAction() == null ^ this.getDPDTimeoutAction() == null)
+ return false;
+ if (other.getDPDTimeoutAction() != null && other.getDPDTimeoutAction().equals(this.getDPDTimeoutAction()) == false)
+ return false;
if (other.getPhase1EncryptionAlgorithms() == null ^ this.getPhase1EncryptionAlgorithms() == null)
return false;
if (other.getPhase1EncryptionAlgorithms() != null && other.getPhase1EncryptionAlgorithms().equals(this.getPhase1EncryptionAlgorithms()) == false)
@@ -1945,6 +2144,10 @@ public boolean equals(Object obj) {
return false;
if (other.getIKEVersions() != null && other.getIKEVersions().equals(this.getIKEVersions()) == false)
return false;
+ if (other.getStartupAction() == null ^ this.getStartupAction() == null)
+ return false;
+ if (other.getStartupAction() != null && other.getStartupAction().equals(this.getStartupAction()) == false)
+ return false;
return true;
}
@@ -1962,6 +2165,7 @@ public int hashCode() {
hashCode = prime * hashCode + ((getRekeyFuzzPercentage() == null) ? 0 : getRekeyFuzzPercentage().hashCode());
hashCode = prime * hashCode + ((getReplayWindowSize() == null) ? 0 : getReplayWindowSize().hashCode());
hashCode = prime * hashCode + ((getDPDTimeoutSeconds() == null) ? 0 : getDPDTimeoutSeconds().hashCode());
+ hashCode = prime * hashCode + ((getDPDTimeoutAction() == null) ? 0 : getDPDTimeoutAction().hashCode());
hashCode = prime * hashCode + ((getPhase1EncryptionAlgorithms() == null) ? 0 : getPhase1EncryptionAlgorithms().hashCode());
hashCode = prime * hashCode + ((getPhase2EncryptionAlgorithms() == null) ? 0 : getPhase2EncryptionAlgorithms().hashCode());
hashCode = prime * hashCode + ((getPhase1IntegrityAlgorithms() == null) ? 0 : getPhase1IntegrityAlgorithms().hashCode());
@@ -1969,6 +2173,7 @@ public int hashCode() {
hashCode = prime * hashCode + ((getPhase1DHGroupNumbers() == null) ? 0 : getPhase1DHGroupNumbers().hashCode());
hashCode = prime * hashCode + ((getPhase2DHGroupNumbers() == null) ? 0 : getPhase2DHGroupNumbers().hashCode());
hashCode = prime * hashCode + ((getIKEVersions() == null) ? 0 : getIKEVersions().hashCode());
+ hashCode = prime * hashCode + ((getStartupAction() == null) ? 0 : getStartupAction().hashCode());
return hashCode;
}
diff --git a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/TunnelOption.java b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/TunnelOption.java
index e0f6093618dd..ddc2741e65d7 100644
--- a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/TunnelOption.java
+++ b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/TunnelOption.java
@@ -89,6 +89,12 @@ public class TunnelOption implements Serializable, Cloneable {
*
+ * The action to take after a DPD timeout occurs. + *
+ */ + private String dpdTimeoutAction; /** ** The permitted encryption algorithms for the VPN tunnel for phase 1 IKE negotiations. @@ -131,6 +137,12 @@ public class TunnelOption implements Serializable, Cloneable { *
*/ private com.amazonaws.internal.SdkInternalList+ * The action to take when the establishing the VPN tunnels for a VPN connection. + *
+ */ + private String startupAction; /** *@@ -550,6 +562,46 @@ public TunnelOption withDpdTimeoutSeconds(Integer dpdTimeoutSeconds) { return this; } + /** + *
+ * The action to take after a DPD timeout occurs. + *
+ * + * @param dpdTimeoutAction + * The action to take after a DPD timeout occurs. + */ + + public void setDpdTimeoutAction(String dpdTimeoutAction) { + this.dpdTimeoutAction = dpdTimeoutAction; + } + + /** + *+ * The action to take after a DPD timeout occurs. + *
+ * + * @return The action to take after a DPD timeout occurs. + */ + + public String getDpdTimeoutAction() { + return this.dpdTimeoutAction; + } + + /** + *+ * The action to take after a DPD timeout occurs. + *
+ * + * @param dpdTimeoutAction + * The action to take after a DPD timeout occurs. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public TunnelOption withDpdTimeoutAction(String dpdTimeoutAction) { + setDpdTimeoutAction(dpdTimeoutAction); + return this; + } + /** *
* The permitted encryption algorithms for the VPN tunnel for phase 1 IKE negotiations.
@@ -1061,6 +1113,46 @@ public TunnelOption withIkeVersions(java.util.Collection
+ * The action to take when the establishing the VPN tunnels for a VPN connection.
+ *
+ * The action to take when the establishing the VPN tunnels for a VPN connection.
+ *
+ * The action to take when the establishing the VPN tunnels for a VPN connection.
+ *
+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ */ + private String localIpv4NetworkCidr; + /** + *+ * The IPv4 CIDR on the AWS side of the VPN connection. + *
+ */ + private String remoteIpv4NetworkCidr; + /** + *+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ */ + private String localIpv6NetworkCidr; + /** + *+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ */ + private String remoteIpv6NetworkCidr; /** ** Indicates whether the VPN tunnels process IPv4 or IPv6 traffic. @@ -164,6 +188,166 @@ public Boolean isStaticRoutesOnly() { return this.staticRoutesOnly; } + /** + *
+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ * + * @param localIpv4NetworkCidr + * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + */ + + public void setLocalIpv4NetworkCidr(String localIpv4NetworkCidr) { + this.localIpv4NetworkCidr = localIpv4NetworkCidr; + } + + /** + *+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ * + * @return The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + */ + + public String getLocalIpv4NetworkCidr() { + return this.localIpv4NetworkCidr; + } + + /** + *+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ * + * @param localIpv4NetworkCidr + * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public VpnConnectionOptions withLocalIpv4NetworkCidr(String localIpv4NetworkCidr) { + setLocalIpv4NetworkCidr(localIpv4NetworkCidr); + return this; + } + + /** + *+ * The IPv4 CIDR on the AWS side of the VPN connection. + *
+ * + * @param remoteIpv4NetworkCidr + * The IPv4 CIDR on the AWS side of the VPN connection. + */ + + public void setRemoteIpv4NetworkCidr(String remoteIpv4NetworkCidr) { + this.remoteIpv4NetworkCidr = remoteIpv4NetworkCidr; + } + + /** + *+ * The IPv4 CIDR on the AWS side of the VPN connection. + *
+ * + * @return The IPv4 CIDR on the AWS side of the VPN connection. + */ + + public String getRemoteIpv4NetworkCidr() { + return this.remoteIpv4NetworkCidr; + } + + /** + *+ * The IPv4 CIDR on the AWS side of the VPN connection. + *
+ * + * @param remoteIpv4NetworkCidr + * The IPv4 CIDR on the AWS side of the VPN connection. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public VpnConnectionOptions withRemoteIpv4NetworkCidr(String remoteIpv4NetworkCidr) { + setRemoteIpv4NetworkCidr(remoteIpv4NetworkCidr); + return this; + } + + /** + *+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ * + * @param localIpv6NetworkCidr + * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + */ + + public void setLocalIpv6NetworkCidr(String localIpv6NetworkCidr) { + this.localIpv6NetworkCidr = localIpv6NetworkCidr; + } + + /** + *+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ * + * @return The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + */ + + public String getLocalIpv6NetworkCidr() { + return this.localIpv6NetworkCidr; + } + + /** + *+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ * + * @param localIpv6NetworkCidr + * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public VpnConnectionOptions withLocalIpv6NetworkCidr(String localIpv6NetworkCidr) { + setLocalIpv6NetworkCidr(localIpv6NetworkCidr); + return this; + } + + /** + *+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ * + * @param remoteIpv6NetworkCidr + * The IPv6 CIDR on the AWS side of the VPN connection. + */ + + public void setRemoteIpv6NetworkCidr(String remoteIpv6NetworkCidr) { + this.remoteIpv6NetworkCidr = remoteIpv6NetworkCidr; + } + + /** + *+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ * + * @return The IPv6 CIDR on the AWS side of the VPN connection. + */ + + public String getRemoteIpv6NetworkCidr() { + return this.remoteIpv6NetworkCidr; + } + + /** + *+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ * + * @param remoteIpv6NetworkCidr + * The IPv6 CIDR on the AWS side of the VPN connection. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public VpnConnectionOptions withRemoteIpv6NetworkCidr(String remoteIpv6NetworkCidr) { + setRemoteIpv6NetworkCidr(remoteIpv6NetworkCidr); + return this; + } + /** ** Indicates whether the VPN tunnels process IPv4 or IPv6 traffic. @@ -312,6 +496,14 @@ public String toString() { sb.append("EnableAcceleration: ").append(getEnableAcceleration()).append(","); if (getStaticRoutesOnly() != null) sb.append("StaticRoutesOnly: ").append(getStaticRoutesOnly()).append(","); + if (getLocalIpv4NetworkCidr() != null) + sb.append("LocalIpv4NetworkCidr: ").append(getLocalIpv4NetworkCidr()).append(","); + if (getRemoteIpv4NetworkCidr() != null) + sb.append("RemoteIpv4NetworkCidr: ").append(getRemoteIpv4NetworkCidr()).append(","); + if (getLocalIpv6NetworkCidr() != null) + sb.append("LocalIpv6NetworkCidr: ").append(getLocalIpv6NetworkCidr()).append(","); + if (getRemoteIpv6NetworkCidr() != null) + sb.append("RemoteIpv6NetworkCidr: ").append(getRemoteIpv6NetworkCidr()).append(","); if (getTunnelInsideIpVersion() != null) sb.append("TunnelInsideIpVersion: ").append(getTunnelInsideIpVersion()).append(","); if (getTunnelOptions() != null) @@ -338,6 +530,22 @@ public boolean equals(Object obj) { return false; if (other.getStaticRoutesOnly() != null && other.getStaticRoutesOnly().equals(this.getStaticRoutesOnly()) == false) return false; + if (other.getLocalIpv4NetworkCidr() == null ^ this.getLocalIpv4NetworkCidr() == null) + return false; + if (other.getLocalIpv4NetworkCidr() != null && other.getLocalIpv4NetworkCidr().equals(this.getLocalIpv4NetworkCidr()) == false) + return false; + if (other.getRemoteIpv4NetworkCidr() == null ^ this.getRemoteIpv4NetworkCidr() == null) + return false; + if (other.getRemoteIpv4NetworkCidr() != null && other.getRemoteIpv4NetworkCidr().equals(this.getRemoteIpv4NetworkCidr()) == false) + return false; + if (other.getLocalIpv6NetworkCidr() == null ^ this.getLocalIpv6NetworkCidr() == null) + return false; + if (other.getLocalIpv6NetworkCidr() != null && other.getLocalIpv6NetworkCidr().equals(this.getLocalIpv6NetworkCidr()) == false) + return false; + if (other.getRemoteIpv6NetworkCidr() == null ^ this.getRemoteIpv6NetworkCidr() == null) + return false; + if (other.getRemoteIpv6NetworkCidr() != null && other.getRemoteIpv6NetworkCidr().equals(this.getRemoteIpv6NetworkCidr()) == false) + return false; if (other.getTunnelInsideIpVersion() == null ^ this.getTunnelInsideIpVersion() == null) return false; if (other.getTunnelInsideIpVersion() != null && other.getTunnelInsideIpVersion().equals(this.getTunnelInsideIpVersion()) == false) @@ -356,6 +564,10 @@ public int hashCode() { hashCode = prime * hashCode + ((getEnableAcceleration() == null) ? 0 : getEnableAcceleration().hashCode()); hashCode = prime * hashCode + ((getStaticRoutesOnly() == null) ? 0 : getStaticRoutesOnly().hashCode()); + hashCode = prime * hashCode + ((getLocalIpv4NetworkCidr() == null) ? 0 : getLocalIpv4NetworkCidr().hashCode()); + hashCode = prime * hashCode + ((getRemoteIpv4NetworkCidr() == null) ? 0 : getRemoteIpv4NetworkCidr().hashCode()); + hashCode = prime * hashCode + ((getLocalIpv6NetworkCidr() == null) ? 0 : getLocalIpv6NetworkCidr().hashCode()); + hashCode = prime * hashCode + ((getRemoteIpv6NetworkCidr() == null) ? 0 : getRemoteIpv6NetworkCidr().hashCode()); hashCode = prime * hashCode + ((getTunnelInsideIpVersion() == null) ? 0 : getTunnelInsideIpVersion().hashCode()); hashCode = prime * hashCode + ((getTunnelOptions() == null) ? 0 : getTunnelOptions().hashCode()); return hashCode; diff --git a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/VpnConnectionOptionsSpecification.java b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/VpnConnectionOptionsSpecification.java index 71a8a5de6732..ba5de07a045c 100644 --- a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/VpnConnectionOptionsSpecification.java +++ b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/VpnConnectionOptionsSpecification.java @@ -61,6 +61,42 @@ public class VpnConnectionOptionsSpecification implements Serializable, Cloneabl *
*/ private com.amazonaws.internal.SdkInternalList+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: 0.0.0.0/0
+ *
+ * The IPv4 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: 0.0.0.0/0
+ *
+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
@@ -374,6 +410,226 @@ public VpnConnectionOptionsSpecification withTunnelOptions(java.util.Collection< return this; } + /** + *
+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: 0.0.0.0/0
+ *
+ * Default: 0.0.0.0/0
+ */
+
+ public void setLocalIpv4NetworkCidr(String localIpv4NetworkCidr) {
+ this.localIpv4NetworkCidr = localIpv4NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: 0.0.0.0/0
+ *
+ * Default: 0.0.0.0/0
+ */
+
+ public String getLocalIpv4NetworkCidr() {
+ return this.localIpv4NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv4 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: 0.0.0.0/0
+ *
+ * Default: 0.0.0.0/0
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public VpnConnectionOptionsSpecification withLocalIpv4NetworkCidr(String localIpv4NetworkCidr) {
+ setLocalIpv4NetworkCidr(localIpv4NetworkCidr);
+ return this;
+ }
+
+ /**
+ *
+ * The IPv4 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: 0.0.0.0/0
+ *
+ * Default: 0.0.0.0/0
+ */
+
+ public void setRemoteIpv4NetworkCidr(String remoteIpv4NetworkCidr) {
+ this.remoteIpv4NetworkCidr = remoteIpv4NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv4 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: 0.0.0.0/0
+ *
+ * Default: 0.0.0.0/0
+ */
+
+ public String getRemoteIpv4NetworkCidr() {
+ return this.remoteIpv4NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv4 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: 0.0.0.0/0
+ *
+ * Default: 0.0.0.0/0
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public VpnConnectionOptionsSpecification withRemoteIpv4NetworkCidr(String remoteIpv4NetworkCidr) {
+ setRemoteIpv4NetworkCidr(remoteIpv4NetworkCidr);
+ return this;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ */
+
+ public void setLocalIpv6NetworkCidr(String localIpv6NetworkCidr) {
+ this.localIpv6NetworkCidr = localIpv6NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ */
+
+ public String getLocalIpv6NetworkCidr() {
+ return this.localIpv6NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the customer gateway (on-premises) side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public VpnConnectionOptionsSpecification withLocalIpv6NetworkCidr(String localIpv6NetworkCidr) {
+ setLocalIpv6NetworkCidr(localIpv6NetworkCidr);
+ return this;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ */
+
+ public void setRemoteIpv6NetworkCidr(String remoteIpv6NetworkCidr) {
+ this.remoteIpv6NetworkCidr = remoteIpv6NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ */
+
+ public String getRemoteIpv6NetworkCidr() {
+ return this.remoteIpv6NetworkCidr;
+ }
+
+ /**
+ *
+ * The IPv6 CIDR on the AWS side of the VPN connection. + *
+ *
+ * Default: ::/0
+ *
+ * Default: ::/0
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public VpnConnectionOptionsSpecification withRemoteIpv6NetworkCidr(String remoteIpv6NetworkCidr) {
+ setRemoteIpv6NetworkCidr(remoteIpv6NetworkCidr);
+ return this;
+ }
+
/**
* Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be
* redacted from this string using a placeholder value.
@@ -393,7 +649,15 @@ public String toString() {
if (getTunnelInsideIpVersion() != null)
sb.append("TunnelInsideIpVersion: ").append(getTunnelInsideIpVersion()).append(",");
if (getTunnelOptions() != null)
- sb.append("TunnelOptions: ").append(getTunnelOptions());
+ sb.append("TunnelOptions: ").append(getTunnelOptions()).append(",");
+ if (getLocalIpv4NetworkCidr() != null)
+ sb.append("LocalIpv4NetworkCidr: ").append(getLocalIpv4NetworkCidr()).append(",");
+ if (getRemoteIpv4NetworkCidr() != null)
+ sb.append("RemoteIpv4NetworkCidr: ").append(getRemoteIpv4NetworkCidr()).append(",");
+ if (getLocalIpv6NetworkCidr() != null)
+ sb.append("LocalIpv6NetworkCidr: ").append(getLocalIpv6NetworkCidr()).append(",");
+ if (getRemoteIpv6NetworkCidr() != null)
+ sb.append("RemoteIpv6NetworkCidr: ").append(getRemoteIpv6NetworkCidr());
sb.append("}");
return sb.toString();
}
@@ -424,6 +688,22 @@ public boolean equals(Object obj) {
return false;
if (other.getTunnelOptions() != null && other.getTunnelOptions().equals(this.getTunnelOptions()) == false)
return false;
+ if (other.getLocalIpv4NetworkCidr() == null ^ this.getLocalIpv4NetworkCidr() == null)
+ return false;
+ if (other.getLocalIpv4NetworkCidr() != null && other.getLocalIpv4NetworkCidr().equals(this.getLocalIpv4NetworkCidr()) == false)
+ return false;
+ if (other.getRemoteIpv4NetworkCidr() == null ^ this.getRemoteIpv4NetworkCidr() == null)
+ return false;
+ if (other.getRemoteIpv4NetworkCidr() != null && other.getRemoteIpv4NetworkCidr().equals(this.getRemoteIpv4NetworkCidr()) == false)
+ return false;
+ if (other.getLocalIpv6NetworkCidr() == null ^ this.getLocalIpv6NetworkCidr() == null)
+ return false;
+ if (other.getLocalIpv6NetworkCidr() != null && other.getLocalIpv6NetworkCidr().equals(this.getLocalIpv6NetworkCidr()) == false)
+ return false;
+ if (other.getRemoteIpv6NetworkCidr() == null ^ this.getRemoteIpv6NetworkCidr() == null)
+ return false;
+ if (other.getRemoteIpv6NetworkCidr() != null && other.getRemoteIpv6NetworkCidr().equals(this.getRemoteIpv6NetworkCidr()) == false)
+ return false;
return true;
}
@@ -436,6 +716,10 @@ public int hashCode() {
hashCode = prime * hashCode + ((getStaticRoutesOnly() == null) ? 0 : getStaticRoutesOnly().hashCode());
hashCode = prime * hashCode + ((getTunnelInsideIpVersion() == null) ? 0 : getTunnelInsideIpVersion().hashCode());
hashCode = prime * hashCode + ((getTunnelOptions() == null) ? 0 : getTunnelOptions().hashCode());
+ hashCode = prime * hashCode + ((getLocalIpv4NetworkCidr() == null) ? 0 : getLocalIpv4NetworkCidr().hashCode());
+ hashCode = prime * hashCode + ((getRemoteIpv4NetworkCidr() == null) ? 0 : getRemoteIpv4NetworkCidr().hashCode());
+ hashCode = prime * hashCode + ((getLocalIpv6NetworkCidr() == null) ? 0 : getLocalIpv6NetworkCidr().hashCode());
+ hashCode = prime * hashCode + ((getRemoteIpv6NetworkCidr() == null) ? 0 : getRemoteIpv6NetworkCidr().hashCode());
return hashCode;
}
diff --git a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/VpnTunnelOptionsSpecification.java b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/VpnTunnelOptionsSpecification.java
index 4147be033d57..5bfa6e4e5d78 100644
--- a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/VpnTunnelOptionsSpecification.java
+++ b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/VpnTunnelOptionsSpecification.java
@@ -171,6 +171,19 @@ public class VpnTunnelOptionsSpecification implements Serializable, Cloneable {
*
+ * The action to take after DPD timeout occurs. Specify restart
to restart the IKE initiation. Specify
+ * clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ *
* One or more encryption algorithms that are permitted for the VPN tunnel for phase 1 IKE negotiations. @@ -238,6 +251,20 @@ public class VpnTunnelOptionsSpecification implements Serializable, Cloneable { *
*/ private com.amazonaws.internal.SdkInternalList
+ * The action to take when the establishing the tunnel for the VPN connection. By default, your customer gateway
+ * device must initiate the IKE negotiation and bring up the tunnel. Specify start
for AWS to initiate
+ * the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ *
@@ -1118,6 +1145,85 @@ public VpnTunnelOptionsSpecification withDPDTimeoutSeconds(Integer dPDTimeoutSec return this; } + /** + *
+ * The action to take after DPD timeout occurs. Specify restart
to restart the IKE initiation. Specify
+ * clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ *
restart
to restart the IKE initiation.
+ * Specify clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ */
+
+ public void setDPDTimeoutAction(String dPDTimeoutAction) {
+ this.dPDTimeoutAction = dPDTimeoutAction;
+ }
+
+ /**
+ *
+ * The action to take after DPD timeout occurs. Specify restart
to restart the IKE initiation. Specify
+ * clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ *
restart
to restart the IKE initiation.
+ * Specify clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ */
+
+ public String getDPDTimeoutAction() {
+ return this.dPDTimeoutAction;
+ }
+
+ /**
+ *
+ * The action to take after DPD timeout occurs. Specify restart
to restart the IKE initiation. Specify
+ * clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ *
restart
to restart the IKE initiation.
+ * Specify clear
to end the IKE session.
+ *
+ * Valid Values: clear
| none
| restart
+ *
+ * Default: clear
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public VpnTunnelOptionsSpecification withDPDTimeoutAction(String dPDTimeoutAction) {
+ setDPDTimeoutAction(dPDTimeoutAction);
+ return this;
+ }
+
/**
*
* One or more encryption algorithms that are permitted for the VPN tunnel for phase 1 IKE negotiations.
@@ -1821,6 +1927,91 @@ public VpnTunnelOptionsSpecification withIKEVersions(java.util.Collectionstart
for AWS to initiate
+ * the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ *
start
for
+ * AWS to initiate the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ */
+
+ public void setStartupAction(String startupAction) {
+ this.startupAction = startupAction;
+ }
+
+ /**
+ *
+ * The action to take when the establishing the tunnel for the VPN connection. By default, your customer gateway
+ * device must initiate the IKE negotiation and bring up the tunnel. Specify start
for AWS to initiate
+ * the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ *
start
for
+ * AWS to initiate the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ */
+
+ public String getStartupAction() {
+ return this.startupAction;
+ }
+
+ /**
+ *
+ * The action to take when the establishing the tunnel for the VPN connection. By default, your customer gateway
+ * device must initiate the IKE negotiation and bring up the tunnel. Specify start
for AWS to initiate
+ * the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default: add
+ *
start
for
+ * AWS to initiate the IKE negotiation.
+ *
+ * Valid Values: add
| start
+ *
+ * Default:
*
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+ * Managed GameLift -- 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 hosting costs against meeting player demand., configure your game session
+ * management to minimize player latency, or add FlexMatch for matchmaking.
*
- * Automatically scale your resources to meet player demand and manage costs
+ * Managed GameLift with Realtime Servers – With GameLift Realtime Servers, you can quickly configure and set up game
+ * servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift infrastructure
+ * already built in.
*
- * Optionally add FlexMatch matchmaking.
+ * GameLift FleetIQ – Use GameLift FleetIQ as a standalone feature while managing your own EC2 instances and Auto
+ * Scaling groups for game hosting. GameLift FleetIQ provides optimizations that make low-cost Spot Instances viable for
+ * game hosting.
*
- * With GameLift as a managed service, you have the option to deploy your custom game server or use Amazon GameLift
- * Realtime Servers to quickly stand up lightweight game servers for your game. Realtime Servers provides an efficient
- * game server framework with core Amazon GameLift infrastructure already built in.
- *
- * Now in Public Preview:
- *
- * Use GameLift FleetIQ as a standalone feature with EC2 instances and Auto Scaling groups. GameLift FleetIQ provides
- * optimizations that make low-cost Spot instances viable for game hosting. This extension of GameLift FleetIQ gives you
- * access to these optimizations while managing your EC2 instances and Auto Scaling groups within your own AWS account.
- *
- * Get Amazon GameLift Tools and Resources
+ * About this API Reference
*
- * This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific
- * SDK reference topics. See also Amazon GameLift Tools and
- * Resources.
- *
- * API Summary
- *
- * The Amazon GameLift service API includes two key sets of actions:
+ * This reference guide describes the low-level service API for Amazon GameLift. You can find links to language-specific
+ * SDK guides and the AWS CLI reference with each operation and data type topic. Useful links:
*
- * Manage game sessions and player access -- Integrate this functionality into game client services in order to create
- * new game sessions, retrieve information on existing game sessions; reserve a player slot in a game session, request
- * matchmaking, etc.
+ * GameLift API operations
+ * listed by tasks
*
- * Configure and manage game server resources -- Manage your Amazon GameLift hosting resources, including builds,
- * scripts, fleets, queues, and aliases. Set up matchmakers, configure auto-scaling, retrieve game logs, and get hosting
- * and game metrics.
+ * GameLift tools and
+ * resources
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Locates an available game server and temporarily reserves it to host gameplay and players. This action is called
- * by a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In
- * response, GameLift FleetIQ searches for an available game server in the specified game server group, places the
- * game server in "claimed" status for 60 seconds, and returns connection information back to the requester so that
- * players can connect to the game server.
+ * 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
- * There are two ways you can claim a game server. For the first option, you provide a game server group ID only,
- * which prompts GameLift FleetIQ to search for an available game server in the specified group and claim it. With
- * this option, GameLift FleetIQ attempts to consolidate gameplay on as few instances as possible to minimize
- * hosting costs. For the second option, you request a specific game server by its ID. This option results in a less
- * efficient claiming process because it does not take advantage of consolidation and may fail if the requested game
- * server is unavailable.
+ * 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.
*
- * To claim a game server, identify a game server group and (optionally) a game server ID. If your game requires
- * that game data be provided to the game server at the start of a game, such as a game map or player information,
- * you can provide it in your claim request.
+ * When a game server is successfully claimed, connection information is returned. A claimed game server's
+ * utilization status remains
- * When a game server is successfully claimed, connection information is returned. A claimed game server's
- * utilization status remains AVAILABLE, while the claim status is set to CLAIMED for up to 60 seconds. This time
- * period allows the game server to be prompted to update its status to UTILIZED (using UpdateGameServer). 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.
+ * If you try to claim a specific game server, this request will fail in the following cases:
*
- * If you try to claim a specific game server, this request will fail in the following cases: (1) if the game server
- * utilization status is UTILIZED, (2) if the game server claim status is CLAIMED, or (3) if the instance that the
- * game server is running on is flagged as draining.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -407,7 +398,7 @@ public interface AmazonGameLift {
*
*
* @param createAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateAlias operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -460,9 +451,9 @@ public interface AmazonGameLift {
*
* To directly upload your build files to a GameLift S3 location. To use this option, first call
- *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Creates a GameLift FleetIQ game server group to manage a collection of EC2 instances for game hosting. In
- * addition to creating the game server group, this action also creates an Auto Scaling group in your AWS account
- * and establishes a link between the two groups. You have full control over configuration of the Auto Scaling
- * group, but GameLift FleetIQ routinely certain Auto Scaling group properties in order to optimize the group's
- * instances for low-cost game hosting. 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.
+ * Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances
+ * for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS
+ * 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.
*
- * Prior creating a new game server group, you must set up the following:
+ * Before creating a new game server group, you must have the following:
*
- * An EC2 launch template. The template provides configuration settings for a set of EC2 instances and includes the
- * game server build that you want to deploy and run on each instance. For more information on creating a launch
- * template, see Launching
- * an Instance from a Launch Template in the Amazon EC2 User Guide.
+ * An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For
+ * more information, see
+ * Launching an Instance from a Launch Template in the Amazon EC2 User Guide.
*
- * An IAM role. The role sets up limited access to your AWS account, allowing GameLift FleetIQ to create and manage
- * the EC2 Auto Scaling group, get instance data, and emit metrics and events to CloudWatch. For more information on
- * setting up an IAM permissions policy with principal access for GameLift, see
- * Specifying a Principal in a Policy in the Amazon S3 Developer Guide.
+ * An IAM role that extends limited access to your AWS 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, provide a name and specify the IAM role and EC2 launch template. You also need
- * to provide a list of instance types to be used in the group and set initial maximum and minimum limits on the
- * group's instance count. You can optionally set an autoscaling policy with target tracking based on a GameLift
- * FleetIQ metric.
+ * To create a new game server group, specify a unique group name, IAM role and Amazon EC2 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. Keep in mind, however, that some properties are periodically
- * updated by GameLift FleetIQ as it balances the group's instances based on availability and cost.
+ * 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
*
- * GameLift FleetIQ Guide
- *
- * Updating a GameLift
- * FleetIQ-Linked Auto Scaling Group
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -762,6 +746,11 @@ public interface AmazonGameLift {
* SuspendGameServerGroup
*
+ * DescribeGameServerInstances
+ *
- * Creates a multiplayer game session for players. This action creates a game session record and assigns an
+ * Creates a multiplayer game session for players. This operation creates a game session record and assigns an
* available server process in the specified fleet to host the game session. A fleet must have an
* add
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public VpnTunnelOptionsSpecification withStartupAction(String startupAction) {
+ setStartupAction(startupAction);
+ return this;
+ }
+
/**
* Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be
* redacted from this string using a placeholder value.
@@ -1851,6 +2042,8 @@ public String toString() {
sb.append("ReplayWindowSize: ").append(getReplayWindowSize()).append(",");
if (getDPDTimeoutSeconds() != null)
sb.append("DPDTimeoutSeconds: ").append(getDPDTimeoutSeconds()).append(",");
+ if (getDPDTimeoutAction() != null)
+ sb.append("DPDTimeoutAction: ").append(getDPDTimeoutAction()).append(",");
if (getPhase1EncryptionAlgorithms() != null)
sb.append("Phase1EncryptionAlgorithms: ").append(getPhase1EncryptionAlgorithms()).append(",");
if (getPhase2EncryptionAlgorithms() != null)
@@ -1864,7 +2057,9 @@ public String toString() {
if (getPhase2DHGroupNumbers() != null)
sb.append("Phase2DHGroupNumbers: ").append(getPhase2DHGroupNumbers()).append(",");
if (getIKEVersions() != null)
- sb.append("IKEVersions: ").append(getIKEVersions());
+ sb.append("IKEVersions: ").append(getIKEVersions()).append(",");
+ if (getStartupAction() != null)
+ sb.append("StartupAction: ").append(getStartupAction());
sb.append("}");
return sb.toString();
}
@@ -1915,6 +2110,10 @@ public boolean equals(Object obj) {
return false;
if (other.getDPDTimeoutSeconds() != null && other.getDPDTimeoutSeconds().equals(this.getDPDTimeoutSeconds()) == false)
return false;
+ if (other.getDPDTimeoutAction() == null ^ this.getDPDTimeoutAction() == null)
+ return false;
+ if (other.getDPDTimeoutAction() != null && other.getDPDTimeoutAction().equals(this.getDPDTimeoutAction()) == false)
+ return false;
if (other.getPhase1EncryptionAlgorithms() == null ^ this.getPhase1EncryptionAlgorithms() == null)
return false;
if (other.getPhase1EncryptionAlgorithms() != null && other.getPhase1EncryptionAlgorithms().equals(this.getPhase1EncryptionAlgorithms()) == false)
@@ -1943,6 +2142,10 @@ public boolean equals(Object obj) {
return false;
if (other.getIKEVersions() != null && other.getIKEVersions().equals(this.getIKEVersions()) == false)
return false;
+ if (other.getStartupAction() == null ^ this.getStartupAction() == null)
+ return false;
+ if (other.getStartupAction() != null && other.getStartupAction().equals(this.getStartupAction()) == false)
+ return false;
return true;
}
@@ -1960,6 +2163,7 @@ public int hashCode() {
hashCode = prime * hashCode + ((getRekeyFuzzPercentage() == null) ? 0 : getRekeyFuzzPercentage().hashCode());
hashCode = prime * hashCode + ((getReplayWindowSize() == null) ? 0 : getReplayWindowSize().hashCode());
hashCode = prime * hashCode + ((getDPDTimeoutSeconds() == null) ? 0 : getDPDTimeoutSeconds().hashCode());
+ hashCode = prime * hashCode + ((getDPDTimeoutAction() == null) ? 0 : getDPDTimeoutAction().hashCode());
hashCode = prime * hashCode + ((getPhase1EncryptionAlgorithms() == null) ? 0 : getPhase1EncryptionAlgorithms().hashCode());
hashCode = prime * hashCode + ((getPhase2EncryptionAlgorithms() == null) ? 0 : getPhase2EncryptionAlgorithms().hashCode());
hashCode = prime * hashCode + ((getPhase1IntegrityAlgorithms() == null) ? 0 : getPhase1IntegrityAlgorithms().hashCode());
@@ -1967,6 +2171,7 @@ public int hashCode() {
hashCode = prime * hashCode + ((getPhase1DHGroupNumbers() == null) ? 0 : getPhase1DHGroupNumbers().hashCode());
hashCode = prime * hashCode + ((getPhase2DHGroupNumbers() == null) ? 0 : getPhase2DHGroupNumbers().hashCode());
hashCode = prime * hashCode + ((getIKEVersions() == null) ? 0 : getIKEVersions().hashCode());
+ hashCode = prime * hashCode + ((getStartupAction() == null) ? 0 : getStartupAction().hashCode());
return hashCode;
}
diff --git a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/transform/CreateVpnConnectionRequestMarshaller.java b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/transform/CreateVpnConnectionRequestMarshaller.java
index 3070df65a6d1..351848495daa 100644
--- a/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/transform/CreateVpnConnectionRequestMarshaller.java
+++ b/aws-java-sdk-ec2/src/main/java/com/amazonaws/services/ec2/model/transform/CreateVpnConnectionRequestMarshaller.java
@@ -123,6 +123,11 @@ public Request
- *
*
* @param acceptMatchRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the AcceptMatch operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -254,46 +237,54 @@ public interface AmazonGameLift {
/**
*
*
*
*
- *
*/
@Generated("com.amazonaws:aws-java-sdk-code-generator")
public interface AmazonGameLift {
@@ -233,7 +216,7 @@ public interface AmazonGameLift {
* 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.
+ * CreateBuild
and specify a build name and operating system. This action creates a new build resource
- * and also returns an S3 location with temporary access credentials. Use the credentials to manually upload your
- * build files to the specified S3 location. For more information, see CreateBuild and specify a build name and operating system. This operation creates a new build
+ * resource and also returns an S3 location with temporary access credentials. Use the credentials to manually
+ * upload your build files to the specified S3 location. For more information, see Uploading Objects in the
* Amazon S3 Developer Guide. Build files can be uploaded to the GameLift S3 location once only; that can't
* be updated.
@@ -518,7 +509,7 @@ public interface AmazonGameLift {
*
*
* @param createBuildRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateBuild operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -639,7 +630,7 @@ public interface AmazonGameLift {
*
*
* @param createFleetRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateFleet operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -669,59 +660,52 @@ public interface AmazonGameLift {
/**
*
*
* ACTIVE
status before a game session can be created in it.
*
- * There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with
- * DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use
- * notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in
- * the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling
- * DescribeMatchmaking
if no notifications are received within 30 seconds.
+ * To track the progress of matchmaking tickets, set up an Amazon Simple Notification Service (SNS) to receive
+ * notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously
+ * poling ticket status with DescribeMatchmaking, should only be used for games in development with low
+ * matchmaking usage.
*
* Learn more @@ -1033,8 +1021,8 @@ public interface AmazonGameLift { * Matchmaker *
*- * Setting up - * Notifications for Matchmaking + * Set Up FlexMatch + * Event Notification *
** Related operations @@ -1083,7 +1071,7 @@ public interface AmazonGameLift { * * * @param createMatchmakingConfigurationRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the CreateMatchmakingConfiguration operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -1191,7 +1179,7 @@ public interface AmazonGameLift { * * * @param createMatchmakingRuleSetRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the CreateMatchmakingRuleSet operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -1267,7 +1255,7 @@ public interface AmazonGameLift { * * * @param createPlayerSessionRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the CreatePlayerSession operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -1354,7 +1342,7 @@ public interface AmazonGameLift { * * * @param createPlayerSessionsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the CreatePlayerSessions operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -1542,7 +1530,7 @@ public interface AmazonGameLift { * * * @param createVpcPeeringAuthorizationRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the CreateVpcPeeringAuthorization operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -1618,7 +1606,7 @@ public interface AmazonGameLift { * * * @param createVpcPeeringConnectionRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the CreateVpcPeeringConnection operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -1639,8 +1627,8 @@ public interface AmazonGameLift { /** *
- * Deletes an alias. This action 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. + * 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. *
*- * Deletes a build. This action permanently deletes the build resource and any uploaded build files. Deleting a + * 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. *
@@ -1746,7 +1734,7 @@ public interface AmazonGameLift { * * * @param deleteBuildRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DeleteBuild operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -1779,7 +1767,7 @@ public interface AmazonGameLift { * connection--this is done as part of the delete fleet process. * *- * This action removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the + * This operation removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the * resource in that fleet. *
*@@ -1826,7 +1814,7 @@ public interface AmazonGameLift { * * * @param deleteFleetRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DeleteFleet operation returned by the service. * @throws NotFoundException * A service resource associated with the request could not be found. Clients should not retry such @@ -1853,24 +1841,41 @@ public interface AmazonGameLift { /** *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
** Terminates a game server group and permanently deletes the game server group record. You have several options for - * how these resources are impacted when deleting the game server group. Depending on the type of delete action - * selected, this action may affect three types of resources: the game server group, the corresponding Auto Scaling - * group, and all game servers currently running in the group. + * how these resources are impacted when deleting the game server group. Depending on the type of delete operation + * selected, this operation might affect these resources: *
+ *- * To delete a game server group, identify the game server group to delete and specify the type of delete action to - * initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. + * The game server group *
+ *- * If the delete request is successful, a series of actions are kicked off. The game server group status is changed - * to DELETE_SCHEDULED, which prevents new game servers from being registered and stops autoscaling activity. Once - * all game servers in the game server group are de-registered, GameLift FleetIQ can begin deleting resources. If - * any of the delete actions fail, the game server group is placed in ERROR status. + * The corresponding Auto Scaling group + *
+ *+ * All game servers that are currently running in the group + *
+ *
+ * To delete a game server group, identify the game server group to delete and specify the type of delete operation
+ * to initiate. Game server groups can only be deleted if they are in ACTIVE
or ERROR
+ * status.
+ *
+ * If the delete request is successful, a series of operations are kicked off. The game server group status is
+ * changed to DELETE_SCHEDULED
, which prevents new game servers from being registered and stops
+ * automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can
+ * begin deleting resources. If any of the delete operations fail, the game server group is placed in
+ * ERROR
status.
*
* GameLift FleetIQ emits delete events to Amazon CloudWatch. @@ -1879,7 +1884,7 @@ public interface AmazonGameLift { * Learn more *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -1920,6 +1925,11 @@ public interface AmazonGameLift { * SuspendGameServerGroup *
* + *+ * DescribeGameServerInstances + *
+ *- * Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference - * this queue will fail. To delete a queue, specify the queue name. + * Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement + * requests that reference the queue will fail. To delete a queue, specify the queue name. *
** Learn more @@ -1980,7 +1990,7 @@ public interface AmazonGameLift { * * * @param deleteGameSessionQueueRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DeleteGameSessionQueue operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -2054,7 +2064,7 @@ public interface AmazonGameLift { * * * @param deleteMatchmakingConfigurationRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DeleteMatchmakingConfiguration operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -2138,7 +2148,7 @@ public interface AmazonGameLift { * * * @param deleteMatchmakingRuleSetRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DeleteMatchmakingRuleSet operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -2162,7 +2172,7 @@ public interface AmazonGameLift { /** *
- * Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of + * 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. *
*@@ -2227,7 +2237,7 @@ public interface AmazonGameLift { * * * @param deleteScalingPolicyRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DeleteScalingPolicy operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -2248,8 +2258,8 @@ public interface AmazonGameLift { /** *
- * Deletes a Realtime script. This action permanently deletes the script record. If script files were uploaded, they - * are also deleted (files stored in an S3 bucket are not deleted). + * 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 @@ -2355,7 +2365,7 @@ public interface AmazonGameLift { * * * @param deleteVpcPeeringAuthorizationRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DeleteVpcPeeringAuthorization operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -2419,7 +2429,7 @@ public interface AmazonGameLift { * * * @param deleteVpcPeeringConnectionRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DeleteVpcPeeringConnection operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -2440,22 +2450,21 @@ public interface AmazonGameLift { /** *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
*- * Removes the game server resource from the game server group. As a result of this action, the de-registered game - * server can no longer be claimed and will not returned in a list of active game servers. + * 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 de-register a game server, specify the game server group and game server ID. If successful, this action emits - * a CloudWatch event with termination time stamp and reason. + * 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 *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -2554,7 +2563,7 @@ public interface AmazonGameLift { * * * @param describeAliasRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeAlias operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -2617,7 +2626,7 @@ public interface AmazonGameLift { * * * @param describeBuildRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeBuild operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -2701,7 +2710,7 @@ public interface AmazonGameLift { * * * @param describeEC2InstanceLimitsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeEC2InstanceLimits operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -2729,8 +2738,8 @@ public interface AmazonGameLift { *
*- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the - * request fails and the error message includes the maximum allowed number. + * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, + * the request fails and the error message includes the maximum allowed number. *
*@@ -2814,7 +2823,7 @@ public interface AmazonGameLift { * * * @param describeFleetAttributesRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeFleetAttributes operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -2847,8 +2856,8 @@ public interface AmazonGameLift { *
*- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the - * request fails and the error message includes the maximum allowed. + * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, + * the request fails and the error message includes the maximum allowed. *
*@@ -2937,7 +2946,7 @@ public interface AmazonGameLift { * * * @param describeFleetCapacityRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeFleetCapacity operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -3043,7 +3052,7 @@ public interface AmazonGameLift { * * * @param describeFleetEventsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeFleetEvents operation returned by the service. * @throws NotFoundException * A service resource associated with the request could not be found. Clients should not retry such @@ -3154,7 +3163,7 @@ public interface AmazonGameLift { * * * @param describeFleetPortSettingsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeFleetPortSettings operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -3186,8 +3195,8 @@ public interface AmazonGameLift { *
*- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the - * request fails and the error message includes the maximum allowed. + * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, + * the request fails and the error message includes the maximum allowed. *
*@@ -3276,7 +3285,7 @@ public interface AmazonGameLift { * * * @param describeFleetUtilizationRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeFleetUtilization operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -3297,12 +3306,11 @@ public interface AmazonGameLift { /** *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
*- * Retrieves information for a game server resource. Information includes the game server statuses, health check - * info, and the instance the game server is running on. + * Retrieves information for a registered game server. Information includes game server status, health check info, + * and the instance that the game server is running on. *
** To retrieve game server information, specify the game server ID. If successful, the requested game server object @@ -3312,7 +3320,7 @@ public interface AmazonGameLift { * Learn more *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -3371,11 +3379,12 @@ public interface AmazonGameLift { /** *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
*- * Retrieves information on a game server group. + * Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. + * To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling + * policies, and maximum/minimum group size, access the Auto Scaling group directly. *
** To get attributes for a game server group, provide a group name or ARN value. If successful, a @@ -3385,7 +3394,7 @@ public interface AmazonGameLift { * Learn more *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -3426,6 +3435,11 @@ public interface AmazonGameLift { * SuspendGameServerGroup *
* + *+ * DescribeGameServerInstances + *
+ *
- * Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be
- * used in several ways: (1) provide a GameSessionId
or GameSessionArn
to request details
- * for a specific game session; (2) provide either a FleetId
or an AliasId
to request
- * properties for all game sessions running on a fleet.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
+ *
+ * Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. + * Use this operation to detect when instances are active or not available to host new game servers. If you are + * looking for instance configuration information, call DescribeGameServerGroup or access the corresponding + * Auto Scaling group properties. + *
+ *
+ * To request status for all instances in the game server group, provide a game server group ID only. To request
+ * status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination
+ * parameters to retrieve results in sequential segments. If successful, a collection of
+ * GameServerInstance
objects is returned.
+ *
+ * This operation is not designed to be called with every game server claim request; this practice can cause you to + * exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your + * cache no more than once every 10 seconds. + *
+ *+ * Learn more + *
+ *+ * GameLift FleetIQ Guide + *
+ *+ * Related operations + *
+ *+ * CreateGameServerGroup + *
+ *+ * ListGameServerGroups + *
+ *+ * DescribeGameServerGroup + *
+ *+ * UpdateGameServerGroup + *
+ *+ * DeleteGameServerGroup + *
+ *+ * ResumeGameServerGroup + *
+ *+ * SuspendGameServerGroup + *
+ *+ * DescribeGameServerInstances + *
+ *
+ * Retrieves properties, including the protection policy in force, for one or more game sessions. This operation can
+ * be used in several ways: (1) provide a GameSessionId
or GameSessionArn
to request
+ * details for a specific game session; (2) provide either a FleetId
or an AliasId
to
+ * request properties for all game sessions running on a fleet.
*
* To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can @@ -3516,7 +3622,7 @@ public interface AmazonGameLift { * * * @param describeGameSessionDetailsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeGameSessionDetails operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -3601,7 +3707,7 @@ public interface AmazonGameLift { * * * @param describeGameSessionPlacementRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeGameSessionPlacement operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -3660,7 +3766,7 @@ public interface AmazonGameLift { * * * @param describeGameSessionQueuesRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeGameSessionQueues operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -3750,7 +3856,7 @@ public interface AmazonGameLift { * * * @param describeGameSessionsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeGameSessions operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -3776,7 +3882,7 @@ public interface AmazonGameLift { /** *
- * Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all + * Retrieves information about a fleet's instances, including instance IDs. Use this operation to get details on all * instances in the fleet or get details on one specific instance. *
*@@ -3812,7 +3918,7 @@ public interface AmazonGameLift { * * * @param describeInstancesRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeInstances operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -3833,19 +3939,22 @@ public interface AmazonGameLift { /** *
- * Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status - * and--once a successful match is made--acquire connection information for the resulting new game session. - *
- *- * You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to - * using event notifications. See more details on tracking matchmaking requests through polling or notifications in - * StartMatchmaking. + * 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 (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. + * Continuously poling ticket status with DescribeMatchmaking should only be used for games in development + * with low matchmaking usage. + *
+ * + ** Learn more *
*@@ -3888,7 +3997,7 @@ public interface AmazonGameLift { * * * @param describeMatchmakingRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeMatchmaking operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -3906,12 +4015,16 @@ public interface AmazonGameLift { /** *
- * Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following - * options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to - * retrieve, 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. + * 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 @@ -3967,7 +4080,7 @@ public interface AmazonGameLift { * * * @param describeMatchmakingConfigurationsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeMatchmakingConfigurations operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -4046,7 +4159,7 @@ public interface AmazonGameLift { * * * @param describeMatchmakingRuleSetsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the DescribeMatchmakingRuleSets operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -4067,7 +4180,7 @@ public interface AmazonGameLift { /** *
- * Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a
+ * Retrieves properties for one or more player sessions. This operation can be used in several ways: (1) provide a
* PlayerSessionId
to request properties for a specific player session; (2) provide a
* GameSessionId
to request properties for all player sessions in the specified game session; (3)
* provide a PlayerId
to request properties for all player sessions of a specified player.
@@ -4122,7 +4235,7 @@ public interface AmazonGameLift {
*
*
* @param describePlayerSessionsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribePlayerSessions operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -4236,7 +4349,7 @@ public interface AmazonGameLift {
*
*
* @param describeRuntimeConfigurationRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeRuntimeConfiguration operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -4265,9 +4378,9 @@ public interface AmazonGameLift {
* pages. If successful, set of ScalingPolicy objects is returned for the fleet.
*
- * A fleet may have all of its scaling policies suspended (StopFleetActions). This action 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. + * 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. *
*.pem
file before
* using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the
- * GetInstanceAccess request, as shown in one of the examples for this action.
+ * GetInstanceAccess request, as shown in one of the examples for this operation.
*
* * To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You @@ -4662,7 +4775,7 @@ public interface AmazonGameLift { * * * @param getInstanceAccessRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the GetInstanceAccess operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -4725,7 +4838,7 @@ public interface AmazonGameLift { * * * @param listAliasesRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the ListAliases operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -4791,7 +4904,7 @@ public interface AmazonGameLift { * * * @param listBuildsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the ListBuilds operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -4862,7 +4975,7 @@ public interface AmazonGameLift { * * * @param listFleetsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the ListFleets operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -4883,18 +4996,17 @@ public interface AmazonGameLift { /** *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
*- * Retrieves information on all game servers groups that exist in the current AWS account for the selected region. - * Use the pagination parameters to retrieve results in a set of sequential pages. + * Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. + * Use the pagination parameters to retrieve results in a set of sequential segments. *
** Learn more *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -4935,6 +5047,11 @@ public interface AmazonGameLift { * SuspendGameServerGroup *
* + *+ * DescribeGameServerInstances + *
+ *- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
*- * Retrieves information on all game servers that are currently running in a specified game server group. If there - * are custom key sort values for your game servers, you can opt to have the returned list sorted based on these - * values. Use the pagination parameters to retrieve results in a set of sequential pages. + * 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 *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -5082,7 +5198,7 @@ public interface AmazonGameLift { /** *
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for - * a range of purposes. This action handles the permissions necessary to manage tags for the following GameLift + * a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift * resource types: *
*- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon 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 action is called by a game server process that is running on an instance in a game server + * 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 + * 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 - * response. + * the response. *
*
- * Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server
- * may fail if the instance it is in the process of shutting down as part of instance rebalancing or scale-down
- * activity.
+ * Once a game server is successfully registered, it is put in status AVAILABLE
. A request to register
+ * a game server may fail if the instance it is running on is in the process of shutting down as part of instance
+ * balancing or scale-down activity.
*
* Learn more *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -5472,7 +5587,7 @@ public interface AmazonGameLift { * * * @param requestUploadCredentialsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the RequestUploadCredentials operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -5529,7 +5644,7 @@ public interface AmazonGameLift { * * * @param resolveAliasRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the ResolveAlias operation returned by the service. * @throws UnauthorizedException * The client failed authentication. Clients should not retry such requests. @@ -5555,23 +5670,25 @@ public interface AmazonGameLift { /** *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
*- * Reinstates activity on a game server group after it has been suspended. A game server group may be suspended by - * calling SuspendGameServerGroup, or it may have been involuntarily suspended due to a configuration - * problem. 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. + * 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.
+ * To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a
+ * GameServerGroup object is returned showing that the resumed activity is no longer listed in
+ * SuspendedActions
.
*
* Learn more *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -5612,6 +5729,11 @@ public interface AmazonGameLift { * SuspendGameServerGroup *
* + *+ * DescribeGameServerInstances + *
+ *
* To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to
* be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If
- * successful, a matchmaking ticket is returned with status set to QUEUED
. Track the status of the
- * ticket to respond as needed and acquire game session connection information for successfully completed matches.
- *
- * Tracking ticket status -- A couple of options are available for tracking the status of matchmaking - * requests: - *
- *
- * Polling -- Call DescribeMatchmaking
. This operation returns the full ticket object, including
- * current status and (for completed tickets) game session connection info. We recommend polling no more than once
- * every 10 seconds.
+ * successful, a matchmaking ticket is returned with status set to QUEUED
.
*
- * Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service
- * (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match
- * status changes faster and more efficiently than polling. We recommend that you use polling to back up to
- * notifications (since delivery is not guaranteed) and call DescribeMatchmaking
only when
- * notifications are not received within 30 seconds.
+ * Track the status of the ticket 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 (SNS), which is defined in the matchmaking configuration.
*
* Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows: *
@@ -6203,7 +6307,7 @@ public interface AmazonGameLift { * * * @param startMatchmakingRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the StartMatchmaking operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -6357,7 +6461,7 @@ public interface AmazonGameLift { * * * @param stopGameSessionPlacementRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the StopGameSessionPlacement operation returned by the service. * @throws InternalServiceException * The service encountered an unrecoverable internal failure while processing the request. Clients can retry @@ -6389,8 +6493,8 @@ public interface AmazonGameLift { * *- * If the action is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty - * HTTP body). + * If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an + * empty HTTP body). *
*@@ -6432,7 +6536,7 @@ public interface AmazonGameLift { * * * @param stopMatchmakingRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the StopMatchmaking operation returned by the service. * @throws InvalidRequestException * One or more parameter values in the request are invalid. Correct the invalid parameter values before @@ -6453,33 +6557,33 @@ public interface AmazonGameLift { /** *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
*- * Temporarily stops activity on a game server group without terminating instances or the game server group. - * Activity can be restarted by calling ResumeGameServerGroup. Activities that can suspended are: + * Temporarily stops activity on a game server group without terminating instances or the game server group. You can + * restart activity by calling ResumeGameServerGroup. You can suspend the following activity: *
*- * Instance type replacement. This activity evaluates the current Spot viability of all instance types that are - * defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot instance types - * (which have a higher chance of game server interruptions) and rebalances capacity across the remaining viable - * Spot instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, - * regardless of viability. Instance protection, utilization metrics, and capacity autoscaling activities continue - * to be active. + * Instance type replacement - This activity evaluates the current game hosting viability of all Spot + * instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable + * Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across + * the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with + * its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling + * activities continue to be active. *
*
- * To suspend activity, specify a game server group ARN and the type of activity to be suspended.
+ * To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a
+ * GameServerGroup object is returned showing that the activity is listed in SuspendedActions
.
*
* Learn more *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -6520,6 +6624,11 @@ public interface AmazonGameLift { * SuspendGameServerGroup *
* + *+ * DescribeGameServerInstances + *
+ ** Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use * tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize - * AWS cost breakdowns, etc. This action handles the permissions necessary to manage tags for the following GameLift - * resource types: + * AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following + * GameLift resource types: *
** Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a - * range of purposes. This action handles the permissions necessary to manage tags for the following GameLift + * range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift * resource types: *
** To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list - * containing one or more tags to be removed. This action succeeds even if the list includes tags that are not + * containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not * currently assigned to the specified resource. *
*@@ -6780,7 +6889,7 @@ public interface AmazonGameLift { *
- * Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you - * want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to - * get the maximum capacity based on the fleet's EC2 instance type. + * Updates capacity settings for a fleet. Use this operation to specify the number of EC2 instances (hosts) that you + * want this fleet to contain. Before calling this operation, you may want to call DescribeEC2InstanceLimits + * to get the maximum capacity based on the fleet's EC2 instance type. *
** Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall @@ -7046,7 +7155,7 @@ public interface AmazonGameLift { * * * @param updateFleetCapacityRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the UpdateFleetCapacity operation returned by the service. * @throws NotFoundException * A service resource associated with the request could not be found. Clients should not retry such @@ -7148,7 +7257,7 @@ public interface AmazonGameLift { * * * @param updateFleetPortSettingsRequest - * Represents the input for a request action. + * Represents the input for a request operation. * @return Result of the UpdateFleetPortSettings operation returned by the service. * @throws NotFoundException * A service resource associated with the request could not be found. Clients should not retry such @@ -7178,16 +7287,15 @@ public interface AmazonGameLift { /** *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. + *
+ *+ * Updates information about a registered game server to help GameLift FleetIQ to track game server availability. + * This operation is called by a game server process that is running on an instance in a game server group. *
*- * Updates information about a registered game server. This action is called by a game server process that is - * running on an instance in a game server group. There are three reasons to update game server information: (1) to - * change the utilization status of the game server, (2) to report game server health status, and (3) to change game - * server metadata. A registered game server should regularly report health and should update utilization status - * when it is supporting gameplay so that GameLift FleetIQ can accurately track game server availability. You can - * make all three types of updates in the same request. + * Use this operation to update the following types of game server information. You can make all three types of + * updates in the same request: *
*
- * To report health status, identify the game server and game server group and set health check to HEALTHY. If a
- * game server does not report health status for a certain length of time, the game server is no longer considered
- * healthy and will be eventually de-registered from the game server group to avoid affecting utilization metrics.
- * The best practice is to report health every 60 seconds.
+ * To report health status, identify the game server and game server group and set health check to
+ * HEALTHY
. If a game server does not report health status for a certain length of time, the game
+ * server is no longer considered healthy. As a result, it will be eventually deregistered from the game server
+ * group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.
*
- * To change game server metadata, provide updated game server data and custom sort key values. + * To change game server metadata, provide updated game server data. *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
** Related operations @@ -7277,31 +7385,23 @@ public interface AmazonGameLift { /** *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
*- * Updates GameLift FleetIQ-specific properties for a game server group. These properties include instance - * rebalancing and game server protection. Many Auto Scaling group properties are updated directly. These include - * autoscaling policies, minimum/maximum/desired instance counts, and launch template. + * Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are + * updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and + * maximum/minimum/desired instance counts. *
*- * To update the game server group, specify the game server group ID and provide the updated values. - *
- *- * Updated properties are validated to ensure that GameLift FleetIQ can continue to perform its core instance - * rebalancing activity. When you change Auto Scaling group properties directly and the changes cause errors with - * GameLift FleetIQ activities, an alert is sent. + * To update the game server group, specify the game server group ID and provide the updated values. Before applying + * the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance + * balancing activity. If successful, a GameServerGroup object is returned. *
** Learn more *
*- * GameLift FleetIQ Guide - *
- *- * Updating a GameLift - * FleetIQ-Linked Auto Scaling Group + * GameLift FleetIQ Guide *
** Related operations @@ -7342,6 +7442,11 @@ public interface AmazonGameLift { * SuspendGameServerGroup *
* + *+ * DescribeGameServerInstances + *
+ *
*
- * Amazon GameLift provides a range of multiplayer game hosting solutions. As a fully managed service, GameLift helps - * you: + * GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for + * deploying, operating, and scaling game servers. Built on AWS 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. *
- *- * Set up EC2-based computing resources and use GameLift FleetIQ to and deploy your game servers on low-cost, reliable - * Spot instances. + * About GameLift solutions *
- *+ * Get more information on these GameLift solutions in the Amazon GameLift Developer Guide. + *
+ *- * Track game server availability and route players into game sessions to minimize latency. + * Managed GameLift -- 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 hosting costs against meeting player demand., configure your game session + * management to minimize player latency, or add FlexMatch for matchmaking. *
*- * Automatically scale your resources to meet player demand and manage costs + * Managed GameLift with Realtime Servers – With GameLift Realtime Servers, you can quickly configure and set up game + * servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift infrastructure + * already built in. *
*- * Optionally add FlexMatch matchmaking. + * GameLift FleetIQ – Use GameLift FleetIQ as a standalone feature while managing your own EC2 instances and Auto + * Scaling groups for game hosting. GameLift FleetIQ provides optimizations that make low-cost Spot Instances viable for + * game hosting. *
*- * With GameLift as a managed service, you have the option to deploy your custom game server or use Amazon GameLift - * Realtime Servers to quickly stand up lightweight game servers for your game. Realtime Servers provides an efficient - * game server framework with core Amazon GameLift infrastructure already built in. - *
- *- * Now in Public Preview: - *
- *- * Use GameLift FleetIQ as a standalone feature with EC2 instances and Auto Scaling groups. GameLift FleetIQ provides - * optimizations that make low-cost Spot instances viable for game hosting. This extension of GameLift FleetIQ gives you - * access to these optimizations while managing your EC2 instances and Auto Scaling groups within your own AWS account. + * About this API Reference *
*- * Get Amazon GameLift Tools and Resources - *
- *- * This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific - * SDK reference topics. See also Amazon GameLift Tools and - * Resources. - *
- *- * API Summary - *
- *- * The Amazon GameLift service API includes two key sets of actions: + * This reference guide describes the low-level service API for Amazon GameLift. You can find links to language-specific + * SDK guides and the AWS CLI reference with each operation and data type topic. Useful links: *
*- * Manage game sessions and player access -- Integrate this functionality into game client services in order to create - * new game sessions, retrieve information on existing game sessions; reserve a player slot in a game session, request - * matchmaking, etc. + * GameLift API operations + * listed by tasks *
*- * Configure and manage game server resources -- Manage your Amazon GameLift hosting resources, including builds, - * scripts, fleets, queues, and aliases. Set up matchmakers, configure auto-scaling, retrieve game logs, and get hosting - * and game metrics. + * GameLift tools and + * resources *
*- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This operation is used with the Amazon GameLift FleetIQ solution and game server groups. *
*
- * Locates an available game server and temporarily reserves it to host gameplay and players. This action is called
- * by a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In
- * response, GameLift FleetIQ searches for an available game server in the specified game server group, places the
- * game server in "claimed" status for 60 seconds, and returns connection information back to the requester so that
- * players can connect to the game server.
+ * 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 CLAIMED
status
+ * for 60 seconds, and returns connection information that players can use to connect to the game server.
*
- * There are two ways you can claim a game server. For the first option, you provide a game server group ID only, - * which prompts GameLift FleetIQ to search for an available game server in the specified group and claim it. With - * this option, GameLift FleetIQ attempts to consolidate gameplay on as few instances as possible to minimize - * hosting costs. For the second option, you request a specific game server by its ID. This option results in a less - * efficient claiming process because it does not take advantage of consolidation and may fail if the requested game - * server is unavailable. + * 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. *
*
- * To claim a game server, identify a game server group and (optionally) a game server ID. If your game requires
- * that game data be provided to the game server at the start of a game, such as a game map or player information,
- * you can provide it in your claim request.
+ * When a game server is successfully claimed, connection information is returned. A claimed game server's
+ * utilization status remains AVAILABLE
while the claim status is set to CLAIMED
for up to
+ * 60 seconds. This time period gives the game server time to update its status to UTILIZED
(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.
*
- * When a game server is successfully claimed, connection information is returned. A claimed game server's - * utilization status remains AVAILABLE, while the claim status is set to CLAIMED for up to 60 seconds. This time - * period allows the game server to be prompted to update its status to UTILIZED (using UpdateGameServer). 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. + * If you try to claim a specific game server, this request will fail in the following cases: *
+ *
+ * If the game server utilization status is UTILIZED
.
+ *
+ * If the game server claim status is CLAIMED
.
+ *
- * If you try to claim a specific game server, this request will fail in the following cases: (1) if the game server
- * utilization status is UTILIZED, (2) if the game server claim status is CLAIMED, or (3) if the instance that the
- * game server is running on is flagged as draining.
+ * When claiming a specific game server, this request will succeed even if the game server is running on an instance
+ * in DRAINING
status. To avoid this, first check the instance status by calling
+ * DescribeGameServerInstances.
*
* Learn more *
*- * GameLift FleetIQ Guide + * GameLift FleetIQ Guide *
*
* Related operations
@@ -349,46 +340,54 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Locates an available game server and temporarily reserves it to host gameplay and players. This action is called
- * by a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In
- * response, GameLift FleetIQ searches for an available game server in the specified game server group, places the
- * game server in "claimed" status for 60 seconds, and returns connection information back to the requester so that
- * players can connect to the game server.
+ * 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
- * There are two ways you can claim a game server. For the first option, you provide a game server group ID only,
- * which prompts GameLift FleetIQ to search for an available game server in the specified group and claim it. With
- * this option, GameLift FleetIQ attempts to consolidate gameplay on as few instances as possible to minimize
- * hosting costs. For the second option, you request a specific game server by its ID. This option results in a less
- * efficient claiming process because it does not take advantage of consolidation and may fail if the requested game
- * server is unavailable.
+ * 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.
*
- * To claim a game server, identify a game server group and (optionally) a game server ID. If your game requires
- * that game data be provided to the game server at the start of a game, such as a game map or player information,
- * you can provide it in your claim request.
+ * When a game server is successfully claimed, connection information is returned. A claimed game server's
+ * utilization status remains
- * When a game server is successfully claimed, connection information is returned. A claimed game server's
- * utilization status remains AVAILABLE, while the claim status is set to CLAIMED for up to 60 seconds. This time
- * period allows the game server to be prompted to update its status to UTILIZED (using UpdateGameServer). 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.
+ * 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
- * If you try to claim a specific game server, this request will fail in the following cases: (1) if the game server
- * utilization status is UTILIZED, (2) if the game server claim status is CLAIMED, or (3) if the instance that the
- * game server is running on is flagged as draining.
+ * When claiming a specific game server, this request will succeed even if the game server is running on an instance
+ * in
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -490,7 +489,7 @@ java.util.concurrent.Future
* To directly upload your build files to a GameLift S3 location. To use this option, first call
- *
* To directly upload your build files to a GameLift S3 location. To use this option, first call
- *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Creates a GameLift FleetIQ game server group to manage a collection of EC2 instances for game hosting. In
- * addition to creating the game server group, this action also creates an Auto Scaling group in your AWS account
- * and establishes a link between the two groups. You have full control over configuration of the Auto Scaling
- * group, but GameLift FleetIQ routinely certain Auto Scaling group properties in order to optimize the group's
- * instances for low-cost game hosting. 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.
+ * Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances
+ * for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS
+ * 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.
*
- * Prior creating a new game server group, you must set up the following:
+ * Before creating a new game server group, you must have the following:
*
- * An EC2 launch template. The template provides configuration settings for a set of EC2 instances and includes the
- * game server build that you want to deploy and run on each instance. For more information on creating a launch
- * template, see Launching
- * an Instance from a Launch Template in the Amazon EC2 User Guide.
+ * An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For
+ * more information, see
+ * Launching an Instance from a Launch Template in the Amazon EC2 User Guide.
*
- * An IAM role. The role sets up limited access to your AWS account, allowing GameLift FleetIQ to create and manage
- * the EC2 Auto Scaling group, get instance data, and emit metrics and events to CloudWatch. For more information on
- * setting up an IAM permissions policy with principal access for GameLift, see
- * Specifying a Principal in a Policy in the Amazon S3 Developer Guide.
+ * An IAM role that extends limited access to your AWS 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, provide a name and specify the IAM role and EC2 launch template. You also need
- * to provide a list of instance types to be used in the group and set initial maximum and minimum limits on the
- * group's instance count. You can optionally set an autoscaling policy with target tracking based on a GameLift
- * FleetIQ metric.
+ * To create a new game server group, specify a unique group name, IAM role and Amazon EC2 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. Keep in mind, however, that some properties are periodically
- * updated by GameLift FleetIQ as it balances the group's instances based on availability and cost.
+ * 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
*
- * GameLift FleetIQ Guide
- *
- * Updating a GameLift
- * FleetIQ-Linked Auto Scaling Group
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -1069,6 +1061,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Creates a GameLift FleetIQ game server group to manage a collection of EC2 instances for game hosting. In
- * addition to creating the game server group, this action also creates an Auto Scaling group in your AWS account
- * and establishes a link between the two groups. You have full control over configuration of the Auto Scaling
- * group, but GameLift FleetIQ routinely certain Auto Scaling group properties in order to optimize the group's
- * instances for low-cost game hosting. 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.
+ * Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances
+ * for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS
+ * 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.
*
- * Prior creating a new game server group, you must set up the following:
+ * Before creating a new game server group, you must have the following:
*
- * An EC2 launch template. The template provides configuration settings for a set of EC2 instances and includes the
- * game server build that you want to deploy and run on each instance. For more information on creating a launch
- * template, see Launching
- * an Instance from a Launch Template in the Amazon EC2 User Guide.
+ * An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For
+ * more information, see
+ * Launching an Instance from a Launch Template in the Amazon EC2 User Guide.
*
- * An IAM role. The role sets up limited access to your AWS account, allowing GameLift FleetIQ to create and manage
- * the EC2 Auto Scaling group, get instance data, and emit metrics and events to CloudWatch. For more information on
- * setting up an IAM permissions policy with principal access for GameLift, see
- * Specifying a Principal in a Policy in the Amazon S3 Developer Guide.
+ * An IAM role that extends limited access to your AWS 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, provide a name and specify the IAM role and EC2 launch template. You also need
- * to provide a list of instance types to be used in the group and set initial maximum and minimum limits on the
- * group's instance count. You can optionally set an autoscaling policy with target tracking based on a GameLift
- * FleetIQ metric.
+ * To create a new game server group, specify a unique group name, IAM role and Amazon EC2 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. Keep in mind, however, that some properties are periodically
- * updated by GameLift FleetIQ as it balances the group's instances based on availability and cost.
+ * 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
*
- * GameLift FleetIQ Guide
- *
- * Updating a GameLift
- * FleetIQ-Linked Auto Scaling Group
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -1174,6 +1164,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * Creates a multiplayer game session for players. This action creates a game session record and assigns an
+ * Creates a multiplayer game session for players. This operation creates a game session record and assigns an
* available server process in the specified fleet to host the game session. A fleet must have an
*
- * Creates a multiplayer game session for players. This action creates a game session record and assigns an
+ * Creates a multiplayer game session for players. This operation creates a game session record and assigns an
* available server process in the specified fleet to host the game session. A fleet must have an
*
- * There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with
- * DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use
- * notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in
- * the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling
- *
* Learn more
@@ -1575,8 +1569,8 @@ java.util.concurrent.FutureCLAIMED
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.
* CreateBuild
and specify a build name and operating system. This action creates a new build resource
- * and also returns an S3 location with temporary access credentials. Use the credentials to manually upload your
- * build files to the specified S3 location. For more information, see CreateBuild and specify a build name and operating system. This operation creates a new build
+ * resource and also returns an S3 location with temporary access credentials. Use the credentials to manually
+ * upload your build files to the specified S3 location. For more information, see Uploading Objects in the
* Amazon S3 Developer Guide. Build files can be uploaded to the GameLift S3 location once only; that can't
* be updated.
@@ -648,7 +647,7 @@ java.util.concurrent.FutureCreateBuild
and specify a build name and operating system. This action creates a new build resource
- * and also returns an S3 location with temporary access credentials. Use the credentials to manually upload your
- * build files to the specified S3 location. For more information, see CreateBuild and specify a build name and operating system. This operation creates a new build
+ * resource and also returns an S3 location with temporary access credentials. Use the credentials to manually
+ * upload your build files to the specified S3 location. For more information, see Uploading Objects in the
* Amazon S3 Developer Guide. Build files can be uploaded to the GameLift S3 location once only; that can't
* be updated.
@@ -742,7 +741,7 @@ java.util.concurrent.Future
*
*
*
* ACTIVE
status before a game session can be created in it.
* ACTIVE
status before a game session can be created in it.
* DescribeMatchmaking
if no notifications are received within 30 seconds.
+ * To track the progress of matchmaking tickets, set up an Amazon Simple Notification Service (SNS) to receive
+ * notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously
+ * poling ticket status with DescribeMatchmaking, should only be used for games in development with low
+ * matchmaking usage.
*
- * Setting up - * Notifications for Matchmaking + * Set Up FlexMatch + * Event Notification *
*
* Related operations
@@ -1625,7 +1619,7 @@ java.util.concurrent.Future
- * There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with
- * DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use
- * notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in
- * the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling
- * DescribeMatchmaking
if no notifications are received within 30 seconds.
+ * To track the progress of matchmaking tickets, set up an Amazon Simple Notification Service (SNS) to receive
+ * notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously
+ * poling ticket status with DescribeMatchmaking, should only be used for games in development with low
+ * matchmaking usage.
*
* Learn more
@@ -1663,8 +1656,8 @@ java.util.concurrent.Future
- * Setting up - * Notifications for Matchmaking + * Set Up FlexMatch + * Event Notification *
*
* Related operations
@@ -1713,7 +1706,7 @@ java.util.concurrent.Future
- * Deletes an alias. This action 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.
+ * 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.
*
- * Deletes an alias. This action 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.
+ * 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.
*
- * Deletes a build. This action permanently deletes the build resource and any uploaded build files. Deleting a
+ * 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.
*
- * Deletes a build. This action permanently deletes the build resource and any uploaded build files. Deleting a
+ * 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.
*
*
*
* @param deleteAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return A Java Future containing the result of the DeleteAlias operation returned by the service.
* @sample AmazonGameLiftAsync.DeleteAlias
* @see AWS API
@@ -2689,8 +2682,8 @@ java.util.concurrent.Future
*
*
* @param deleteAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @param asyncHandler
* Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
* implementation of the callback methods in this interface to receive notification of successful or
@@ -2741,7 +2734,7 @@ java.util.concurrent.Future
- * This action removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the + * This operation removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the * resource in that fleet. *
*
@@ -2914,7 +2907,7 @@ java.util.concurrent.Future
- * This action removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the + * This operation removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the * resource in that fleet. *
*
@@ -2980,7 +2973,7 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
* Terminates a game server group and permanently deletes the game server group record. You have several options for
- * how these resources are impacted when deleting the game server group. Depending on the type of delete action
- * selected, this action may affect three types of resources: the game server group, the corresponding Auto Scaling
- * group, and all game servers currently running in the group.
+ * how these resources are impacted when deleting the game server group. Depending on the type of delete operation
+ * selected, this operation might affect these resources:
+ *
+ * The game server group
+ *
+ * The corresponding Auto Scaling group
*
+ * All game servers that are currently running in the group
+ *
- * To delete a game server group, identify the game server group to delete and specify the type of delete action to
- * initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.
+ * To delete a game server group, identify the game server group to delete and specify the type of delete operation
+ * to initiate. Game server groups can only be deleted if they are in
- * If the delete request is successful, a series of actions are kicked off. The game server group status is changed
- * to DELETE_SCHEDULED, which prevents new game servers from being registered and stops autoscaling activity. Once
- * all game servers in the game server group are de-registered, GameLift FleetIQ can begin deleting resources. If
- * any of the delete actions fail, the game server group is placed in ERROR status.
+ * If the delete request is successful, a series of operations are kicked off. The game server group status is
+ * changed to
* GameLift FleetIQ emits delete events to Amazon CloudWatch.
@@ -3021,7 +3031,7 @@ java.util.concurrent.Future
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -3062,6 +3072,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
* Terminates a game server group and permanently deletes the game server group record. You have several options for
- * how these resources are impacted when deleting the game server group. Depending on the type of delete action
- * selected, this action may affect three types of resources: the game server group, the corresponding Auto Scaling
- * group, and all game servers currently running in the group.
+ * how these resources are impacted when deleting the game server group. Depending on the type of delete operation
+ * selected, this operation might affect these resources:
*
+ * The game server group
+ *
+ * The corresponding Auto Scaling group
+ *
- * To delete a game server group, identify the game server group to delete and specify the type of delete action to
- * initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.
+ * All game servers that are currently running in the group
*
- * If the delete request is successful, a series of actions are kicked off. The game server group status is changed
- * to DELETE_SCHEDULED, which prevents new game servers from being registered and stops autoscaling activity. Once
- * all game servers in the game server group are de-registered, GameLift FleetIQ can begin deleting resources. If
- * any of the delete actions fail, the game server group is placed in ERROR status.
+ * To delete a game server group, identify the game server group to delete and specify the type of delete operation
+ * to initiate. Game server groups can only be deleted if they are in
+ * If the delete request is successful, a series of operations are kicked off. The game server group status is
+ * changed to
* GameLift FleetIQ emits delete events to Amazon CloudWatch.
@@ -3100,7 +3132,7 @@ java.util.concurrent.Future
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -3141,6 +3173,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference
- * this queue will fail. To delete a queue, specify the queue name.
+ * Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement
+ * requests that reference the queue will fail. To delete a queue, specify the queue name.
*
* Learn more
@@ -3195,7 +3232,7 @@ java.util.concurrent.Future
- * Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference
- * this queue will fail. To delete a queue, specify the queue name.
+ * Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement
+ * requests that reference the queue will fail. To delete a queue, specify the queue name.
*
* Learn more
@@ -3242,7 +3279,7 @@ java.util.concurrent.Future
- * Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of
+ * 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.
*
@@ -3596,7 +3633,7 @@ java.util.concurrent.Future
- * Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of
+ * 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.
*
@@ -3671,7 +3708,7 @@ java.util.concurrent.Future
- * Deletes a Realtime script. This action permanently deletes the script record. If script files were uploaded, they
- * are also deleted (files stored in an S3 bucket are not deleted).
+ * 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
@@ -3742,8 +3779,8 @@ java.util.concurrent.Future
- * Deletes a Realtime script. This action permanently deletes the script record. If script files were uploaded, they
- * are also deleted (files stored in an S3 bucket are not deleted).
+ * 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
@@ -3840,7 +3877,7 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Removes the game server resource from the game server group. As a result of this action, the de-registered game
- * server can no longer be claimed and will not returned in a list of active game servers.
+ * 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 de-register a game server, specify the game server group and game server ID. If successful, this action emits
- * a CloudWatch event with termination time stamp and reason.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -4082,22 +4118,21 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Removes the game server resource from the game server group. As a result of this action, the de-registered game
- * server can no longer be claimed and will not returned in a list of active game servers.
+ * 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 de-register a game server, specify the game server group and game server ID. If successful, this action emits
- * a CloudWatch event with termination time stamp and reason.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -4190,7 +4225,7 @@ java.util.concurrent.Future
- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
- * request fails and the error message includes the maximum allowed number.
+ * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit,
+ * the request fails and the error message includes the maximum allowed number.
*
@@ -4612,7 +4647,7 @@ java.util.concurrent.Future
- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
- * request fails and the error message includes the maximum allowed number.
+ * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit,
+ * the request fails and the error message includes the maximum allowed number.
*
@@ -4717,7 +4752,7 @@ java.util.concurrent.Future
- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
- * request fails and the error message includes the maximum allowed.
+ * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit,
+ * the request fails and the error message includes the maximum allowed.
*
@@ -4834,7 +4869,7 @@ java.util.concurrent.Future
- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
- * request fails and the error message includes the maximum allowed.
+ * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit,
+ * the request fails and the error message includes the maximum allowed.
*
@@ -4946,7 +4981,7 @@ java.util.concurrent.Future
- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
- * request fails and the error message includes the maximum allowed.
+ * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit,
+ * the request fails and the error message includes the maximum allowed.
*
@@ -5464,7 +5499,7 @@ java.util.concurrent.Future
- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
- * request fails and the error message includes the maximum allowed.
+ * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit,
+ * the request fails and the error message includes the maximum allowed.
*
@@ -5575,7 +5610,7 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information for a game server resource. Information includes the game server statuses, health check
- * info, and the instance the game server is running on.
+ * Retrieves information for a registered game server. Information includes game server status, health check info,
+ * and the instance that the game server is running on.
*
* To retrieve game server information, specify the game server ID. If successful, the requested game server object
@@ -5605,7 +5639,7 @@ java.util.concurrent.Future
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -5653,12 +5687,11 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information for a game server resource. Information includes the game server statuses, health check
- * info, and the instance the game server is running on.
+ * Retrieves information for a registered game server. Information includes game server status, health check info,
+ * and the instance that the game server is running on.
*
* To retrieve game server information, specify the game server ID. If successful, the requested game server object
@@ -5668,7 +5701,7 @@ java.util.concurrent.Future
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -5721,11 +5754,12 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information on a game server group.
+ * Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ.
+ * To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling
+ * policies, and maximum/minimum group size, access the Auto Scaling group directly.
*
* To get attributes for a game server group, provide a group name or ARN value. If successful, a
@@ -5735,7 +5769,7 @@ java.util.concurrent.Future
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -5776,6 +5810,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information on a game server group.
+ * Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ.
+ * To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling
+ * policies, and maximum/minimum group size, access the Auto Scaling group directly.
*
* To get attributes for a game server group, provide a group name or ARN value. If successful, a
@@ -5802,7 +5842,7 @@ java.util.concurrent.Future
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -5843,6 +5883,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be
- * used in several ways: (1) provide a
+ * Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group.
+ * Use this operation to detect when instances are active or not available to host new game servers. If you are
+ * looking for instance configuration information, call DescribeGameServerGroup or access the corresponding
+ * Auto Scaling group properties.
+ *
+ * To request status for all instances in the game server group, provide a game server group ID only. To request
+ * status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination
+ * parameters to retrieve results in sequential segments. If successful, a collection of
+ *
+ * This operation is not designed to be called with every game server claim request; this practice can cause you to
+ * exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your
+ * cache no more than once every 10 seconds.
+ *
+ * Learn more
+ *
+ * GameLift FleetIQ Guide
+ *
+ * Related operations
+ *
+ * CreateGameServerGroup
+ *
+ * ListGameServerGroups
+ *
+ * DescribeGameServerGroup
+ *
+ * UpdateGameServerGroup
+ *
+ * DeleteGameServerGroup
+ *
+ * ResumeGameServerGroup
+ *
+ * SuspendGameServerGroup
+ *
+ * DescribeGameServerInstances
+ *
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
+ *
+ * Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group.
+ * Use this operation to detect when instances are active or not available to host new game servers. If you are
+ * looking for instance configuration information, call DescribeGameServerGroup or access the corresponding
+ * Auto Scaling group properties.
+ *
+ * To request status for all instances in the game server group, provide a game server group ID only. To request
+ * status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination
+ * parameters to retrieve results in sequential segments. If successful, a collection of
+ *
+ * This operation is not designed to be called with every game server claim request; this practice can cause you to
+ * exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your
+ * cache no more than once every 10 seconds.
+ *
+ * Learn more
+ *
+ * GameLift FleetIQ Guide
+ *
+ * Related operations
+ *
+ * CreateGameServerGroup
+ *
+ * ListGameServerGroups
+ *
+ * DescribeGameServerGroup
+ *
+ * UpdateGameServerGroup
+ *
+ * DeleteGameServerGroup
+ *
+ * ResumeGameServerGroup
+ *
+ * SuspendGameServerGroup
+ *
+ * DescribeGameServerInstances
+ *
+ * Retrieves properties, including the protection policy in force, for one or more game sessions. This operation can
+ * be used in several ways: (1) provide a
* To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can
@@ -5927,7 +6141,7 @@ java.util.concurrent.Future
- * Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be
- * used in several ways: (1) provide a
* To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can
@@ -6005,7 +6219,7 @@ java.util.concurrent.Future
- * Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all
+ * Retrieves information about a fleet's instances, including instance IDs. Use this operation to get details on all
* instances in the fleet or get details on one specific instance.
*
@@ -6470,7 +6684,7 @@ java.util.concurrent.Future
- * Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all
+ * Retrieves information about a fleet's instances, including instance IDs. Use this operation to get details on all
* instances in the fleet or get details on one specific instance.
*
@@ -6516,7 +6730,7 @@ java.util.concurrent.Future
- * Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status
- * and--once a successful match is made--acquire connection information for the resulting new game session.
- *
- * You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to
- * using event notifications. See more details on tracking matchmaking requests through polling or notifications in
- * StartMatchmaking.
+ * 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 (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration.
+ * Continuously poling ticket status with DescribeMatchmaking should only be used for games in development
+ * with low matchmaking usage.
+ *
* Learn more
*
@@ -6586,7 +6803,7 @@ java.util.concurrent.Future
- * Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status
- * and--once a successful match is made--acquire connection information for the resulting new game session.
- *
- * You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to
- * using event notifications. See more details on tracking matchmaking requests through polling or notifications in
- * StartMatchmaking.
+ * 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 (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration.
+ * Continuously poling ticket status with DescribeMatchmaking should only be used for games in development
+ * with low matchmaking usage.
+ *
* Learn more
*
@@ -6651,7 +6871,7 @@ java.util.concurrent.Future
- * Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following
- * options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to
- * retrieve, 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.
+ * 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
@@ -6727,7 +6951,7 @@ java.util.concurrent.Future
- * Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following
- * options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to
- * retrieve, 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.
+ * 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
@@ -6800,7 +7028,7 @@ java.util.concurrent.Future
- * Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a
+ * Retrieves properties for one or more player sessions. This operation can be used in several ways: (1) provide a
*
- * Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a
+ * Retrieves properties for one or more player sessions. This operation can be used in several ways: (1) provide a
*
- * A fleet may have all of its scaling policies suspended (StopFleetActions). This action 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.
+ * 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.
*
- * A fleet may have all of its scaling policies suspended (StopFleetActions). This action 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.
+ * 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.
*
* To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You
@@ -8011,7 +8239,7 @@ java.util.concurrent.Future
* To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You
@@ -8065,7 +8293,7 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information on all game servers groups that exist in the current AWS account for the selected region.
- * Use the pagination parameters to retrieve results in a set of sequential pages.
+ * Retrieves information on all game servers groups that exist in the current AWS account for the selected Region.
+ * Use the pagination parameters to retrieve results in a set of sequential segments.
*
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -8493,6 +8720,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information on all game servers groups that exist in the current AWS account for the selected region.
- * Use the pagination parameters to retrieve results in a set of sequential pages.
+ * Retrieves information on all game servers groups that exist in the current AWS account for the selected Region.
+ * Use the pagination parameters to retrieve results in a set of sequential segments.
*
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -8557,6 +8788,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information on all game servers that are currently running in a specified game server group. If there
- * are custom key sort values for your game servers, you can opt to have the returned list sorted based on these
- * values. Use the pagination parameters to retrieve results in a set of sequential pages.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -8634,19 +8869,18 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information on all game servers that are currently running in a specified game server group. If there
- * are custom key sort values for your game servers, you can opt to have the returned list sorted based on these
- * values. Use the pagination parameters to retrieve results in a set of sequential pages.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -8805,7 +9039,7 @@ java.util.concurrent.Future
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for
- * a range of purposes. This action handles the permissions necessary to manage tags for the following GameLift
+ * a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift
* resource types:
*
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for
- * a range of purposes. This action handles the permissions necessary to manage tags for the following GameLift
+ * a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift
* resource types:
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon 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 action is called by a game server process that is running on an instance in a game server
+ * 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
+ * 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
- * response.
+ * the response.
*
- * Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server
- * may fail if the instance it is in the process of shutting down as part of instance rebalancing or scale-down
- * activity.
+ * Once a game server is successfully registered, it is put in status
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -9354,31 +9587,30 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon 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 action is called by a game server process that is running on an instance in a game server
+ * 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
+ * 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
- * response.
+ * the response.
*
- * Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server
- * may fail if the instance it is in the process of shutting down as part of instance rebalancing or scale-down
- * activity.
+ * Once a game server is successfully registered, it is put in status
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -9479,7 +9711,7 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Reinstates activity on a game server group after it has been suspended. A game server group may be suspended by
- * calling SuspendGameServerGroup, or it may have been involuntarily suspended due to a configuration
- * problem. 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.
+ * 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.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -9706,6 +9940,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Reinstates activity on a game server group after it has been suspended. A game server group may be suspended by
- * calling SuspendGameServerGroup, or it may have been involuntarily suspended due to a configuration
- * problem. 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.
+ * 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.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -9775,6 +10016,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
* To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to
* be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If
- * successful, a matchmaking ticket is returned with status set to
- * Tracking ticket status -- A couple of options are available for tracking the status of matchmaking
- * requests:
- *
- * Polling -- Call
- * Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service
- * (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match
- * status changes faster and more efficiently than polling. We recommend that you use polling to back up to
- * notifications (since delivery is not guaranteed) and call
* Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:
*
* To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to
* be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If
- * successful, a matchmaking ticket is returned with status set to
- * Tracking ticket status -- A couple of options are available for tracking the status of matchmaking
- * requests:
+ * Track the status of the ticket 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 (SNS), which is defined in the matchmaking configuration.
*
- * Polling -- Call
- * Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service
- * (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match
- * status changes faster and more efficiently than polling. We recommend that you use polling to back up to
- * notifications (since delivery is not guaranteed) and call
* Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:
*
- * If the action is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty
- * HTTP body).
+ * If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an
+ * empty HTTP body).
*
@@ -11205,7 +11415,7 @@ java.util.concurrent.Future
- * If the action is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty
- * HTTP body).
+ * If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an
+ * empty HTTP body).
*
@@ -11269,7 +11479,7 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Temporarily stops activity on a game server group without terminating instances or the game server group.
- * Activity can be restarted by calling ResumeGameServerGroup. Activities that can suspended are:
+ * Temporarily stops activity on a game server group without terminating instances or the game server group. You can
+ * restart activity by calling ResumeGameServerGroup. You can suspend the following activity:
*
- * Instance type replacement. This activity evaluates the current Spot viability of all instance types that are
- * defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot instance types
- * (which have a higher chance of game server interruptions) and rebalances capacity across the remaining viable
- * Spot instance types. When this activity is suspended, the Auto Scaling group continues with its current balance,
- * regardless of viability. Instance protection, utilization metrics, and capacity autoscaling activities continue
- * to be active.
+ * Instance type replacement - This activity evaluates the current game hosting viability of all Spot
+ * instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable
+ * Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across
+ * the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with
+ * its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling
+ * activities continue to be active.
*
- * To suspend activity, specify a game server group ARN and the type of activity to be suspended.
+ * To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a
+ * GameServerGroup object is returned showing that the activity is listed in
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -11351,6 +11561,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Temporarily stops activity on a game server group without terminating instances or the game server group.
- * Activity can be restarted by calling ResumeGameServerGroup. Activities that can suspended are:
+ * Temporarily stops activity on a game server group without terminating instances or the game server group. You can
+ * restart activity by calling ResumeGameServerGroup. You can suspend the following activity:
*
- * Instance type replacement. This activity evaluates the current Spot viability of all instance types that are
- * defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot instance types
- * (which have a higher chance of game server interruptions) and rebalances capacity across the remaining viable
- * Spot instance types. When this activity is suspended, the Auto Scaling group continues with its current balance,
- * regardless of viability. Instance protection, utilization metrics, and capacity autoscaling activities continue
- * to be active.
+ * Instance type replacement - This activity evaluates the current game hosting viability of all Spot
+ * instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable
+ * Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across
+ * the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with
+ * its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling
+ * activities continue to be active.
*
- * To suspend activity, specify a game server group ARN and the type of activity to be suspended.
+ * To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a
+ * GameServerGroup object is returned showing that the activity is listed in
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -11430,6 +11645,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
* Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use
* tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize
- * AWS cost breakdowns, etc. This action handles the permissions necessary to manage tags for the following GameLift
- * resource types:
+ * AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following
+ * GameLift resource types:
*
* Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use
* tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize
- * AWS cost breakdowns, etc. This action handles the permissions necessary to manage tags for the following GameLift
- * resource types:
+ * AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following
+ * GameLift resource types:
*
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a
- * range of purposes. This action handles the permissions necessary to manage tags for the following GameLift
+ * range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift
* resource types:
*
* To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list
- * containing one or more tags to be removed. This action succeeds even if the list includes tags that are not
+ * containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not
* currently assigned to the specified resource.
*
@@ -11716,7 +11936,7 @@ java.util.concurrent.Future
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a
- * range of purposes. This action handles the permissions necessary to manage tags for the following GameLift
+ * range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift
* resource types:
*
* To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list
- * containing one or more tags to be removed. This action succeeds even if the list includes tags that are not
+ * containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not
* currently assigned to the specified resource.
*
@@ -11845,7 +12065,7 @@ java.util.concurrent.Future
- * Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you
- * want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to
- * get the maximum capacity based on the fleet's EC2 instance type.
+ * Updates capacity settings for a fleet. Use this operation to specify the number of EC2 instances (hosts) that you
+ * want this fleet to contain. Before calling this operation, you may want to call DescribeEC2InstanceLimits
+ * to get the maximum capacity based on the fleet's EC2 instance type.
*
* Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall
@@ -12264,7 +12484,7 @@ java.util.concurrent.Future
- * Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you
- * want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to
- * get the maximum capacity based on the fleet's EC2 instance type.
+ * Updates capacity settings for a fleet. Use this operation to specify the number of EC2 instances (hosts) that you
+ * want this fleet to contain. Before calling this operation, you may want to call DescribeEC2InstanceLimits
+ * to get the maximum capacity based on the fleet's EC2 instance type.
*
* Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall
@@ -12356,7 +12576,7 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Updates information about a registered game server. This action is called by a game server process that is
- * running on an instance in a game server group. There are three reasons to update game server information: (1) to
- * change the utilization status of the game server, (2) to report game server health status, and (3) to change game
- * server metadata. A registered game server should regularly report health and should update utilization status
- * when it is supporting gameplay so that GameLift FleetIQ can accurately track game server availability. You can
- * make all three types of updates in the same request.
+ * Updates information about a registered game server to help GameLift FleetIQ to track game server availability.
+ * This operation is called by a game server process that is running on an instance in a game server group.
+ *
+ * Use this operation to update the following types of game server information. You can make all three types of
+ * updates in the same request:
*
- * To report health status, identify the game server and game server group and set health check to HEALTHY. If a
- * game server does not report health status for a certain length of time, the game server is no longer considered
- * healthy and will be eventually de-registered from the game server group to avoid affecting utilization metrics.
- * The best practice is to report health every 60 seconds.
+ * To report health status, identify the game server and game server group and set health check to
+ *
- * To change game server metadata, provide updated game server data and custom sort key values.
+ * To change game server metadata, provide updated game server data.
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -12628,16 +12847,15 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
+ *
+ * Updates information about a registered game server to help GameLift FleetIQ to track game server availability.
+ * This operation is called by a game server process that is running on an instance in a game server group.
*
- * Updates information about a registered game server. This action is called by a game server process that is
- * running on an instance in a game server group. There are three reasons to update game server information: (1) to
- * change the utilization status of the game server, (2) to report game server health status, and (3) to change game
- * server metadata. A registered game server should regularly report health and should update utilization status
- * when it is supporting gameplay so that GameLift FleetIQ can accurately track game server availability. You can
- * make all three types of updates in the same request.
+ * Use this operation to update the following types of game server information. You can make all three types of
+ * updates in the same request:
*
- * To report health status, identify the game server and game server group and set health check to HEALTHY. If a
- * game server does not report health status for a certain length of time, the game server is no longer considered
- * healthy and will be eventually de-registered from the game server group to avoid affecting utilization metrics.
- * The best practice is to report health every 60 seconds.
+ * To report health status, identify the game server and game server group and set health check to
+ *
- * To change game server metadata, provide updated game server data and custom sort key values.
+ * To change game server metadata, provide updated game server data.
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -12721,31 +12939,23 @@ java.util.concurrent.Future
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
- *
- * Updates GameLift FleetIQ-specific properties for a game server group. These properties include instance
- * rebalancing and game server protection. Many Auto Scaling group properties are updated directly. These include
- * autoscaling policies, minimum/maximum/desired instance counts, and launch template.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * To update the game server group, specify the game server group ID and provide the updated values.
+ * Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are
+ * updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and
+ * maximum/minimum/desired instance counts.
*
- * Updated properties are validated to ensure that GameLift FleetIQ can continue to perform its core instance
- * rebalancing activity. When you change Auto Scaling group properties directly and the changes cause errors with
- * GameLift FleetIQ activities, an alert is sent.
+ * To update the game server group, specify the game server group ID and provide the updated values. Before applying
+ * the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance
+ * balancing activity. If successful, a GameServerGroup object is returned.
*
* Learn more
*
- * GameLift FleetIQ Guide
- *
- * Updating a GameLift
- * FleetIQ-Linked Auto Scaling Group
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -12786,6 +12996,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
- *
- * Updates GameLift FleetIQ-specific properties for a game server group. These properties include instance
- * rebalancing and game server protection. Many Auto Scaling group properties are updated directly. These include
- * autoscaling policies, minimum/maximum/desired instance counts, and launch template.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * To update the game server group, specify the game server group ID and provide the updated values.
+ * Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are
+ * updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and
+ * maximum/minimum/desired instance counts.
*
- * Updated properties are validated to ensure that GameLift FleetIQ can continue to perform its core instance
- * rebalancing activity. When you change Auto Scaling group properties directly and the changes cause errors with
- * GameLift FleetIQ activities, an alert is sent.
+ * To update the game server group, specify the game server group ID and provide the updated values. Before applying
+ * the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance
+ * balancing activity. If successful, a GameServerGroup object is returned.
*
* Learn more
*
- * GameLift FleetIQ Guide
- *
- * Updating a GameLift
- * FleetIQ-Linked Auto Scaling Group
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -12863,6 +13070,11 @@ java.util.concurrent.Future
+ * DescribeGameServerInstances
+ *
*
- * Amazon GameLift provides a range of multiplayer game hosting solutions. As a fully managed service, GameLift helps
- * you:
+ * GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for
+ * deploying, operating, and scaling game servers. Built on AWS 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.
*
- * Set up EC2-based computing resources and use GameLift FleetIQ to and deploy your game servers on low-cost, reliable
- * Spot instances.
+ * About GameLift solutions
*
+ * Get more information on these GameLift solutions in the Amazon GameLift Developer Guide.
+ *
- * Track game server availability and route players into game sessions to minimize latency.
+ * Managed GameLift -- 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 hosting costs against meeting player demand., configure your game session
+ * management to minimize player latency, or add FlexMatch for matchmaking.
*
- * Automatically scale your resources to meet player demand and manage costs
+ * Managed GameLift with Realtime Servers – With GameLift Realtime Servers, you can quickly configure and set up game
+ * servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift infrastructure
+ * already built in.
*
- * Optionally add FlexMatch matchmaking.
+ * GameLift FleetIQ – Use GameLift FleetIQ as a standalone feature while managing your own EC2 instances and Auto
+ * Scaling groups for game hosting. GameLift FleetIQ provides optimizations that make low-cost Spot Instances viable for
+ * game hosting.
*
- * With GameLift as a managed service, you have the option to deploy your custom game server or use Amazon GameLift
- * Realtime Servers to quickly stand up lightweight game servers for your game. Realtime Servers provides an efficient
- * game server framework with core Amazon GameLift infrastructure already built in.
+ * About this API Reference
*
- * Now in Public Preview:
- *
- * Use GameLift FleetIQ as a standalone feature with EC2 instances and Auto Scaling groups. GameLift FleetIQ provides
- * optimizations that make low-cost Spot instances viable for game hosting. This extension of GameLift FleetIQ gives you
- * access to these optimizations while managing your EC2 instances and Auto Scaling groups within your own AWS account.
- *
- * Get Amazon GameLift Tools and Resources
- *
- * This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific
- * SDK reference topics. See also Amazon GameLift Tools and
- * Resources.
- *
- * API Summary
- *
- * The Amazon GameLift service API includes two key sets of actions:
+ * This reference guide describes the low-level service API for Amazon GameLift. You can find links to language-specific
+ * SDK guides and the AWS CLI reference with each operation and data type topic. Useful links:
*
- * Manage game sessions and player access -- Integrate this functionality into game client services in order to create
- * new game sessions, retrieve information on existing game sessions; reserve a player slot in a game session, request
- * matchmaking, etc.
+ * GameLift API operations
+ * listed by tasks
*
- * Configure and manage game server resources -- Manage your Amazon GameLift hosting resources, including builds,
- * scripts, fleets, queues, and aliases. Set up matchmakers, configure auto-scaling, retrieve game logs, and get hosting
- * and game metrics.
+ * GameLift tools and
+ * resources
*
- * Task-based list of
- * API actions
- *
*
- * Amazon GameLift provides a range of multiplayer game hosting solutions. As a fully managed service, GameLift helps
- * you:
+ * GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for
+ * deploying, operating, and scaling game servers. Built on AWS 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.
*
- * Set up EC2-based computing resources and use GameLift FleetIQ to and deploy your game servers on low-cost, reliable
- * Spot instances.
+ * About GameLift solutions
*
+ * Get more information on these GameLift solutions in the Amazon GameLift Developer Guide.
+ *
- * Track game server availability and route players into game sessions to minimize latency.
+ * Managed GameLift -- 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 hosting costs against meeting player demand., configure your game session
+ * management to minimize player latency, or add FlexMatch for matchmaking.
*
- * Automatically scale your resources to meet player demand and manage costs
+ * Managed GameLift with Realtime Servers – With GameLift Realtime Servers, you can quickly configure and set up game
+ * servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift infrastructure
+ * already built in.
*
- * Optionally add FlexMatch matchmaking.
+ * GameLift FleetIQ – Use GameLift FleetIQ as a standalone feature while managing your own EC2 instances and Auto
+ * Scaling groups for game hosting. GameLift FleetIQ provides optimizations that make low-cost Spot Instances viable for
+ * game hosting.
*
- * With GameLift as a managed service, you have the option to deploy your custom game server or use Amazon GameLift
- * Realtime Servers to quickly stand up lightweight game servers for your game. Realtime Servers provides an efficient
- * game server framework with core Amazon GameLift infrastructure already built in.
- *
- * Now in Public Preview:
- *
- * Use GameLift FleetIQ as a standalone feature with EC2 instances and Auto Scaling groups. GameLift FleetIQ provides
- * optimizations that make low-cost Spot instances viable for game hosting. This extension of GameLift FleetIQ gives you
- * access to these optimizations while managing your EC2 instances and Auto Scaling groups within your own AWS account.
- *
- * Get Amazon GameLift Tools and Resources
- *
- * This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific
- * SDK reference topics. See also Amazon GameLift Tools and
- * Resources.
+ * About this API Reference
*
- * API Summary
- *
- * The Amazon GameLift service API includes two key sets of actions:
+ * This reference guide describes the low-level service API for Amazon GameLift. You can find links to language-specific
+ * SDK guides and the AWS CLI reference with each operation and data type topic. Useful links:
*
- * Manage game sessions and player access -- Integrate this functionality into game client services in order to create
- * new game sessions, retrieve information on existing game sessions; reserve a player slot in a game session, request
- * matchmaking, etc.
+ * GameLift API operations
+ * listed by tasks
*
- * Configure and manage game server resources -- Manage your Amazon GameLift hosting resources, including builds,
- * scripts, fleets, queues, and aliases. Set up matchmakers, configure auto-scaling, retrieve game logs, and get hosting
- * and game metrics.
+ * GameLift tools and
+ * resources
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Locates an available game server and temporarily reserves it to host gameplay and players. This action is called
- * by a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In
- * response, GameLift FleetIQ searches for an available game server in the specified game server group, places the
- * game server in "claimed" status for 60 seconds, and returns connection information back to the requester so that
- * players can connect to the game server.
+ * 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
- * There are two ways you can claim a game server. For the first option, you provide a game server group ID only,
- * which prompts GameLift FleetIQ to search for an available game server in the specified group and claim it. With
- * this option, GameLift FleetIQ attempts to consolidate gameplay on as few instances as possible to minimize
- * hosting costs. For the second option, you request a specific game server by its ID. This option results in a less
- * efficient claiming process because it does not take advantage of consolidation and may fail if the requested game
- * server is unavailable.
+ * 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.
*
- * To claim a game server, identify a game server group and (optionally) a game server ID. If your game requires
- * that game data be provided to the game server at the start of a game, such as a game map or player information,
- * you can provide it in your claim request.
+ * When a game server is successfully claimed, connection information is returned. A claimed game server's
+ * utilization status remains
- * When a game server is successfully claimed, connection information is returned. A claimed game server's
- * utilization status remains AVAILABLE, while the claim status is set to CLAIMED for up to 60 seconds. This time
- * period allows the game server to be prompted to update its status to UTILIZED (using UpdateGameServer). 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.
+ * If you try to claim a specific game server, this request will fail in the following cases:
*
- * If you try to claim a specific game server, this request will fail in the following cases: (1) if the game server
- * utilization status is UTILIZED, (2) if the game server claim status is CLAIMED, or (3) if the instance that the
- * game server is running on is flagged as draining.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -716,7 +707,7 @@ final ClaimGameServerResult executeClaimGameServer(ClaimGameServerRequest claimG
*
* To directly upload your build files to a GameLift S3 location. To use this option, first call
- *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Creates a GameLift FleetIQ game server group to manage a collection of EC2 instances for game hosting. In
- * addition to creating the game server group, this action also creates an Auto Scaling group in your AWS account
- * and establishes a link between the two groups. You have full control over configuration of the Auto Scaling
- * group, but GameLift FleetIQ routinely certain Auto Scaling group properties in order to optimize the group's
- * instances for low-cost game hosting. 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.
+ * Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances
+ * for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS
+ * 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.
*
- * Prior creating a new game server group, you must set up the following:
+ * Before creating a new game server group, you must have the following:
*
- * An EC2 launch template. The template provides configuration settings for a set of EC2 instances and includes the
- * game server build that you want to deploy and run on each instance. For more information on creating a launch
- * template, see Launching
- * an Instance from a Launch Template in the Amazon EC2 User Guide.
+ * An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For
+ * more information, see
+ * Launching an Instance from a Launch Template in the Amazon EC2 User Guide.
*
- * An IAM role. The role sets up limited access to your AWS account, allowing GameLift FleetIQ to create and manage
- * the EC2 Auto Scaling group, get instance data, and emit metrics and events to CloudWatch. For more information on
- * setting up an IAM permissions policy with principal access for GameLift, see
- * Specifying a Principal in a Policy in the Amazon S3 Developer Guide.
+ * An IAM role that extends limited access to your AWS 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, provide a name and specify the IAM role and EC2 launch template. You also need
- * to provide a list of instance types to be used in the group and set initial maximum and minimum limits on the
- * group's instance count. You can optionally set an autoscaling policy with target tracking based on a GameLift
- * FleetIQ metric.
+ * To create a new game server group, specify a unique group name, IAM role and Amazon EC2 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. Keep in mind, however, that some properties are periodically
- * updated by GameLift FleetIQ as it balances the group's instances based on availability and cost.
+ * 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
*
- * GameLift FleetIQ Guide
- *
- * Updating a GameLift
- * FleetIQ-Linked Auto Scaling Group
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -1191,6 +1175,11 @@ final CreateFleetResult executeCreateFleet(CreateFleetRequest createFleetRequest
* SuspendGameServerGroup
*
+ * DescribeGameServerInstances
+ *
- * Creates a multiplayer game session for players. This action creates a game session record and assigns an
+ * Creates a multiplayer game session for players. This operation creates a game session record and assigns an
* available server process in the specified fleet to host the game session. A fleet must have an
*
- * There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with
- * DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use
- * notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in
- * the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling
- *
* Learn more
@@ -1584,8 +1572,8 @@ final CreateGameSessionQueueResult executeCreateGameSessionQueue(CreateGameSessi
* Matchmaker
- * Setting up
- * Notifications for Matchmaking
+ * Set Up FlexMatch
+ * Event Notification
*
* Related operations
@@ -1634,7 +1622,7 @@ final CreateGameSessionQueueResult executeCreateGameSessionQueue(CreateGameSessi
*
*
* @param createMatchmakingConfigurationRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateMatchmakingConfiguration operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -1784,7 +1772,7 @@ final CreateMatchmakingConfigurationResult executeCreateMatchmakingConfiguration
*
*
* @param createMatchmakingRuleSetRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateMatchmakingRuleSet operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -1902,7 +1890,7 @@ final CreateMatchmakingRuleSetResult executeCreateMatchmakingRuleSet(CreateMatch
*
*
* @param createPlayerSessionRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreatePlayerSession operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -2029,7 +2017,7 @@ final CreatePlayerSessionResult executeCreatePlayerSession(CreatePlayerSessionRe
*
*
* @param createPlayerSessionsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreatePlayerSessions operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -2297,7 +2285,7 @@ final CreateScriptResult executeCreateScript(CreateScriptRequest createScriptReq
*
*
* @param createVpcPeeringAuthorizationRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateVpcPeeringAuthorization operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -2415,7 +2403,7 @@ final CreateVpcPeeringAuthorizationResult executeCreateVpcPeeringAuthorization(C
*
*
* @param createVpcPeeringConnectionRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateVpcPeeringConnection operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -2478,8 +2466,8 @@ final CreateVpcPeeringConnectionResult executeCreateVpcPeeringConnection(CreateV
/**
*
- * Deletes an alias. This action 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.
+ * 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.
*
- * Deletes a build. This action permanently deletes the build resource and any uploaded build files. Deleting a
+ * 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.
*
- * This action removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the
+ * This operation removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the
* resource in that fleet.
*
@@ -2745,7 +2733,7 @@ final DeleteBuildResult executeDeleteBuild(DeleteBuildRequest deleteBuildRequest
*
*
* @param deleteFleetRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DeleteFleet operation returned by the service.
* @throws NotFoundException
* A service resource associated with the request could not be found. Clients should not retry such
@@ -2812,24 +2800,41 @@ final DeleteFleetResult executeDeleteFleet(DeleteFleetRequest deleteFleetRequest
/**
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
* Terminates a game server group and permanently deletes the game server group record. You have several options for
- * how these resources are impacted when deleting the game server group. Depending on the type of delete action
- * selected, this action may affect three types of resources: the game server group, the corresponding Auto Scaling
- * group, and all game servers currently running in the group.
+ * how these resources are impacted when deleting the game server group. Depending on the type of delete operation
+ * selected, this operation might affect these resources:
*
- * To delete a game server group, identify the game server group to delete and specify the type of delete action to
- * initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.
+ * The game server group
*
- * If the delete request is successful, a series of actions are kicked off. The game server group status is changed
- * to DELETE_SCHEDULED, which prevents new game servers from being registered and stops autoscaling activity. Once
- * all game servers in the game server group are de-registered, GameLift FleetIQ can begin deleting resources. If
- * any of the delete actions fail, the game server group is placed in ERROR status.
+ * The corresponding Auto Scaling group
+ *
+ * All game servers that are currently running in the group
+ *
+ * To delete a game server group, identify the game server group to delete and specify the type of delete operation
+ * to initiate. Game server groups can only be deleted if they are in
+ * If the delete request is successful, a series of operations are kicked off. The game server group status is
+ * changed to
* GameLift FleetIQ emits delete events to Amazon CloudWatch.
@@ -2838,7 +2843,7 @@ final DeleteFleetResult executeDeleteFleet(DeleteFleetRequest deleteFleetRequest
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -2879,6 +2884,11 @@ final DeleteFleetResult executeDeleteFleet(DeleteFleetRequest deleteFleetRequest
* SuspendGameServerGroup
*
+ * DescribeGameServerInstances
+ *
- * Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference
- * this queue will fail. To delete a queue, specify the queue name.
+ * Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement
+ * requests that reference the queue will fail. To delete a queue, specify the queue name.
*
* Learn more
@@ -2980,7 +2990,7 @@ final DeleteGameServerGroupResult executeDeleteGameServerGroup(DeleteGameServerG
*
*
* @param deleteGameSessionQueueRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DeleteGameSessionQueue operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -3095,7 +3105,7 @@ final DeleteGameSessionQueueResult executeDeleteGameSessionQueue(DeleteGameSessi
*
*
* @param deleteMatchmakingConfigurationRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DeleteMatchmakingConfiguration operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -3221,7 +3231,7 @@ final DeleteMatchmakingConfigurationResult executeDeleteMatchmakingConfiguration
*
*
* @param deleteMatchmakingRuleSetRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DeleteMatchmakingRuleSet operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -3287,7 +3297,7 @@ final DeleteMatchmakingRuleSetResult executeDeleteMatchmakingRuleSet(DeleteMatch
/**
*
- * Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of
+ * 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.
*
@@ -3352,7 +3362,7 @@ final DeleteMatchmakingRuleSetResult executeDeleteMatchmakingRuleSet(DeleteMatch
*
*
* @param deleteScalingPolicyRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DeleteScalingPolicy operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -3413,8 +3423,8 @@ final DeleteScalingPolicyResult executeDeleteScalingPolicy(DeleteScalingPolicyRe
/**
*
- * Deletes a Realtime script. This action permanently deletes the script record. If script files were uploaded, they
- * are also deleted (files stored in an S3 bucket are not deleted).
+ * 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
@@ -3560,7 +3570,7 @@ final DeleteScriptResult executeDeleteScript(DeleteScriptRequest deleteScriptReq
*
*
* @param deleteVpcPeeringAuthorizationRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DeleteVpcPeeringAuthorization operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -3666,7 +3676,7 @@ final DeleteVpcPeeringAuthorizationResult executeDeleteVpcPeeringAuthorization(D
*
*
* @param deleteVpcPeeringConnectionRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DeleteVpcPeeringConnection operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -3729,22 +3739,21 @@ final DeleteVpcPeeringConnectionResult executeDeleteVpcPeeringConnection(DeleteV
/**
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Removes the game server resource from the game server group. As a result of this action, the de-registered game
- * server can no longer be claimed and will not returned in a list of active game servers.
+ * 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 de-register a game server, specify the game server group and game server ID. If successful, this action emits
- * a CloudWatch event with termination time stamp and reason.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -3883,7 +3892,7 @@ final DeregisterGameServerResult executeDeregisterGameServer(DeregisterGameServe
*
*
* @param describeAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeAlias operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -3986,7 +3995,7 @@ final DescribeAliasResult executeDescribeAlias(DescribeAliasRequest describeAlia
*
*
* @param describeBuildRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeBuild operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -4110,7 +4119,7 @@ final DescribeBuildResult executeDescribeBuild(DescribeBuildRequest describeBuil
*
*
* @param describeEC2InstanceLimitsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeEC2InstanceLimits operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -4180,8 +4189,8 @@ final DescribeEC2InstanceLimitsResult executeDescribeEC2InstanceLimits(DescribeE
*
- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
- * request fails and the error message includes the maximum allowed number.
+ * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit,
+ * the request fails and the error message includes the maximum allowed number.
*
@@ -4265,7 +4274,7 @@ final DescribeEC2InstanceLimitsResult executeDescribeEC2InstanceLimits(DescribeE
*
*
* @param describeFleetAttributesRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeFleetAttributes operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -4340,8 +4349,8 @@ final DescribeFleetAttributesResult executeDescribeFleetAttributes(DescribeFleet
*
- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
- * request fails and the error message includes the maximum allowed.
+ * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit,
+ * the request fails and the error message includes the maximum allowed.
*
@@ -4430,7 +4439,7 @@ final DescribeFleetAttributesResult executeDescribeFleetAttributes(DescribeFleet
*
*
* @param describeFleetCapacityRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeFleetCapacity operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -4577,7 +4586,7 @@ final DescribeFleetCapacityResult executeDescribeFleetCapacity(DescribeFleetCapa
*
*
* @param describeFleetEventsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeFleetEvents operation returned by the service.
* @throws NotFoundException
* A service resource associated with the request could not be found. Clients should not retry such
@@ -4728,7 +4737,7 @@ final DescribeFleetEventsResult executeDescribeFleetEvents(DescribeFleetEventsRe
*
*
* @param describeFleetPortSettingsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeFleetPortSettings operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -4802,8 +4811,8 @@ final DescribeFleetPortSettingsResult executeDescribeFleetPortSettings(DescribeF
*
- * Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
- * request fails and the error message includes the maximum allowed.
+ * Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit,
+ * the request fails and the error message includes the maximum allowed.
*
@@ -4892,7 +4901,7 @@ final DescribeFleetPortSettingsResult executeDescribeFleetPortSettings(DescribeF
*
*
* @param describeFleetUtilizationRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeFleetUtilization operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -4955,12 +4964,11 @@ final DescribeFleetUtilizationResult executeDescribeFleetUtilization(DescribeFle
/**
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information for a game server resource. Information includes the game server statuses, health check
- * info, and the instance the game server is running on.
+ * Retrieves information for a registered game server. Information includes game server status, health check info,
+ * and the instance that the game server is running on.
*
* To retrieve game server information, specify the game server ID. If successful, the requested game server object
@@ -4970,7 +4978,7 @@ final DescribeFleetUtilizationResult executeDescribeFleetUtilization(DescribeFle
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -5069,11 +5077,12 @@ final DescribeGameServerResult executeDescribeGameServer(DescribeGameServerReque
/**
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information on a game server group.
+ * Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ.
+ * To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling
+ * policies, and maximum/minimum group size, access the Auto Scaling group directly.
*
* To get attributes for a game server group, provide a group name or ARN value. If successful, a
@@ -5083,7 +5092,7 @@ final DescribeGameServerResult executeDescribeGameServer(DescribeGameServerReque
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -5124,6 +5133,11 @@ final DescribeGameServerResult executeDescribeGameServer(DescribeGameServerReque
* SuspendGameServerGroup
*
+ * DescribeGameServerInstances
+ *
- * Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be
- * used in several ways: (1) provide a
+ * Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group.
+ * Use this operation to detect when instances are active or not available to host new game servers. If you are
+ * looking for instance configuration information, call DescribeGameServerGroup or access the corresponding
+ * Auto Scaling group properties.
+ *
+ * To request status for all instances in the game server group, provide a game server group ID only. To request
+ * status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination
+ * parameters to retrieve results in sequential segments. If successful, a collection of
+ *
+ * This operation is not designed to be called with every game server claim request; this practice can cause you to
+ * exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your
+ * cache no more than once every 10 seconds.
+ *
+ * Learn more
+ *
+ * GameLift FleetIQ Guide
+ *
+ * Related operations
+ *
+ * CreateGameServerGroup
+ *
+ * ListGameServerGroups
+ *
+ * DescribeGameServerGroup
+ *
+ * UpdateGameServerGroup
+ *
+ * DeleteGameServerGroup
+ *
+ * ResumeGameServerGroup
+ *
+ * SuspendGameServerGroup
+ *
+ * DescribeGameServerInstances
+ *
+ * Retrieves properties, including the protection policy in force, for one or more game sessions. This operation can
+ * be used in several ways: (1) provide a
* To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can
@@ -5256,7 +5404,7 @@ final DescribeGameServerGroupResult executeDescribeGameServerGroup(DescribeGameS
*
*
* @param describeGameSessionDetailsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeGameSessionDetails operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -5383,7 +5531,7 @@ final DescribeGameSessionDetailsResult executeDescribeGameSessionDetails(Describ
*
*
* @param describeGameSessionPlacementRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeGameSessionPlacement operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -5484,7 +5632,7 @@ final DescribeGameSessionPlacementResult executeDescribeGameSessionPlacement(Des
*
*
* @param describeGameSessionQueuesRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeGameSessionQueues operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -5616,7 +5764,7 @@ final DescribeGameSessionQueuesResult executeDescribeGameSessionQueues(DescribeG
*
*
* @param describeGameSessionsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeGameSessions operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -5682,7 +5830,7 @@ final DescribeGameSessionsResult executeDescribeGameSessions(DescribeGameSession
/**
*
- * Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all
+ * Retrieves information about a fleet's instances, including instance IDs. Use this operation to get details on all
* instances in the fleet or get details on one specific instance.
*
@@ -5718,7 +5866,7 @@ final DescribeGameSessionsResult executeDescribeGameSessions(DescribeGameSession
*
*
* @param describeInstancesRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeInstances operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -5779,19 +5927,22 @@ final DescribeInstancesResult executeDescribeInstances(DescribeInstancesRequest
/**
*
- * Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status
- * and--once a successful match is made--acquire connection information for the resulting new game session.
- *
- * You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to
- * using event notifications. See more details on tracking matchmaking requests through polling or notifications in
- * StartMatchmaking.
+ * 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 (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration.
+ * Continuously poling ticket status with DescribeMatchmaking should only be used for games in development
+ * with low matchmaking usage.
+ *
* Learn more
*
@@ -5834,7 +5985,7 @@ final DescribeInstancesResult executeDescribeInstances(DescribeInstancesRequest
*
*
* @param describeMatchmakingRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeMatchmaking operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -5892,12 +6043,16 @@ final DescribeMatchmakingResult executeDescribeMatchmaking(DescribeMatchmakingRe
/**
*
- * Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following
- * options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to
- * retrieve, 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.
+ * 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
@@ -5953,7 +6108,7 @@ final DescribeMatchmakingResult executeDescribeMatchmaking(DescribeMatchmakingRe
*
*
* @param describeMatchmakingConfigurationsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeMatchmakingConfigurations operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -6075,7 +6230,7 @@ final DescribeMatchmakingConfigurationsResult executeDescribeMatchmakingConfigur
*
*
* @param describeMatchmakingRuleSetsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeMatchmakingRuleSets operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -6138,7 +6293,7 @@ final DescribeMatchmakingRuleSetsResult executeDescribeMatchmakingRuleSets(Descr
/**
*
- * Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a
+ * Retrieves properties for one or more player sessions. This operation can be used in several ways: (1) provide a
*
- * A fleet may have all of its scaling policies suspended (StopFleetActions). This action 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.
+ * 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.
*
* To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You
@@ -7023,7 +7178,7 @@ final GetGameSessionLogUrlResult executeGetGameSessionLogUrl(GetGameSessionLogUr
*
*
* @param getInstanceAccessRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the GetInstanceAccess operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -7126,7 +7281,7 @@ final GetInstanceAccessResult executeGetInstanceAccess(GetInstanceAccessRequest
*
*
* @param listAliasesRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the ListAliases operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -7232,7 +7387,7 @@ final ListAliasesResult executeListAliases(ListAliasesRequest listAliasesRequest
*
*
* @param listBuildsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the ListBuilds operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -7343,7 +7498,7 @@ final ListBuildsResult executeListBuilds(ListBuildsRequest listBuildsRequest) {
*
*
* @param listFleetsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the ListFleets operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -7404,18 +7559,17 @@ final ListFleetsResult executeListFleets(ListFleetsRequest listFleetsRequest) {
/**
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information on all game servers groups that exist in the current AWS account for the selected region.
- * Use the pagination parameters to retrieve results in a set of sequential pages.
+ * Retrieves information on all game servers groups that exist in the current AWS account for the selected Region.
+ * Use the pagination parameters to retrieve results in a set of sequential segments.
*
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -7456,6 +7610,11 @@ final ListFleetsResult executeListFleets(ListFleetsRequest listFleetsRequest) {
* SuspendGameServerGroup
*
+ * DescribeGameServerInstances
+ *
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Retrieves information on all game servers that are currently running in a specified game server group. If there
- * are custom key sort values for your game servers, you can opt to have the returned list sorted based on these
- * values. Use the pagination parameters to retrieve results in a set of sequential pages.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -7723,7 +7881,7 @@ final ListScriptsResult executeListScripts(ListScriptsRequest listScriptsRequest
/**
*
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for
- * a range of purposes. This action handles the permissions necessary to manage tags for the following GameLift
+ * a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift
* resource types:
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon 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 action is called by a game server process that is running on an instance in a game server
+ * 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
+ * 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
- * response.
+ * the response.
*
- * Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server
- * may fail if the instance it is in the process of shutting down as part of instance rebalancing or scale-down
- * activity.
+ * Once a game server is successfully registered, it is put in status
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -8233,7 +8390,7 @@ final RegisterGameServerResult executeRegisterGameServer(RegisterGameServerReque
*
*
* @param requestUploadCredentialsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the RequestUploadCredentials operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -8332,7 +8489,7 @@ final RequestUploadCredentialsResult executeRequestUploadCredentials(RequestUplo
*
*
* @param resolveAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the ResolveAlias operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -8398,23 +8555,25 @@ final ResolveAliasResult executeResolveAlias(ResolveAliasRequest resolveAliasReq
/**
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Reinstates activity on a game server group after it has been suspended. A game server group may be suspended by
- * calling SuspendGameServerGroup, or it may have been involuntarily suspended due to a configuration
- * problem. 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.
+ * 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.
+ * 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
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -8455,6 +8614,11 @@ final ResolveAliasResult executeResolveAlias(ResolveAliasRequest resolveAliasReq
* SuspendGameServerGroup
*
+ * DescribeGameServerInstances
+ *
* To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to
* be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If
- * successful, a matchmaking ticket is returned with status set to
- * Tracking ticket status -- A couple of options are available for tracking the status of matchmaking
- * requests:
+ * Track the status of the ticket 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 (SNS), which is defined in the matchmaking configuration.
*
- * Polling -- Call
- * Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service
- * (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match
- * status changes faster and more efficiently than polling. We recommend that you use polling to back up to
- * notifications (since delivery is not guaranteed) and call
* Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:
*
- * If the action is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty
- * HTTP body).
+ * If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an
+ * empty HTTP body).
*
@@ -9600,7 +9746,7 @@ final StopGameSessionPlacementResult executeStopGameSessionPlacement(StopGameSes
*
*
* @param stopMatchmakingRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the StopMatchmaking operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -9661,33 +9807,33 @@ final StopMatchmakingResult executeStopMatchmaking(StopMatchmakingRequest stopMa
/**
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Temporarily stops activity on a game server group without terminating instances or the game server group.
- * Activity can be restarted by calling ResumeGameServerGroup. Activities that can suspended are:
+ * Temporarily stops activity on a game server group without terminating instances or the game server group. You can
+ * restart activity by calling ResumeGameServerGroup. You can suspend the following activity:
*
- * Instance type replacement. This activity evaluates the current Spot viability of all instance types that are
- * defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot instance types
- * (which have a higher chance of game server interruptions) and rebalances capacity across the remaining viable
- * Spot instance types. When this activity is suspended, the Auto Scaling group continues with its current balance,
- * regardless of viability. Instance protection, utilization metrics, and capacity autoscaling activities continue
- * to be active.
+ * Instance type replacement - This activity evaluates the current game hosting viability of all Spot
+ * instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable
+ * Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across
+ * the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with
+ * its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling
+ * activities continue to be active.
*
- * To suspend activity, specify a game server group ARN and the type of activity to be suspended.
+ * To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a
+ * GameServerGroup object is returned showing that the activity is listed in
* Learn more
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -9728,6 +9874,11 @@ final StopMatchmakingResult executeStopMatchmaking(StopMatchmakingRequest stopMa
* SuspendGameServerGroup
*
+ * DescribeGameServerInstances
+ *
* Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use
* tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize
- * AWS cost breakdowns, etc. This action handles the permissions necessary to manage tags for the following GameLift
- * resource types:
+ * AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following
+ * GameLift resource types:
*
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a
- * range of purposes. This action handles the permissions necessary to manage tags for the following GameLift
+ * range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift
* resource types:
*
* To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list
- * containing one or more tags to be removed. This action succeeds even if the list includes tags that are not
+ * containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not
* currently assigned to the specified resource.
*
@@ -10109,7 +10260,7 @@ final UntagResourceResult executeUntagResource(UntagResourceRequest untagResourc
*
- * Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you
- * want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to
- * get the maximum capacity based on the fleet's EC2 instance type.
+ * Updates capacity settings for a fleet. Use this operation to specify the number of EC2 instances (hosts) that you
+ * want this fleet to contain. Before calling this operation, you may want to call DescribeEC2InstanceLimits
+ * to get the maximum capacity based on the fleet's EC2 instance type.
*
* Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall
@@ -10496,7 +10647,7 @@ final UpdateFleetAttributesResult executeUpdateFleetAttributes(UpdateFleetAttrib
*
*
* @param updateFleetCapacityRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the UpdateFleetCapacity operation returned by the service.
* @throws NotFoundException
* A service resource associated with the request could not be found. Clients should not retry such
@@ -10638,7 +10789,7 @@ final UpdateFleetCapacityResult executeUpdateFleetCapacity(UpdateFleetCapacityRe
*
*
* @param updateFleetPortSettingsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the UpdateFleetPortSettings operation returned by the service.
* @throws NotFoundException
* A service resource associated with the request could not be found. Clients should not retry such
@@ -10710,16 +10861,15 @@ final UpdateFleetPortSettingsResult executeUpdateFleetPortSettings(UpdateFleetPo
/**
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * Updates information about a registered game server. This action is called by a game server process that is
- * running on an instance in a game server group. There are three reasons to update game server information: (1) to
- * change the utilization status of the game server, (2) to report game server health status, and (3) to change game
- * server metadata. A registered game server should regularly report health and should update utilization status
- * when it is supporting gameplay so that GameLift FleetIQ can accurately track game server availability. You can
- * make all three types of updates in the same request.
+ * Updates information about a registered game server to help GameLift FleetIQ to track game server availability.
+ * This operation is called by a game server process that is running on an instance in a game server group.
+ *
+ * Use this operation to update the following types of game server information. You can make all three types of
+ * updates in the same request:
*
- * To report health status, identify the game server and game server group and set health check to HEALTHY. If a
- * game server does not report health status for a certain length of time, the game server is no longer considered
- * healthy and will be eventually de-registered from the game server group to avoid affecting utilization metrics.
- * The best practice is to report health every 60 seconds.
+ * To report health status, identify the game server and game server group and set health check to
+ *
- * To change game server metadata, provide updated game server data and custom sort key values.
+ * To change game server metadata, provide updated game server data.
*
- * GameLift FleetIQ Guide
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -10849,31 +10999,23 @@ final UpdateGameServerResult executeUpdateGameServer(UpdateGameServerRequest upd
/**
*
- * This action is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is
- * subject to change.
- *
- * Updates GameLift FleetIQ-specific properties for a game server group. These properties include instance
- * rebalancing and game server protection. Many Auto Scaling group properties are updated directly. These include
- * autoscaling policies, minimum/maximum/desired instance counts, and launch template.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
*
- * To update the game server group, specify the game server group ID and provide the updated values.
+ * Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are
+ * updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and
+ * maximum/minimum/desired instance counts.
*
- * Updated properties are validated to ensure that GameLift FleetIQ can continue to perform its core instance
- * rebalancing activity. When you change Auto Scaling group properties directly and the changes cause errors with
- * GameLift FleetIQ activities, an alert is sent.
+ * To update the game server group, specify the game server group ID and provide the updated values. Before applying
+ * the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance
+ * balancing activity. If successful, a GameServerGroup object is returned.
*
* Learn more
*
- * GameLift FleetIQ Guide
- *
- * Updating a GameLift
- * FleetIQ-Linked Auto Scaling Group
+ * GameLift FleetIQ Guide
*
* Related operations
@@ -10914,6 +11056,11 @@ final UpdateGameServerResult executeUpdateGameServer(UpdateGameServerRequest upd
* SuspendGameServerGroup
*
+ * DescribeGameServerInstances
+ *
- * Represents the input for a request action.
+ * Represents the input for a request operation.
*
- * An identifier for the game server group. When claiming a specific game server, this is the game server group
- * whether the game server is located. When requesting that GameLift FleetIQ locate an available game server, this
- * is the game server group to search on. You can use either the GameServerGroup name or ARN value.
+ * A unique identifier for the game server group where the game server is running. Use either the
+ * GameServerGroup name or ARN value.. If you are not specifying a game server to claim, this value
+ * identifies where you want GameLift FleetIQ to look for an available game server to claim.
*
- * A set of custom game server properties, formatted as a single string value, to be passed to the claimed game
- * server.
+ * A set of custom game server properties, formatted as a single string value. This data is passed to a game client
+ * or service when it requests information on game servers using ListGameServers or ClaimGameServer.
*
- * An identifier for the game server group. When claiming a specific game server, this is the game server group
- * whether the game server is located. When requesting that GameLift FleetIQ locate an available game server, this
- * is the game server group to search on. You can use either the GameServerGroup name or ARN value.
+ * A unique identifier for the game server group where the game server is running. Use either the
+ * GameServerGroup name or ARN value.. If you are not specifying a game server to claim, this value
+ * identifies where you want GameLift FleetIQ to look for an available game server to claim.
*
- * An identifier for the game server group. When claiming a specific game server, this is the game server group
- * whether the game server is located. When requesting that GameLift FleetIQ locate an available game server, this
- * is the game server group to search on. You can use either the GameServerGroup name or ARN value.
+ * A unique identifier for the game server group where the game server is running. Use either the
+ * GameServerGroup name or ARN value.. If you are not specifying a game server to claim, this value
+ * identifies where you want GameLift FleetIQ to look for an available game server to claim.
*
- * An identifier for the game server group. When claiming a specific game server, this is the game server group
- * whether the game server is located. When requesting that GameLift FleetIQ locate an available game server, this
- * is the game server group to search on. You can use either the GameServerGroup name or ARN value.
+ * A unique identifier for the game server group where the game server is running. Use either the
+ * GameServerGroup name or ARN value.. If you are not specifying a game server to claim, this value
+ * identifies where you want GameLift FleetIQ to look for an available game server to claim.
*
- * A set of custom game server properties, formatted as a single string value, to be passed to the claimed game
- * server.
+ * A set of custom game server properties, formatted as a single string value. This data is passed to a game client
+ * or service when it requests information on game servers using ListGameServers or ClaimGameServer.
*
- * A set of custom game server properties, formatted as a single string value, to be passed to the claimed game
- * server.
+ * A set of custom game server properties, formatted as a single string value. This data is passed to a game client
+ * or service when it requests information on game servers using ListGameServers or ClaimGameServer.
*
- * A set of custom game server properties, formatted as a single string value, to be passed to the claimed game
- * server.
+ * A set of custom game server properties, formatted as a single string value. This data is passed to a game client
+ * or service when it requests information on game servers using ListGameServers or ClaimGameServer.
*
- * Object that describes the newly claimed game server resource.
+ * Object that describes the newly claimed game server.
*
- * Object that describes the newly claimed game server resource.
+ * Object that describes the newly claimed game server.
*
- * Object that describes the newly claimed game server resource.
+ * Object that describes the newly claimed game server.
*
- * Object that describes the newly claimed game server resource.
+ * Object that describes the newly claimed game server.
*
- * Represents the input for a request action.
+ * Represents the input for a request operation.
*
- * Represents the returned data in response to a request action.
+ * Represents the returned data in response to a request operation.
*
- * Represents the input for a request action.
+ * Represents the input for a request operation.
*
- * Represents the returned data in response to a request action.
+ * Represents the returned data in response to a request operation.
*
- * Represents the input for a request action.
+ * Represents the input for a request operation.
*
- * Represents the returned data in response to a request action.
+ * Represents the returned data in response to a request operation.
*
* The Amazon Resource Name (ARN)
- * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is
- * validated to ensure that it contains the necessary permissions for game server groups.
+ * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
*
- * The minimum number of instances allowed in the EC2 Auto Scaling group. During autoscaling events, GameLift
+ * The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift
* FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at
- * least 1.
+ * least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the
+ * AWS console or APIs.
*
- * The maximum number of instances allowed in the EC2 Auto Scaling group. During autoscaling events, GameLift
- * FleetIQ and EC2 do not scale up the group above this maximum.
+ * The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift
+ * FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update
+ * this value directly in the Auto Scaling group using the AWS console or APIs.
*
- * A set of EC2 instance types to use when creating instances in the group. The instance definitions must specify at
- * least two different instance types that are supported by GameLift FleetIQ. For more information on instance
- * types, see EC2 Instance
- * Types in the Amazon EC2 User Guide.
+ * The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least
+ * two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see
+ * EC2 Instance Types in the
+ * Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight
+ * value is specified for an instance type, it is set to the default value "1". For more information about capacity
+ * weighting, see
+ * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
*
* Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting.
- * The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that
- * can immediately accommodate new games and players. Once the game server and Auto Scaling groups are created, you
- * can update the scaling policy settings directly in Auto Scaling Groups.
+ * The scaling policy uses the metric
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable
- * or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once
- * again be used. Method options include:
+ * Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server
+ * group. Method options include the following:
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ *
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ *
+ *
* A flag that indicates whether instances in the game server group are protected from early termination.
- * Unprotected instances that have active game servers running may by terminated during a scale-down event, causing
- * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers
- * running. An exception to this is Spot Instances, which may be terminated by AWS regardless of protection status.
- * This property is set to NO_PROTECTION by default.
+ * Unprotected instances that have active game servers running might be terminated during a scale-down event,
+ * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game
+ * servers running except in the event of a forced game server group deletion (see ). An exception to this is with
+ * Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to
+ *
* A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all
- * GameLift FleetIQ-supported availability zones are used; this parameter allows you to specify VPCs that you've set
- * up.
+ * GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've
+ * set up. This property cannot be updated after the game server group is created, and the corresponding Auto
+ * Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is
+ * updated directly
*
* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs.
- * Tagging AWS resources are useful for resource management, access management, and cost allocation. For more
+ * Tagging AWS resources is useful for resource management, access management, and cost allocation. For more
* information, see Tagging AWS
* Resources in the AWS General Reference. Once the resource is created, you can use TagResource,
- * UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be
- * lower than stated. See the AWS General Reference for actual tagging limits.
+ * UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag
+ * limit may be lower than stated. See the AWS General Reference for actual tagging limits.
*
* The Amazon Resource Name (ARN)
- * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is
- * validated to ensure that it contains the necessary permissions for game server groups.
+ * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
*
* The Amazon Resource Name (ARN)
- * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is
- * validated to ensure that it contains the necessary permissions for game server groups.
+ * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
*
* The Amazon Resource Name (ARN)
- * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is
- * validated to ensure that it contains the necessary permissions for game server groups.
+ * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
*
- * The minimum number of instances allowed in the EC2 Auto Scaling group. During autoscaling events, GameLift
+ * The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift
* FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at
- * least 1.
+ * least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the
+ * AWS console or APIs.
*
- * The minimum number of instances allowed in the EC2 Auto Scaling group. During autoscaling events, GameLift
+ * The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift
* FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at
- * least 1.
+ * least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the
+ * AWS console or APIs.
*
- * The minimum number of instances allowed in the EC2 Auto Scaling group. During autoscaling events, GameLift
+ * The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift
* FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at
- * least 1.
+ * least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the
+ * AWS console or APIs.
*
- * The maximum number of instances allowed in the EC2 Auto Scaling group. During autoscaling events, GameLift
- * FleetIQ and EC2 do not scale up the group above this maximum.
+ * The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift
+ * FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update
+ * this value directly in the Auto Scaling group using the AWS console or APIs.
*
- * The maximum number of instances allowed in the EC2 Auto Scaling group. During autoscaling events, GameLift
- * FleetIQ and EC2 do not scale up the group above this maximum.
+ * The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift
+ * FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update
+ * this value directly in the Auto Scaling group using the AWS console or APIs.
*
- * The maximum number of instances allowed in the EC2 Auto Scaling group. During autoscaling events, GameLift
- * FleetIQ and EC2 do not scale up the group above this maximum.
+ * The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift
+ * FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update
+ * this value directly in the Auto Scaling group using the AWS console or APIs.
*
- * A set of EC2 instance types to use when creating instances in the group. The instance definitions must specify at
- * least two different instance types that are supported by GameLift FleetIQ. For more information on instance
- * types, see EC2 Instance
- * Types in the Amazon EC2 User Guide.
+ * The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least
+ * two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see
+ * EC2 Instance Types in the
+ * Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight
+ * value is specified for an instance type, it is set to the default value "1". For more information about capacity
+ * weighting, see
+ * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
*
- * A set of EC2 instance types to use when creating instances in the group. The instance definitions must specify at
- * least two different instance types that are supported by GameLift FleetIQ. For more information on instance
- * types, see EC2 Instance
- * Types in the Amazon EC2 User Guide.
+ * The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least
+ * two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see
+ * EC2 Instance Types in the
+ * Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight
+ * value is specified for an instance type, it is set to the default value "1". For more information about capacity
+ * weighting, see
+ * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
*
- * A set of EC2 instance types to use when creating instances in the group. The instance definitions must specify at
- * least two different instance types that are supported by GameLift FleetIQ. For more information on instance
- * types, see EC2 Instance
- * Types in the Amazon EC2 User Guide.
+ * The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least
+ * two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see
+ * EC2 Instance Types in the
+ * Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight
+ * value is specified for an instance type, it is set to the default value "1". For more information about capacity
+ * weighting, see
+ * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
*
* NOTE: This method appends the values to the existing list (if any). Use
@@ -465,11 +510,14 @@ public void setInstanceDefinitions(java.util.Collection
- * A set of EC2 instance types to use when creating instances in the group. The instance definitions must specify at
- * least two different instance types that are supported by GameLift FleetIQ. For more information on instance
- * types, see EC2 Instance
- * Types in the Amazon EC2 User Guide.
+ * The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least
+ * two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see
+ * EC2 Instance Types in the
+ * Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight
+ * value is specified for an instance type, it is set to the default value "1". For more information about capacity
+ * weighting, see
+ * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
*
* Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting.
- * The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that
- * can immediately accommodate new games and players. Once the game server and Auto Scaling groups are created, you
- * can update the scaling policy settings directly in Auto Scaling Groups.
+ * The scaling policy uses the metric
* Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting.
- * The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that
- * can immediately accommodate new games and players. Once the game server and Auto Scaling groups are created, you
- * can update the scaling policy settings directly in Auto Scaling Groups.
+ * The scaling policy uses the metric
* Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting.
- * The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that
- * can immediately accommodate new games and players. Once the game server and Auto Scaling groups are created, you
- * can update the scaling policy settings directly in Auto Scaling Groups.
+ * The scaling policy uses the metric
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable
- * or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once
- * again be used. Method options include:
+ * Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server
+ * group. Method options include the following:
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ *
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ *
+ *
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay
- * ends) and not replaced.
+ *
+ *
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting
- * capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current
- * gameplay ends) and replaced with new On-Demand instances.
+ *
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable
- * or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once
- * again be used. Method options include:
+ * Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server
+ * group. Method options include the following:
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ *
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ *
+ *
+ *
* ACTIVE
or ERROR
+ * status.
* DELETE_SCHEDULED
, which prevents new game servers from being registered and stops
+ * automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can
+ * begin deleting resources. If any of the delete operations fail, the game server group is placed in
+ * ERROR
status.
*
+ *
* ACTIVE
or ERROR
+ * status.
+ * DELETE_SCHEDULED
, which prevents new game servers from being registered and stops
+ * automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can
+ * begin deleting resources. If any of the delete operations fail, the game server group is placed in
+ * ERROR
status.
* GameSessionId
or GameSessionArn
to request details
- * for a specific game session; (2) provide either a FleetId
or an AliasId
to request
- * properties for all game sessions running on a fleet.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
+ * GameServerInstance
objects is returned.
+ *
+ *
+ *
+ * @param describeGameServerInstancesRequest
+ * @return A Java Future containing the result of the DescribeGameServerInstances operation returned by the service.
+ * @sample AmazonGameLiftAsync.DescribeGameServerInstances
+ * @see AWS API Documentation
+ */
+ java.util.concurrent.FutureGameServerInstance
objects is returned.
+ *
+ *
+ *
+ * @param describeGameServerInstancesRequest
+ * @param asyncHandler
+ * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
+ * implementation of the callback methods in this interface to receive notification of successful or
+ * unsuccessful completion of the operation.
+ * @return A Java Future containing the result of the DescribeGameServerInstances operation returned by the service.
+ * @sample AmazonGameLiftAsyncHandler.DescribeGameServerInstances
+ * @see AWS API Documentation
+ */
+ java.util.concurrent.FutureGameSessionId
or GameSessionArn
to request
+ * details for a specific game session; (2) provide either a FleetId
or an AliasId
to
+ * request properties for all game sessions running on a fleet.
* GameSessionId
or GameSessionArn
to request details
- * for a specific game session; (2) provide either a FleetId
or an AliasId
to request
- * properties for all game sessions running on a fleet.
+ * Retrieves properties, including the protection policy in force, for one or more game sessions. This operation can
+ * be used in several ways: (1) provide a GameSessionId
or GameSessionArn
to request
+ * details for a specific game session; (2) provide either a FleetId
or an AliasId
to
+ * request properties for all game sessions running on a fleet.
* PlayerSessionId
to request properties for a specific player session; (2) provide a
* GameSessionId
to request properties for all player sessions in the specified game session; (3)
* provide a PlayerId
to request properties for all player sessions of a specified player.
@@ -7021,7 +7249,7 @@ java.util.concurrent.FuturePlayerSessionId
to request properties for a specific player session; (2) provide a
* GameSessionId
to request properties for all player sessions in the specified game session; (3)
* provide a PlayerId
to request properties for all player sessions of a specified player.
@@ -7086,7 +7314,7 @@ java.util.concurrent.Future
*
*
* @param describeScalingPoliciesRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return A Java Future containing the result of the DescribeScalingPolicies operation returned by the service.
* @sample AmazonGameLiftAsync.DescribeScalingPolicies
* @see describeRuntimeC
* pages. If successful, set of ScalingPolicy objects is returned for the fleet.
*
*
*
* @param describeScalingPoliciesRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @param asyncHandler
* Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
* implementation of the callback methods in this interface to receive notification of successful or
@@ -7738,7 +7966,7 @@ java.util.concurrent.Future.pem
file before
* using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the
- * GetInstanceAccess request, as shown in one of the examples for this action.
+ * GetInstanceAccess request, as shown in one of the examples for this operation.
* .pem
file before
* using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the
- * GetInstanceAccess request, as shown in one of the examples for this action.
+ * GetInstanceAccess request, as shown in one of the examples for this operation.
*
@@ -8890,7 +9124,7 @@ java.util.concurrent.Future
*
* @param putScalingPolicyRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @param asyncHandler
* Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
* implementation of the callback methods in this interface to receive notification of successful or
@@ -9282,31 +9516,30 @@ java.util.concurrent.Future
@@ -9118,7 +9352,7 @@ java.util.concurrent.Future
*
* @param putScalingPolicyRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return A Java Future containing the result of the PutScalingPolicy operation returned by the service.
* @sample AmazonGameLiftAsync.PutScalingPolicy
* @see AWS API
@@ -9267,7 +9501,7 @@ java.util.concurrent.FutureAVAILABLE
. 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.
* 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.
* SuspendedActions
.
* SuspendedActions
.
* QUEUED
. Track the status of the
- * ticket to respond as needed and acquire game session connection information for successfully completed matches.
- *
- *
* DescribeMatchmaking
. This operation returns the full ticket object, including
- * current status and (for completed tickets) game session connection info. We recommend polling no more than once
- * every 10 seconds.
+ * successful, a matchmaking ticket is returned with status set to QUEUED
.
* DescribeMatchmaking
only when
- * notifications are not received within 30 seconds.
+ * Track the status of the ticket 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 (SNS), which is defined in the matchmaking configuration.
* QUEUED
. Track the status of the
- * ticket to respond as needed and acquire game session connection information for successfully completed matches.
+ * successful, a matchmaking ticket is returned with status set to QUEUED
.
*
- *
* DescribeMatchmaking
. This operation returns the full ticket object, including
- * current status and (for completed tickets) game session connection info. We recommend polling no more than once
- * every 10 seconds.
- * DescribeMatchmaking
only when
- * notifications are not received within 30 seconds.
- *
*
* SuspendedActions
.
*
*
* SuspendedActions
.
*
*
*
* @param updateAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @param asyncHandler
* Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
* implementation of the callback methods in this interface to receive notification of successful or
@@ -11951,7 +12171,7 @@ java.util.concurrent.Future
*
*
* @param updateAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return A Java Future containing the result of the UpdateAlias operation returned by the service.
* @sample AmazonGameLiftAsync.UpdateAlias
* @see AWS API
@@ -11893,7 +12113,7 @@ java.util.concurrent.Future
@@ -11671,7 +11891,7 @@ java.util.concurrent.Future
*
@@ -11758,7 +11978,7 @@ java.util.concurrent.Future
*
*
@@ -12580,7 +12799,7 @@ java.util.concurrent.FutureHEALTHY
. If a game server does not report health status for a certain length of time, the game
+ * server is no longer considered healthy. As a result, it will be eventually deregistered from the game server
+ * group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.
*
*
@@ -12668,7 +12886,7 @@ java.util.concurrent.FutureHEALTHY
. If a game server does not report health status for a certain length of time, the game
+ * server is no longer considered healthy. As a result, it will be eventually deregistered from the game server
+ * group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.
*
- *
*
* @param createAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateAlias operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -809,9 +800,9 @@ final CreateAliasResult executeCreateAlias(CreateAliasRequest createAliasRequest
*
*
*
*
- *
- *
*
* @param acceptMatchRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the AcceptMatch operation returned by the service.
* @throws InvalidRequestException
* One or more parameter values in the request are invalid. Correct the invalid parameter values before
@@ -523,46 +506,54 @@ final AcceptMatchResult executeAcceptMatch(AcceptMatchRequest acceptMatchRequest
/**
*
*
*
*
- *
*/
@ThreadSafe
@Generated("com.amazonaws:aws-java-sdk-code-generator")
@@ -462,7 +445,7 @@ private void init() {
* 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.
+ * CreateBuild
and specify a build name and operating system. This action creates a new build resource
- * and also returns an S3 location with temporary access credentials. Use the credentials to manually upload your
- * build files to the specified S3 location. For more information, see CreateBuild and specify a build name and operating system. This operation creates a new build
+ * resource and also returns an S3 location with temporary access credentials. Use the credentials to manually
+ * upload your build files to the specified S3 location. For more information, see Uploading Objects in the
* Amazon S3 Developer Guide. Build files can be uploaded to the GameLift S3 location once only; that can't
* be updated.
@@ -867,7 +858,7 @@ final CreateAliasResult executeCreateAlias(CreateAliasRequest createAliasRequest
*
*
* @param createBuildRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateBuild operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -1028,7 +1019,7 @@ final CreateBuildResult executeCreateBuild(CreateBuildRequest createBuildRequest
*
*
* @param createFleetRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the CreateFleet operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -1098,59 +1089,52 @@ final CreateFleetResult executeCreateFleet(CreateFleetRequest createFleetRequest
/**
*
*
* ACTIVE
status before a game session can be created in it.
* DescribeMatchmaking
if no notifications are received within 30 seconds.
+ * To track the progress of matchmaking tickets, set up an Amazon Simple Notification Service (SNS) to receive
+ * notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously
+ * poling ticket status with DescribeMatchmaking, should only be used for games in development with low
+ * matchmaking usage.
*
*
*
* @param deleteAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DeleteAlias operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -2579,7 +2567,7 @@ final DeleteAliasResult executeDeleteAlias(DeleteAliasRequest deleteAliasRequest
/**
*
+ *
+ * ACTIVE
or ERROR
+ * status.
+ * DELETE_SCHEDULED
, which prevents new game servers from being registered and stops
+ * automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can
+ * begin deleting resources. If any of the delete operations fail, the game server group is placed in
+ * ERROR
status.
* GameSessionId
or GameSessionArn
to request details
- * for a specific game session; (2) provide either a FleetId
or an AliasId
to request
- * properties for all game sessions running on a fleet.
+ * This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
+ * GameServerInstance
objects is returned.
+ *
+ *
+ *
+ * @param describeGameServerInstancesRequest
+ * @return Result of the DescribeGameServerInstances operation returned by the service.
+ * @throws InvalidRequestException
+ * One or more parameter values in the request are invalid. Correct the invalid parameter values before
+ * retrying.
+ * @throws NotFoundException
+ * A service resource associated with the request could not be found. Clients should not retry such
+ * requests.
+ * @throws UnauthorizedException
+ * The client failed authentication. Clients should not retry such requests.
+ * @throws InternalServiceException
+ * The service encountered an unrecoverable internal failure while processing the request. Clients can retry
+ * such requests immediately or after a waiting period.
+ * @sample AmazonGameLift.DescribeGameServerInstances
+ * @see AWS API Documentation
+ */
+ @Override
+ public DescribeGameServerInstancesResult describeGameServerInstances(DescribeGameServerInstancesRequest request) {
+ request = beforeClientExecution(request);
+ return executeDescribeGameServerInstances(request);
+ }
+
+ @SdkInternalApi
+ final DescribeGameServerInstancesResult executeDescribeGameServerInstances(DescribeGameServerInstancesRequest describeGameServerInstancesRequest) {
+
+ ExecutionContext executionContext = createExecutionContext(describeGameServerInstancesRequest);
+ AWSRequestMetrics awsRequestMetrics = executionContext.getAwsRequestMetrics();
+ awsRequestMetrics.startEvent(Field.ClientExecuteTime);
+ RequestGameSessionId
or GameSessionArn
to request
+ * details for a specific game session; (2) provide either a FleetId
or an AliasId
to
+ * request properties for all game sessions running on a fleet.
* PlayerSessionId
to request properties for a specific player session; (2) provide a
* GameSessionId
to request properties for all player sessions in the specified game session; (3)
* provide a PlayerId
to request properties for all player sessions of a specified player.
@@ -6193,7 +6348,7 @@ final DescribeMatchmakingRuleSetsResult executeDescribeMatchmakingRuleSets(Descr
*
*
* @param describePlayerSessionsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribePlayerSessions operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -6348,7 +6503,7 @@ final DescribePlayerSessionsResult executeDescribePlayerSessions(DescribePlayerS
*
*
* @param describeRuntimeConfigurationRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeRuntimeConfiguration operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -6419,9 +6574,9 @@ final DescribeRuntimeConfigurationResult executeDescribeRuntimeConfiguration(Des
* pages. If successful, set of ScalingPolicy objects is returned for the fleet.
*
*
*
* @param describeScalingPoliciesRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeScalingPolicies operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -6789,7 +6944,7 @@ final DescribeVpcPeeringAuthorizationsResult executeDescribeVpcPeeringAuthorizat
*
*
* @param describeVpcPeeringConnectionsRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the DescribeVpcPeeringConnections operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -6918,7 +7073,7 @@ final DescribeVpcPeeringConnectionsResult executeDescribeVpcPeeringConnections(D
*
*
* @param getGameSessionLogUrlRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the GetGameSessionLogUrl operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -6988,7 +7143,7 @@ final GetGameSessionLogUrlResult executeGetGameSessionLogUrl(GetGameSessionLogUr
* Desktop client. For a Linux instance, Amazon 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 .pem
file before
* using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the
- * GetInstanceAccess request, as shown in one of the examples for this action.
+ * GetInstanceAccess request, as shown in one of the examples for this operation.
*
@@ -7998,7 +8156,7 @@ final ListTagsForResourceResult executeListTagsForResource(ListTagsForResourceRe
*
*
* @param putScalingPolicyRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the PutScalingPolicy operation returned by the service.
* @throws InternalServiceException
* The service encountered an unrecoverable internal failure while processing the request. Clients can retry
@@ -8059,31 +8217,30 @@ final PutScalingPolicyResult executePutScalingPolicy(PutScalingPolicyRequest put
/**
* 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.
* SuspendedActions
.
* QUEUED
. Track the status of the
- * ticket to respond as needed and acquire game session connection information for successfully completed matches.
+ * successful, a matchmaking ticket is returned with status set to QUEUED
.
*
- *
* DescribeMatchmaking
. This operation returns the full ticket object, including
- * current status and (for completed tickets) game session connection info. We recommend polling no more than once
- * every 10 seconds.
- * DescribeMatchmaking
only when
- * notifications are not received within 30 seconds.
- *
*
* SuspendedActions
.
*
*
*
* @param updateAliasRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the UpdateAlias operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -10213,7 +10364,7 @@ final UpdateAliasResult executeUpdateAlias(UpdateAliasRequest updateAliasRequest
*
*
* @param updateBuildRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the UpdateBuild operation returned by the service.
* @throws UnauthorizedException
* The client failed authentication. Clients should not retry such requests.
@@ -10343,7 +10494,7 @@ final UpdateBuildResult executeUpdateBuild(UpdateBuildRequest updateBuildRequest
*
*
* @param updateFleetAttributesRequest
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* @return Result of the UpdateFleetAttributes operation returned by the service.
* @throws NotFoundException
* A service resource associated with the request could not be found. Clients should not retry such
@@ -10414,9 +10565,9 @@ final UpdateFleetAttributesResult executeUpdateFleetAttributes(UpdateFleetAttrib
/**
*
@@ -9975,7 +10126,7 @@ final TagResourceResult executeTagResource(TagResourceRequest tagResourceRequest
*
*
*
@@ -10750,7 +10900,7 @@ final UpdateFleetPortSettingsResult executeUpdateFleetPortSettings(UpdateFleetPo
* Learn more
* HEALTHY
. If a game server does not report health status for a certain length of time, the game
+ * server is no longer considered healthy. As a result, it will be eventually deregistered from the game server
+ * group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.
* "PercentUtilizedGameServers"
to maintain a buffer of idle game
+ * servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update
+ * this value directly in the Auto Scaling group using the AWS console or APIs.
*
*
@@ -111,29 +123,32 @@ public class CreateGameServerGroupRequest extends com.amazonaws.AmazonWebService
/**
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
* NO_PROTECTION
by default.
* "PercentUtilizedGameServers"
to maintain a buffer of idle game
+ * servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update
+ * this value directly in the Auto Scaling group using the AWS console or APIs.
* "PercentUtilizedGameServers"
to maintain a buffer
+ * of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group
+ * is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
*/
public void setAutoScalingPolicy(GameServerGroupAutoScalingPolicy autoScalingPolicy) {
@@ -527,15 +581,16 @@ public void setAutoScalingPolicy(GameServerGroupAutoScalingPolicy autoScalingPol
/**
* "PercentUtilizedGameServers"
to maintain a buffer of idle game
+ * servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update
+ * this value directly in the Auto Scaling group using the AWS console or APIs.
* "PercentUtilizedGameServers"
to maintain a
+ * buffer of idle game servers that can immediately accommodate new games and players. After the Auto
+ * Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or
+ * APIs.
*/
public GameServerGroupAutoScalingPolicy getAutoScalingPolicy() {
@@ -545,16 +600,16 @@ public GameServerGroupAutoScalingPolicy getAutoScalingPolicy() {
/**
* "PercentUtilizedGameServers"
to maintain a buffer of idle game
+ * servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update
+ * this value directly in the Auto Scaling group using the AWS console or APIs.
* "PercentUtilizedGameServers"
to maintain a buffer
+ * of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group
+ * is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -565,44 +620,58 @@ public CreateGameServerGroupRequest withAutoScalingPolicy(GameServerGroupAutoSca
/**
*
*
*
* @param balancingStrategy
- * The fallback balancing method to use for the game server group when Spot instances in a Region become
- * unavailable or are not viable for game hosting. Once triggered, this method remains active until Spot
- * instances can once again be used. Method options include:SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
*
*
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
+ * unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
+ * Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
+ * Instances are terminated (after current gameplay ends) and are not replaced.
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
+ * server group. If Spot Instances are unavailable, the game server group continues to provide hosting
+ * capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
+ * current gameplay ends) and are replaced with new On-Demand Instances.
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
+ * Instances are used, even when available, while this balancing strategy is in force.
*
*
*
- * @return The fallback balancing method to use for the game server group when Spot instances in a Region become
- * unavailable or are not viable for game hosting. Once triggered, this method remains active until Spot
- * instances can once again be used. Method options include:SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No
- * new instances are started, and the existing nonviable Spot instances are terminated (once current
- * gameplay ends) and not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
+ * unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
+ * Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
+ * Instances are terminated (after current gameplay ends) and are not replaced.
+ *
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
+ * server group. If Spot Instances are unavailable, the game server group continues to provide hosting
+ * capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
+ * current gameplay ends) and are replaced with new On-Demand Instances.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting
- * capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current
- * gameplay ends) and replaced with new On-Demand instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
+ * Instances are used, even when available, while this balancing strategy is in force.
*
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable - * or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once - * again be used. Method options include: + * Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server + * group. Method options include the following: *
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
+ *
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay
- * ends) and not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
+ * unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
+ * Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
+ * Instances are terminated (after current gameplay ends) and are not replaced.
+ *
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
+ * server group. If Spot Instances are unavailable, the game server group continues to provide hosting
+ * capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
+ * current gameplay ends) and are replaced with new On-Demand Instances.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting
- * capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current
- * gameplay ends) and replaced with new On-Demand instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
+ * Instances are used, even when available, while this balancing strategy is in force.
*
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable - * or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once - * again be used. Method options include: + * Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server + * group. Method options include the following: *
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
+ *
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay
- * ends) and not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
+ * unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
+ * Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
+ * Instances are terminated (after current gameplay ends) and are not replaced.
+ *
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
+ * server group. If Spot Instances are unavailable, the game server group continues to provide hosting
+ * capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
+ * current gameplay ends) and are replaced with new On-Demand Instances.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting
- * capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current
- * gameplay ends) and replaced with new On-Demand instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
+ * Instances are used, even when available, while this balancing strategy is in force.
*
* A flag that indicates whether instances in the game server group are protected from early termination.
- * Unprotected instances that have active game servers running may by terminated during a scale-down event, causing
- * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers
- * running. An exception to this is Spot Instances, which may be terminated by AWS regardless of protection status.
- * This property is set to NO_PROTECTION by default.
+ * Unprotected instances that have active game servers running might be terminated during a scale-down event,
+ * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game
+ * servers running except in the event of a forced game server group deletion (see ). An exception to this is with
+ * Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to
+ * NO_PROTECTION
by default.
*
NO_PROTECTION
by default.
* @see GameServerProtectionPolicy
*/
@@ -787,17 +900,19 @@ public void setGameServerProtectionPolicy(String gameServerProtectionPolicy) {
/**
*
* A flag that indicates whether instances in the game server group are protected from early termination.
- * Unprotected instances that have active game servers running may by terminated during a scale-down event, causing
- * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers
- * running. An exception to this is Spot Instances, which may be terminated by AWS regardless of protection status.
- * This property is set to NO_PROTECTION by default.
+ * Unprotected instances that have active game servers running might be terminated during a scale-down event,
+ * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game
+ * servers running except in the event of a forced game server group deletion (see ). An exception to this is with
+ * Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to
+ * NO_PROTECTION
by default.
*
NO_PROTECTION
by default.
* @see GameServerProtectionPolicy
*/
@@ -808,18 +923,20 @@ public String getGameServerProtectionPolicy() {
/**
*
* A flag that indicates whether instances in the game server group are protected from early termination.
- * Unprotected instances that have active game servers running may by terminated during a scale-down event, causing
- * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers
- * running. An exception to this is Spot Instances, which may be terminated by AWS regardless of protection status.
- * This property is set to NO_PROTECTION by default.
+ * Unprotected instances that have active game servers running might be terminated during a scale-down event,
+ * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game
+ * servers running except in the event of a forced game server group deletion (see ). An exception to this is with
+ * Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to
+ * NO_PROTECTION
by default.
*
NO_PROTECTION
by default.
* @return Returns a reference to this object so that method calls can be chained together.
* @see GameServerProtectionPolicy
*/
@@ -832,18 +949,20 @@ public CreateGameServerGroupRequest withGameServerProtectionPolicy(String gameSe
/**
*
* A flag that indicates whether instances in the game server group are protected from early termination.
- * Unprotected instances that have active game servers running may by terminated during a scale-down event, causing
- * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers
- * running. An exception to this is Spot Instances, which may be terminated by AWS regardless of protection status.
- * This property is set to NO_PROTECTION by default.
+ * Unprotected instances that have active game servers running might be terminated during a scale-down event,
+ * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game
+ * servers running except in the event of a forced game server group deletion (see ). An exception to this is with
+ * Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to
+ * NO_PROTECTION
by default.
*
NO_PROTECTION
by default.
* @return Returns a reference to this object so that method calls can be chained together.
* @see GameServerProtectionPolicy
*/
@@ -856,13 +975,17 @@ public CreateGameServerGroupRequest withGameServerProtectionPolicy(GameServerPro
/**
* * A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all - * GameLift FleetIQ-supported availability zones are used; this parameter allows you to specify VPCs that you've set - * up. + * GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've + * set up. This property cannot be updated after the game server group is created, and the corresponding Auto + * Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is + * updated directly *
* * @return A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, - * all GameLift FleetIQ-supported availability zones are used; this parameter allows you to specify VPCs - * that you've set up. + * all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs + * that you've set up. This property cannot be updated after the game server group is created, and the + * corresponding Auto Scaling group will always use the property value that is set with this request, even + * if the Auto Scaling group is updated directly */ public java.util.List* A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all - * GameLift FleetIQ-supported availability zones are used; this parameter allows you to specify VPCs that you've set - * up. + * GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've + * set up. This property cannot be updated after the game server group is created, and the corresponding Auto + * Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is + * updated directly *
* * @param vpcSubnets * A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, - * all GameLift FleetIQ-supported availability zones are used; this parameter allows you to specify VPCs that - * you've set up. + * all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs + * that you've set up. This property cannot be updated after the game server group is created, and the + * corresponding Auto Scaling group will always use the property value that is set with this request, even if + * the Auto Scaling group is updated directly */ public void setVpcSubnets(java.util.Collection* A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all - * GameLift FleetIQ-supported availability zones are used; this parameter allows you to specify VPCs that you've set - * up. + * GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've + * set up. This property cannot be updated after the game server group is created, and the corresponding Auto + * Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is + * updated directly *
*
* NOTE: This method appends the values to the existing list (if any). Use
@@ -905,8 +1034,10 @@ public void setVpcSubnets(java.util.Collection
* A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all
- * GameLift FleetIQ-supported availability zones are used; this parameter allows you to specify VPCs that you've set
- * up.
+ * GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've
+ * set up. This property cannot be updated after the game server group is created, and the corresponding Auto
+ * Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is
+ * updated directly
*
* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs.
- * Tagging AWS resources are useful for resource management, access management, and cost allocation. For more
+ * Tagging AWS resources is useful for resource management, access management, and cost allocation. For more
* information, see Tagging AWS
* Resources in the AWS General Reference. Once the resource is created, you can use TagResource,
- * UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be
- * lower than stated. See the AWS General Reference for actual tagging limits.
+ * UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag
+ * limit may be lower than stated. See the AWS General Reference for actual tagging limits.
*
* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs.
- * Tagging AWS resources are useful for resource management, access management, and cost allocation. For more
+ * Tagging AWS resources is useful for resource management, access management, and cost allocation. For more
* information, see Tagging AWS
* Resources in the AWS General Reference. Once the resource is created, you can use TagResource,
- * UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be
- * lower than stated. See the AWS General Reference for actual tagging limits.
+ * UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag
+ * limit may be lower than stated. See the AWS General Reference for actual tagging limits.
*
* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs.
- * Tagging AWS resources are useful for resource management, access management, and cost allocation. For more
+ * Tagging AWS resources is useful for resource management, access management, and cost allocation. For more
* information, see Tagging AWS
* Resources in the AWS General Reference. Once the resource is created, you can use TagResource,
- * UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be
- * lower than stated. See the AWS General Reference for actual tagging limits.
+ * UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag
+ * limit may be lower than stated. See the AWS General Reference for actual tagging limits.
*
* NOTE: This method appends the values to the existing list (if any). Use
@@ -1006,11 +1143,12 @@ public void setTags(java.util.Collection
* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs.
- * Tagging AWS resources are useful for resource management, access management, and cost allocation. For more
+ * Tagging AWS resources is useful for resource management, access management, and cost allocation. For more
* information, see Tagging AWS
* Resources in the AWS General Reference. Once the resource is created, you can use TagResource,
- * UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be
- * lower than stated. See the AWS General Reference for actual tagging limits.
+ * UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag
+ * limit may be lower than stated. See the AWS General Reference for actual tagging limits.
*
* The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server
* group and the object's status. The EC2 Auto Scaling group ARN is initially null, since the group has not yet been
- * created. This value is added once the game server group status reaches ACTIVE.
+ * created. This value is added once the game server group status reaches
* The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server
* group and the object's status. The EC2 Auto Scaling group ARN is initially null, since the group has not yet been
- * created. This value is added once the game server group status reaches ACTIVE.
+ * created. This value is added once the game server group status reaches
* The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server
* group and the object's status. The EC2 Auto Scaling group ARN is initially null, since the group has not yet been
- * created. This value is added once the game server group status reaches ACTIVE.
+ * created. This value is added once the game server group status reaches
* The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server
* group and the object's status. The EC2 Auto Scaling group ARN is initially null, since the group has not yet been
- * created. This value is added once the game server group status reaches ACTIVE.
+ * created. This value is added once the game server group status reaches
- * Represents the input for a request action.
+ * Represents the input for a request operation.
*
- * Represents the returned data in response to a request action.
+ * Represents the returned data in response to a request operation.
*
- * Represents the input for a request action.
+ * Represents the input for a request operation.
*
- * Represents the returned data in response to a request action.
+ * Represents the returned data in response to a request operation.
*
- * Represents the input for a request action.
+ * Represents the input for a request operation.
* ACTIVE
.
* ACTIVE
.
* ACTIVE
.
*/
public void setGameServerGroup(GameServerGroup gameServerGroup) {
@@ -53,12 +54,13 @@ public void setGameServerGroup(GameServerGroup gameServerGroup) {
* ACTIVE
.
* ACTIVE
.
*/
public GameServerGroup getGameServerGroup() {
@@ -69,13 +71,14 @@ public GameServerGroup getGameServerGroup() {
* ACTIVE
.
* ACTIVE
.
* @return Returns a reference to this object so that method calls can be chained together.
*/
diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreateGameSessionQueueRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreateGameSessionQueueRequest.java
index 82a274e8037e..abdf532b4a76 100644
--- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreateGameSessionQueueRequest.java
+++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreateGameSessionQueueRequest.java
@@ -19,7 +19,7 @@
/**
*
- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionRequest.java index b15ab387c7ab..6c4f55ce3f69 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionResult.java index d27f7fcbb7d4..0927bb312811 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionsRequest.java index 7841802017fc..4c9ac091002a 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionsResult.java index e235eb7a7a05..552e91ca7447 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreatePlayerSessionsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreateVpcPeeringAuthorizationRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreateVpcPeeringAuthorizationRequest.java index e92f38192972..435ea26ebf4a 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreateVpcPeeringAuthorizationRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/CreateVpcPeeringAuthorizationRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see - * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. * * * @see - * Represents the input for a request action. + * Represents the input for a request operation. * * * @see - * Represents the input for a request action. + * Represents the input for a request operation. * * * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteBuildRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteBuildRequest.java index aae3fc01610b..c721f8ea5f2c 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteBuildRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteBuildRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteFleetRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteFleetRequest.java index b4318be96d2d..1d63e7658ea3 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteFleetRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteFleetRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteGameServerGroupRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteGameServerGroupRequest.java index 72d46b76fc70..ffccffcc9066 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteGameServerGroupRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteGameServerGroupRequest.java @@ -27,31 +27,30 @@ public class DeleteGameServerGroupRequest extends com.amazonaws.AmazonWebService /** *- * The unique identifier of the game server group to delete. Use either the GameServerGroup name or ARN - * value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. *
*/ private String gameServerGroupName; /** *- * The type of delete to perform. Options include: + * The type of delete to perform. Options include the following: *
*
- * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that
- * are in IN_USE status.
+ * SAFE_DELETE
– Terminates the game server group and EC2 Auto Scaling group only when it has no game
+ * servers that are in UTILIZED
status.
*
- * FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their
- * utilization status, and the EC2 Auto Scaling group.
+ * FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of
+ * their utilization status, and the EC2 Auto Scaling group.
*
- * RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
+ * RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
*
- * The unique identifier of the game server group to delete. Use either the GameServerGroup name or ARN - * value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * The unique identifier of the game server group to delete. Use either the GameServerGroup name or - * ARN value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. */ public void setGameServerGroupName(String gameServerGroupName) { @@ -75,12 +72,10 @@ public void setGameServerGroupName(String gameServerGroupName) { /** *- * The unique identifier of the game server group to delete. Use either the GameServerGroup name or ARN - * value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. *
* - * @return The unique identifier of the game server group to delete. Use either the GameServerGroup name or - * ARN value. + * @return A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. */ public String getGameServerGroupName() { @@ -89,13 +84,11 @@ public String getGameServerGroupName() { /** *- * The unique identifier of the game server group to delete. Use either the GameServerGroup name or ARN - * value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * The unique identifier of the game server group to delete. Use either the GameServerGroup name or - * ARN value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -106,46 +99,47 @@ public DeleteGameServerGroupRequest withGameServerGroupName(String gameServerGro /** *- * The type of delete to perform. Options include: + * The type of delete to perform. Options include the following: *
*
- * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that
- * are in IN_USE status.
+ * SAFE_DELETE
– Terminates the game server group and EC2 Auto Scaling group only when it has no game
+ * servers that are in UTILIZED
status.
*
- * FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their
- * utilization status, and the EC2 Auto Scaling group.
+ * FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of
+ * their utilization status, and the EC2 Auto Scaling group.
*
- * RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
+ * RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
*
- * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers
- * that are in IN_USE status.
+ * SAFE_DELETE
– Terminates the game server group and EC2 Auto Scaling group only when it has no
+ * game servers that are in UTILIZED
status.
*
- * FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their
- * utilization status, and the EC2 Auto Scaling group.
+ * FORCE_DELETE
– Terminates the game server group, including all active game servers regardless
+ * of their utilization status, and the EC2 Auto Scaling group.
*
- * RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
+ * RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group
+ * as is.
*
- * The type of delete to perform. Options include: + * The type of delete to perform. Options include the following: *
*
- * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that
- * are in IN_USE status.
+ * SAFE_DELETE
– Terminates the game server group and EC2 Auto Scaling group only when it has no game
+ * servers that are in UTILIZED
status.
*
- * FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their
- * utilization status, and the EC2 Auto Scaling group.
+ * FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of
+ * their utilization status, and the EC2 Auto Scaling group.
*
- * RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
+ * RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
*
- * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game
- * servers that are in IN_USE status.
+ * SAFE_DELETE
– Terminates the game server group and EC2 Auto Scaling group only when it has
+ * no game servers that are in UTILIZED
status.
*
- * FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their
- * utilization status, and the EC2 Auto Scaling group.
+ * FORCE_DELETE
– Terminates the game server group, including all active game servers
+ * regardless of their utilization status, and the EC2 Auto Scaling group.
*
- * RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
+ * RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group
+ * as is.
*
- * The type of delete to perform. Options include: + * The type of delete to perform. Options include the following: *
*
- * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that
- * are in IN_USE status.
+ * SAFE_DELETE
– Terminates the game server group and EC2 Auto Scaling group only when it has no game
+ * servers that are in UTILIZED
status.
*
- * FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their
- * utilization status, and the EC2 Auto Scaling group.
+ * FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of
+ * their utilization status, and the EC2 Auto Scaling group.
*
- * RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
+ * RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
*
- * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers
- * that are in IN_USE status.
+ * SAFE_DELETE
– Terminates the game server group and EC2 Auto Scaling group only when it has no
+ * game servers that are in UTILIZED
status.
*
- * FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their
- * utilization status, and the EC2 Auto Scaling group.
+ * FORCE_DELETE
– Terminates the game server group, including all active game servers regardless
+ * of their utilization status, and the EC2 Auto Scaling group.
*
- * RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
+ * RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group
+ * as is.
*
- * The type of delete to perform. Options include: + * The type of delete to perform. Options include the following: *
*
- * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that
- * are in IN_USE status.
+ * SAFE_DELETE
– Terminates the game server group and EC2 Auto Scaling group only when it has no game
+ * servers that are in UTILIZED
status.
*
- * FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their
- * utilization status, and the EC2 Auto Scaling group.
+ * FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of
+ * their utilization status, and the EC2 Auto Scaling group.
*
- * RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
+ * RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
*
- * SAFE_DELETE – Terminates the game server group and EC2 Auto Scaling group only when it has no game servers
- * that are in IN_USE status.
+ * SAFE_DELETE
– Terminates the game server group and EC2 Auto Scaling group only when it has no
+ * game servers that are in UTILIZED
status.
*
- * FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their
- * utilization status, and the EC2 Auto Scaling group.
+ * FORCE_DELETE
– Terminates the game server group, including all active game servers regardless
+ * of their utilization status, and the EC2 Auto Scaling group.
*
- * RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
+ * RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group
+ * as is.
*
- * An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED.
+ * An object that describes the deleted game server group resource, with status updated to
+ * DELETE_SCHEDULED
.
*
- * An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED.
+ * An object that describes the deleted game server group resource, with status updated to
+ * DELETE_SCHEDULED
.
*
DELETE_SCHEDULED
.
*/
public void setGameServerGroup(GameServerGroup gameServerGroup) {
@@ -45,10 +48,12 @@ public void setGameServerGroup(GameServerGroup gameServerGroup) {
/**
*
- * An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED.
+ * An object that describes the deleted game server group resource, with status updated to
+ * DELETE_SCHEDULED
.
*
DELETE_SCHEDULED
.
*/
public GameServerGroup getGameServerGroup() {
@@ -57,11 +62,13 @@ public GameServerGroup getGameServerGroup() {
/**
*
- * An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED.
+ * An object that describes the deleted game server group resource, with status updated to
+ * DELETE_SCHEDULED
.
*
DELETE_SCHEDULED
.
* @return Returns a reference to this object so that method calls can be chained together.
*/
diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteGameSessionQueueRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteGameSessionQueueRequest.java
index a0a1ff75a9f1..e397c133bb38 100644
--- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteGameSessionQueueRequest.java
+++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteGameSessionQueueRequest.java
@@ -19,7 +19,7 @@
/**
* - * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteMatchmakingConfigurationRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteMatchmakingConfigurationRequest.java index 9e9f4a334a32..2d70befe6939 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteMatchmakingConfigurationRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteMatchmakingConfigurationRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see - * Represents the input for a request action. + * Represents the input for a request operation. * * * @see AWS diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteMatchmakingRuleSetResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteMatchmakingRuleSetResult.java index 99116d47a32d..ed3992e96742 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteMatchmakingRuleSetResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteMatchmakingRuleSetResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteScalingPolicyRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteScalingPolicyRequest.java index 6922fc4a35a8..6b6d2ee4842b 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteScalingPolicyRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteScalingPolicyRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteVpcPeeringAuthorizationRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteVpcPeeringAuthorizationRequest.java index 0c82e475b44e..9bf661a0428a 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteVpcPeeringAuthorizationRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DeleteVpcPeeringAuthorizationRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see - * Represents the input for a request action. + * Represents the input for a request operation. * * * @see - * An identifier for the game server group where the game server to be de-registered is running. Use either the + * A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. * */ private String gameServerGroupName; /** *- * The identifier for the game server to be de-registered. + * A custom string that uniquely identifies the game server to deregister. *
*/ private String gameServerId; /** *- * An identifier for the game server group where the game server to be de-registered is running. Use either the + * A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * An identifier for the game server group where the game server to be de-registered is running. Use either - * the GameServerGroup name or ARN value. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. */ public void setGameServerGroupName(String gameServerGroupName) { @@ -56,12 +56,12 @@ public void setGameServerGroupName(String gameServerGroupName) { /** *- * An identifier for the game server group where the game server to be de-registered is running. Use either the + * A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. *
* - * @return An identifier for the game server group where the game server to be de-registered is running. Use either - * the GameServerGroup name or ARN value. + * @return A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. */ public String getGameServerGroupName() { @@ -70,13 +70,13 @@ public String getGameServerGroupName() { /** *- * An identifier for the game server group where the game server to be de-registered is running. Use either the + * A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * An identifier for the game server group where the game server to be de-registered is running. Use either - * the GameServerGroup name or ARN value. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -87,11 +87,11 @@ public DeregisterGameServerRequest withGameServerGroupName(String gameServerGrou /** *- * The identifier for the game server to be de-registered. + * A custom string that uniquely identifies the game server to deregister. *
* * @param gameServerId - * The identifier for the game server to be de-registered. + * A custom string that uniquely identifies the game server to deregister. */ public void setGameServerId(String gameServerId) { @@ -100,10 +100,10 @@ public void setGameServerId(String gameServerId) { /** *- * The identifier for the game server to be de-registered. + * A custom string that uniquely identifies the game server to deregister. *
* - * @return The identifier for the game server to be de-registered. + * @return A custom string that uniquely identifies the game server to deregister. */ public String getGameServerId() { @@ -112,11 +112,11 @@ public String getGameServerId() { /** *- * The identifier for the game server to be de-registered. + * A custom string that uniquely identifies the game server to deregister. *
* * @param gameServerId - * The identifier for the game server to be de-registered. + * A custom string that uniquely identifies the game server to deregister. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeAliasRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeAliasRequest.java index b22858730b66..0e3ed733acc2 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeAliasRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeAliasRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeAliasResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeAliasResult.java index 7296909091c8..3dbcd84b0b01 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeAliasResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeAliasResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeBuildRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeBuildRequest.java index 877b72863e02..3f5c657e2736 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeBuildRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeBuildRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeBuildResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeBuildResult.java index ca59e1fe5bbb..3c1f8864d3e5 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeBuildResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeBuildResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeEC2InstanceLimitsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeEC2InstanceLimitsRequest.java index c483bdf50574..5a56d3c9c877 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeEC2InstanceLimitsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeEC2InstanceLimitsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeEC2InstanceLimitsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeEC2InstanceLimitsResult.java index 42802554fa3c..de29c750065e 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeEC2InstanceLimitsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeEC2InstanceLimitsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetAttributesRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetAttributesRequest.java index 8a05b98b90f3..0b6c17b83c30 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetAttributesRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetAttributesRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS @@ -46,8 +46,8 @@ public class DescribeFleetAttributesRequest extends com.amazonaws.AmazonWebServi /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
*/ private String nextToken; @@ -194,14 +194,14 @@ public DescribeFleetAttributesRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. This - * parameter is ignored when the request specifies one or a list of fleet IDs. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. + * This parameter is ignored when the request specifies one or a list of fleet IDs. */ public void setNextToken(String nextToken) { @@ -211,13 +211,13 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. - * This parameter is ignored when the request specifies one or a list of fleet IDs. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. This parameter is ignored when the request specifies one or a list of fleet IDs. */ public String getNextToken() { @@ -227,14 +227,14 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. This - * parameter is ignored when the request specifies one or a list of fleet IDs. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. + * This parameter is ignored when the request specifies one or a list of fleet IDs. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetAttributesResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetAttributesResult.java index 13c32ae3474e..9e54185936cc 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetAttributesResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetAttributesResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS @@ -35,8 +35,8 @@ public class DescribeFleetAttributesResult extends com.amazonaws.AmazonWebServic private java.util.List- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -121,12 +121,12 @@ public DescribeFleetAttributesResult withFleetAttributes(java.util.Collection- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -150,12 +150,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetCapacityRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetCapacityRequest.java index 9def35b8f7fa..b521dc9640d7 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetCapacityRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetCapacityRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API @@ -45,8 +45,8 @@ public class DescribeFleetCapacityRequest extends com.amazonaws.AmazonWebService /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
*/ private String nextToken; @@ -181,14 +181,14 @@ public DescribeFleetCapacityRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. This - * parameter is ignored when the request specifies one or a list of fleet IDs. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. + * This parameter is ignored when the request specifies one or a list of fleet IDs. */ public void setNextToken(String nextToken) { @@ -198,13 +198,13 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. - * This parameter is ignored when the request specifies one or a list of fleet IDs. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. This parameter is ignored when the request specifies one or a list of fleet IDs. */ public String getNextToken() { @@ -214,14 +214,14 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. This - * parameter is ignored when the request specifies one or a list of fleet IDs. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. + * This parameter is ignored when the request specifies one or a list of fleet IDs. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetCapacityResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetCapacityResult.java index fe5f01483f53..962d8ef8a566 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetCapacityResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetCapacityResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API @@ -35,8 +35,8 @@ public class DescribeFleetCapacityResult extends com.amazonaws.AmazonWebServiceR private java.util.List- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -121,12 +121,12 @@ public DescribeFleetCapacityResult withFleetCapacity(java.util.Collection- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -150,12 +150,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetEventsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetEventsRequest.java index c61388261e55..9936e03cdcc2 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetEventsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetEventsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API @@ -60,7 +60,7 @@ public class DescribeFleetEventsRequest extends com.amazonaws.AmazonWebServiceRe /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -258,12 +258,12 @@ public DescribeFleetEventsRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public void setNextToken(String nextToken) { @@ -273,11 +273,12 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -287,12 +288,12 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetEventsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetEventsResult.java index 2fd531a96c24..8734c0a9ea1a 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetEventsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetEventsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API @@ -34,8 +34,8 @@ public class DescribeFleetEventsResult extends com.amazonaws.AmazonWebServiceRes private java.util.List- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -112,12 +112,12 @@ public DescribeFleetEventsResult withEvents(java.util.Collection- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. */ @@ -127,12 +127,12 @@ public void setNextToken(String nextToken) { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,12 +141,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetPortSettingsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetPortSettingsRequest.java index b4345a9e13ba..4f2ace71e968 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetPortSettingsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetPortSettingsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetPortSettingsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetPortSettingsResult.java index efdfd20ac14c..0843ce5403b4 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetPortSettingsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetPortSettingsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetUtilizationRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetUtilizationRequest.java index f3d0435fec1b..a2cd7b295151 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetUtilizationRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetUtilizationRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS @@ -47,8 +47,8 @@ public class DescribeFleetUtilizationRequest extends com.amazonaws.AmazonWebServ /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
*/ private String nextToken; @@ -199,14 +199,14 @@ public DescribeFleetUtilizationRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. This - * parameter is ignored when the request specifies one or a list of fleet IDs. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. + * This parameter is ignored when the request specifies one or a list of fleet IDs. */ public void setNextToken(String nextToken) { @@ -216,13 +216,13 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. - * This parameter is ignored when the request specifies one or a list of fleet IDs. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. This parameter is ignored when the request specifies one or a list of fleet IDs. */ public String getNextToken() { @@ -232,14 +232,14 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter - * is ignored when the request specifies one or a list of fleet IDs. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. This + * parameter is ignored when the request specifies one or a list of fleet IDs. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. This - * parameter is ignored when the request specifies one or a list of fleet IDs. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. + * This parameter is ignored when the request specifies one or a list of fleet IDs. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetUtilizationResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetUtilizationResult.java index 210e0f5a7c5e..cc185e773abd 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetUtilizationResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeFleetUtilizationResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS @@ -34,8 +34,8 @@ public class DescribeFleetUtilizationResult extends com.amazonaws.AmazonWebServi private java.util.List- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -112,12 +112,12 @@ public DescribeFleetUtilizationResult withFleetUtilization(java.util.Collection< /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. */ @@ -127,12 +127,12 @@ public void setNextToken(String nextToken) { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,12 +141,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerGroupRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerGroupRequest.java index 69e06651f60e..8ca9b5ef579a 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerGroupRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerGroupRequest.java @@ -27,21 +27,18 @@ public class DescribeGameServerGroupRequest extends com.amazonaws.AmazonWebServi /** *- * The unique identifier for the game server group being requested. Use either the GameServerGroup name or - * ARN value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. *
*/ private String gameServerGroupName; /** *- * The unique identifier for the game server group being requested. Use either the GameServerGroup name or - * ARN value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * The unique identifier for the game server group being requested. Use either the GameServerGroup - * name or ARN value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. */ public void setGameServerGroupName(String gameServerGroupName) { @@ -50,12 +47,10 @@ public void setGameServerGroupName(String gameServerGroupName) { /** *- * The unique identifier for the game server group being requested. Use either the GameServerGroup name or - * ARN value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. *
* - * @return The unique identifier for the game server group being requested. Use either the GameServerGroup - * name or ARN value. + * @return A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. */ public String getGameServerGroupName() { @@ -64,13 +59,11 @@ public String getGameServerGroupName() { /** *- * The unique identifier for the game server group being requested. Use either the GameServerGroup name or - * ARN value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * The unique identifier for the game server group being requested. Use either the GameServerGroup - * name or ARN value. + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerGroupResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerGroupResult.java index de3d37055adb..78b214f4e3ce 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerGroupResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerGroupResult.java @@ -25,18 +25,18 @@ public class DescribeGameServerGroupResult extends com.amazonaws.AmazonWebServic /** *- * An object that describes the requested game server group resource. + * An object with the property settings for the requested game server group resource. *
*/ private GameServerGroup gameServerGroup; /** *- * An object that describes the requested game server group resource. + * An object with the property settings for the requested game server group resource. *
* * @param gameServerGroup - * An object that describes the requested game server group resource. + * An object with the property settings for the requested game server group resource. */ public void setGameServerGroup(GameServerGroup gameServerGroup) { @@ -45,10 +45,10 @@ public void setGameServerGroup(GameServerGroup gameServerGroup) { /** *- * An object that describes the requested game server group resource. + * An object with the property settings for the requested game server group resource. *
* - * @return An object that describes the requested game server group resource. + * @return An object with the property settings for the requested game server group resource. */ public GameServerGroup getGameServerGroup() { @@ -57,11 +57,11 @@ public GameServerGroup getGameServerGroup() { /** *- * An object that describes the requested game server group resource. + * An object with the property settings for the requested game server group resource. *
* * @param gameServerGroup - * An object that describes the requested game server group resource. + * An object with the property settings for the requested game server group resource. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerInstancesRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerInstancesRequest.java new file mode 100644 index 000000000000..589db06a659f --- /dev/null +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerInstancesRequest.java @@ -0,0 +1,345 @@ +/* + * Copyright 2015-2020 Amazon.com, Inc. or its affiliates. All Rights Reserved. + * + * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with + * the License. A copy of the License is located at + * + * http://aws.amazon.com/apache2.0 + * + * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR + * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions + * and limitations under the License. + */ +package com.amazonaws.services.gamelift.model; + +import java.io.Serializable; +import javax.annotation.Generated; + +import com.amazonaws.AmazonWebServiceRequest; + +/** + * + * @see AWS API Documentation + */ +@Generated("com.amazonaws:aws-java-sdk-code-generator") +public class DescribeGameServerInstancesRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable { + + /** + *+ * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. + *
+ */ + private String gameServerGroupName; + /** + *
+ * The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for
+ * example: i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this
+ * parameter empty.
+ *
+ * The maximum number of results to return. Use this parameter with NextToken
to get results as a set
+ * of sequential segments.
+ *
+ * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. + *
+ */ + private String nextToken; + + /** + *+ * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. + *
+ * + * @param gameServerGroupName + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. + */ + + public void setGameServerGroupName(String gameServerGroupName) { + this.gameServerGroupName = gameServerGroupName; + } + + /** + *+ * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. + *
+ * + * @return A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. + */ + + public String getGameServerGroupName() { + return this.gameServerGroupName; + } + + /** + *+ * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. + *
+ * + * @param gameServerGroupName + * A unique identifier for the game server group. Use either the GameServerGroup name or ARN value. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public DescribeGameServerInstancesRequest withGameServerGroupName(String gameServerGroupName) { + setGameServerGroupName(gameServerGroupName); + return this; + } + + /** + *
+ * The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for
+ * example: i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this
+ * parameter empty.
+ *
i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this
+ * parameter empty.
+ */
+
+ public java.util.List
+ * The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for
+ * example: i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this
+ * parameter empty.
+ *
i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this
+ * parameter empty.
+ */
+
+ public void setInstanceIds(java.util.Collection
+ * The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for
+ * example: i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this
+ * parameter empty.
+ *
+ * NOTE: This method appends the values to the existing list (if any). Use + * {@link #setInstanceIds(java.util.Collection)} or {@link #withInstanceIds(java.util.Collection)} if you want to + * override the existing values. + *
+ * + * @param instanceIds + * The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for + * example:i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this
+ * parameter empty.
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public DescribeGameServerInstancesRequest withInstanceIds(String... instanceIds) {
+ if (this.instanceIds == null) {
+ setInstanceIds(new java.util.ArrayList
+ * The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for
+ * example: i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this
+ * parameter empty.
+ *
i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this
+ * parameter empty.
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public DescribeGameServerInstancesRequest withInstanceIds(java.util.Collection
+ * The maximum number of results to return. Use this parameter with NextToken
to get results as a set
+ * of sequential segments.
+ *
NextToken
to get results as
+ * a set of sequential segments.
+ */
+
+ public void setLimit(Integer limit) {
+ this.limit = limit;
+ }
+
+ /**
+ *
+ * The maximum number of results to return. Use this parameter with NextToken
to get results as a set
+ * of sequential segments.
+ *
NextToken
to get results as
+ * a set of sequential segments.
+ */
+
+ public Integer getLimit() {
+ return this.limit;
+ }
+
+ /**
+ *
+ * The maximum number of results to return. Use this parameter with NextToken
to get results as a set
+ * of sequential segments.
+ *
NextToken
to get results as
+ * a set of sequential segments.
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public DescribeGameServerInstancesRequest withLimit(Integer limit) {
+ setLimit(limit);
+ return this;
+ }
+
+ /**
+ * + * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. + *
+ * + * @param nextToken + * A token that indicates the start of the next sequential segment of results. Use the token returned with + * the previous call to this operation. To start at the beginning of the result set, do not specify a value. + */ + + public void setNextToken(String nextToken) { + this.nextToken = nextToken; + } + + /** + *+ * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. + *
+ * + * @return A token that indicates the start of the next sequential segment of results. Use the token returned with + * the previous call to this operation. To start at the beginning of the result set, do not specify a value. + */ + + public String getNextToken() { + return this.nextToken; + } + + /** + *+ * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. + *
+ * + * @param nextToken + * A token that indicates the start of the next sequential segment of results. Use the token returned with + * the previous call to this operation. To start at the beginning of the result set, do not specify a value. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public DescribeGameServerInstancesRequest withNextToken(String nextToken) { + setNextToken(nextToken); + return this; + } + + /** + * Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be + * redacted from this string using a placeholder value. + * + * @return A string representation of this object. + * + * @see java.lang.Object#toString() + */ + @Override + public String toString() { + StringBuilder sb = new StringBuilder(); + sb.append("{"); + if (getGameServerGroupName() != null) + sb.append("GameServerGroupName: ").append(getGameServerGroupName()).append(","); + if (getInstanceIds() != null) + sb.append("InstanceIds: ").append(getInstanceIds()).append(","); + if (getLimit() != null) + sb.append("Limit: ").append(getLimit()).append(","); + if (getNextToken() != null) + sb.append("NextToken: ").append(getNextToken()); + sb.append("}"); + return sb.toString(); + } + + @Override + public boolean equals(Object obj) { + if (this == obj) + return true; + if (obj == null) + return false; + + if (obj instanceof DescribeGameServerInstancesRequest == false) + return false; + DescribeGameServerInstancesRequest other = (DescribeGameServerInstancesRequest) obj; + if (other.getGameServerGroupName() == null ^ this.getGameServerGroupName() == null) + return false; + if (other.getGameServerGroupName() != null && other.getGameServerGroupName().equals(this.getGameServerGroupName()) == false) + return false; + if (other.getInstanceIds() == null ^ this.getInstanceIds() == null) + return false; + if (other.getInstanceIds() != null && other.getInstanceIds().equals(this.getInstanceIds()) == false) + return false; + if (other.getLimit() == null ^ this.getLimit() == null) + return false; + if (other.getLimit() != null && other.getLimit().equals(this.getLimit()) == false) + return false; + if (other.getNextToken() == null ^ this.getNextToken() == null) + return false; + if (other.getNextToken() != null && other.getNextToken().equals(this.getNextToken()) == false) + return false; + return true; + } + + @Override + public int hashCode() { + final int prime = 31; + int hashCode = 1; + + hashCode = prime * hashCode + ((getGameServerGroupName() == null) ? 0 : getGameServerGroupName().hashCode()); + hashCode = prime * hashCode + ((getInstanceIds() == null) ? 0 : getInstanceIds().hashCode()); + hashCode = prime * hashCode + ((getLimit() == null) ? 0 : getLimit().hashCode()); + hashCode = prime * hashCode + ((getNextToken() == null) ? 0 : getNextToken().hashCode()); + return hashCode; + } + + @Override + public DescribeGameServerInstancesRequest clone() { + return (DescribeGameServerInstancesRequest) super.clone(); + } + +} diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerInstancesResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerInstancesResult.java new file mode 100644 index 000000000000..e886ccb70274 --- /dev/null +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerInstancesResult.java @@ -0,0 +1,216 @@ +/* + * Copyright 2015-2020 Amazon.com, Inc. or its affiliates. All Rights Reserved. + * + * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with + * the License. A copy of the License is located at + * + * http://aws.amazon.com/apache2.0 + * + * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR + * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions + * and limitations under the License. + */ +package com.amazonaws.services.gamelift.model; + +import java.io.Serializable; +import javax.annotation.Generated; + +/** + * + * @see AWS API Documentation + */ +@Generated("com.amazonaws:aws-java-sdk-code-generator") +public class DescribeGameServerInstancesResult extends com.amazonaws.AmazonWebServiceResult+ * The collection of requested game server instances. + *
+ */ + private java.util.List+ * A token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. + *
+ */ + private String nextToken; + + /** + *+ * The collection of requested game server instances. + *
+ * + * @return The collection of requested game server instances. + */ + + public java.util.List+ * The collection of requested game server instances. + *
+ * + * @param gameServerInstances + * The collection of requested game server instances. + */ + + public void setGameServerInstances(java.util.Collection+ * The collection of requested game server instances. + *
+ *+ * NOTE: This method appends the values to the existing list (if any). Use + * {@link #setGameServerInstances(java.util.Collection)} or {@link #withGameServerInstances(java.util.Collection)} + * if you want to override the existing values. + *
+ * + * @param gameServerInstances + * The collection of requested game server instances. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public DescribeGameServerInstancesResult withGameServerInstances(GameServerInstance... gameServerInstances) { + if (this.gameServerInstances == null) { + setGameServerInstances(new java.util.ArrayList+ * The collection of requested game server instances. + *
+ * + * @param gameServerInstances + * The collection of requested game server instances. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public DescribeGameServerInstancesResult withGameServerInstances(java.util.Collection+ * A token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. + *
+ * + * @param nextToken + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. + */ + + public void setNextToken(String nextToken) { + this.nextToken = nextToken; + } + + /** + *+ * A token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. + *
+ * + * @return A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. + */ + + public String getNextToken() { + return this.nextToken; + } + + /** + *+ * A token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. + *
+ * + * @param nextToken + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public DescribeGameServerInstancesResult withNextToken(String nextToken) { + setNextToken(nextToken); + return this; + } + + /** + * Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be + * redacted from this string using a placeholder value. + * + * @return A string representation of this object. + * + * @see java.lang.Object#toString() + */ + @Override + public String toString() { + StringBuilder sb = new StringBuilder(); + sb.append("{"); + if (getGameServerInstances() != null) + sb.append("GameServerInstances: ").append(getGameServerInstances()).append(","); + if (getNextToken() != null) + sb.append("NextToken: ").append(getNextToken()); + sb.append("}"); + return sb.toString(); + } + + @Override + public boolean equals(Object obj) { + if (this == obj) + return true; + if (obj == null) + return false; + + if (obj instanceof DescribeGameServerInstancesResult == false) + return false; + DescribeGameServerInstancesResult other = (DescribeGameServerInstancesResult) obj; + if (other.getGameServerInstances() == null ^ this.getGameServerInstances() == null) + return false; + if (other.getGameServerInstances() != null && other.getGameServerInstances().equals(this.getGameServerInstances()) == false) + return false; + if (other.getNextToken() == null ^ this.getNextToken() == null) + return false; + if (other.getNextToken() != null && other.getNextToken().equals(this.getNextToken()) == false) + return false; + return true; + } + + @Override + public int hashCode() { + final int prime = 31; + int hashCode = 1; + + hashCode = prime * hashCode + ((getGameServerInstances() == null) ? 0 : getGameServerInstances().hashCode()); + hashCode = prime * hashCode + ((getNextToken() == null) ? 0 : getNextToken().hashCode()); + return hashCode; + } + + @Override + public DescribeGameServerInstancesResult clone() { + try { + return (DescribeGameServerInstancesResult) super.clone(); + } catch (CloneNotSupportedException e) { + throw new IllegalStateException("Got a CloneNotSupportedException from Object.clone() " + "even though we're Cloneable!", e); + } + } + +} diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerRequest.java index 1f5ece2410a9..e200923aeca2 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerRequest.java @@ -27,26 +27,26 @@ public class DescribeGameServerRequest extends com.amazonaws.AmazonWebServiceReq /** *- * An identifier for the game server group where the game server is running. Use either the GameServerGroup - * name or ARN value. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. *
*/ private String gameServerGroupName; /** *- * The identifier for the game server to be retrieved. + * A custom string that uniquely identifies the game server information to be retrieved. *
*/ private String gameServerId; /** *- * An identifier for the game server group where the game server is running. Use either the GameServerGroup - * name or ARN value. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * An identifier for the game server group where the game server is running. Use either the + * A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. */ @@ -56,11 +56,11 @@ public void setGameServerGroupName(String gameServerGroupName) { /** *- * An identifier for the game server group where the game server is running. Use either the GameServerGroup - * name or ARN value. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. *
* - * @return An identifier for the game server group where the game server is running. Use either the + * @return A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. */ @@ -70,12 +70,12 @@ public String getGameServerGroupName() { /** *- * An identifier for the game server group where the game server is running. Use either the GameServerGroup - * name or ARN value. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * An identifier for the game server group where the game server is running. Use either the + * A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -87,11 +87,11 @@ public DescribeGameServerRequest withGameServerGroupName(String gameServerGroupN /** *- * The identifier for the game server to be retrieved. + * A custom string that uniquely identifies the game server information to be retrieved. *
* * @param gameServerId - * The identifier for the game server to be retrieved. + * A custom string that uniquely identifies the game server information to be retrieved. */ public void setGameServerId(String gameServerId) { @@ -100,10 +100,10 @@ public void setGameServerId(String gameServerId) { /** *- * The identifier for the game server to be retrieved. + * A custom string that uniquely identifies the game server information to be retrieved. *
* - * @return The identifier for the game server to be retrieved. + * @return A custom string that uniquely identifies the game server information to be retrieved. */ public String getGameServerId() { @@ -112,11 +112,11 @@ public String getGameServerId() { /** *- * The identifier for the game server to be retrieved. + * A custom string that uniquely identifies the game server information to be retrieved. *
* * @param gameServerId - * The identifier for the game server to be retrieved. + * A custom string that uniquely identifies the game server information to be retrieved. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerResult.java index 2133a300d286..74a7812e6323 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameServerResult.java @@ -25,18 +25,18 @@ public class DescribeGameServerResult extends com.amazonaws.AmazonWebServiceResu /** *- * Object that describes the requested game server resource. + * Object that describes the requested game server. *
*/ private GameServer gameServer; /** *- * Object that describes the requested game server resource. + * Object that describes the requested game server. *
* * @param gameServer - * Object that describes the requested game server resource. + * Object that describes the requested game server. */ public void setGameServer(GameServer gameServer) { @@ -45,10 +45,10 @@ public void setGameServer(GameServer gameServer) { /** *- * Object that describes the requested game server resource. + * Object that describes the requested game server. *
* - * @return Object that describes the requested game server resource. + * @return Object that describes the requested game server. */ public GameServer getGameServer() { @@ -57,11 +57,11 @@ public GameServer getGameServer() { /** *- * Object that describes the requested game server resource. + * Object that describes the requested game server. *
* * @param gameServer - * Object that describes the requested game server resource. + * Object that describes the requested game server. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionDetailsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionDetailsRequest.java index 7d56fbe76343..274e21a83b4b 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionDetailsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionDetailsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see * Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. * */ private String nextToken; @@ -300,12 +300,12 @@ public DescribeGameSessionDetailsRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public void setNextToken(String nextToken) { @@ -315,11 +315,12 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -329,12 +330,12 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionDetailsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionDetailsResult.java index 51cad3525861..d59d1d2fe2cf 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionDetailsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionDetailsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see gameSessionDetails; /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -121,12 +121,12 @@ public DescribeGameSessionDetailsResult withGameSessionDetails(java.util.Collect /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. */ @@ -136,12 +136,12 @@ public void setNextToken(String nextToken) { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -150,12 +150,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionPlacementRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionPlacementRequest.java index e5f177afef64..e52a2d7d1059 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionPlacementRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionPlacementRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see - * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. * * * @see - * Represents the input for a request action. + * Represents the input for a request operation. * * * @see AWS @@ -38,14 +38,14 @@ public class DescribeGameSessionQueuesRequest extends com.amazonaws.AmazonWebSer /** *
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential pages. You can request up to 50 results.
*
* A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -131,12 +131,12 @@ public DescribeGameSessionQueuesRequest withNames(java.util.Collection
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential pages. You can request up to 50 results.
*
NextToken
to get results as
- * a set of sequential pages.
+ * a set of sequential pages. You can request up to 50 results.
*/
public void setLimit(Integer limit) {
@@ -146,11 +146,11 @@ public void setLimit(Integer limit) {
/**
*
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential pages. You can request up to 50 results.
*
NextToken
to get results as
- * a set of sequential pages.
+ * a set of sequential pages. You can request up to 50 results.
*/
public Integer getLimit() {
@@ -160,12 +160,12 @@ public Integer getLimit() {
/**
*
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential pages. You can request up to 50 results.
*
NextToken
to get results as
- * a set of sequential pages.
+ * a set of sequential pages. You can request up to 50 results.
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -177,12 +177,13 @@ public DescribeGameSessionQueuesRequest withLimit(Integer limit) {
/**
* * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public void setNextToken(String nextToken) { @@ -192,11 +193,12 @@ public void setNextToken(String nextToken) { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -206,12 +208,13 @@ public String getNextToken() { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionQueuesResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionQueuesResult.java index 32243b4f4eb8..831932dd25d8 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionQueuesResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionQueuesResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS @@ -34,7 +34,7 @@ public class DescribeGameSessionQueuesResult extends com.amazonaws.AmazonWebServ private java.util.List- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
*/ @@ -112,13 +112,13 @@ public DescribeGameSessionQueuesResult withGameSessionQueues(java.util.Collectio /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public void setNextToken(String nextToken) { @@ -127,12 +127,12 @@ public void setNextToken(String nextToken) { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* - * @return A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,13 +141,13 @@ public String getNextToken() { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionsRequest.java index 58d56991f141..fdf1803b4b63 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API @@ -64,7 +64,7 @@ public class DescribeGameSessionsRequest extends com.amazonaws.AmazonWebServiceR /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -296,12 +296,12 @@ public DescribeGameSessionsRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public void setNextToken(String nextToken) { @@ -311,11 +311,12 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -325,12 +326,12 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionsResult.java index 771e2ff23808..2dd666bd17e3 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeGameSessionsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API @@ -34,8 +34,8 @@ public class DescribeGameSessionsResult extends com.amazonaws.AmazonWebServiceRe private java.util.List- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -112,12 +112,12 @@ public DescribeGameSessionsResult withGameSessions(java.util.Collection- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,12 +141,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeInstancesRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeInstancesRequest.java index b72483857713..cecf6fc9faaf 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeInstancesRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeInstancesRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API @@ -52,7 +52,7 @@ public class DescribeInstancesRequest extends com.amazonaws.AmazonWebServiceRequ /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -198,12 +198,12 @@ public DescribeInstancesRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public void setNextToken(String nextToken) { @@ -213,11 +213,12 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -227,12 +228,12 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeInstancesResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeInstancesResult.java index 674eb9285ba6..6ff598da3150 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeInstancesResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeInstancesResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API @@ -34,8 +34,8 @@ public class DescribeInstancesResult extends com.amazonaws.AmazonWebServiceResul private java.util.List- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -112,12 +112,12 @@ public DescribeInstancesResult withInstances(java.util.Collection- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. */ @@ -127,12 +127,12 @@ public void setNextToken(String nextToken) { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,12 +141,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingConfigurationsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingConfigurationsRequest.java index 5fb2a34ba6f7..f2824a38a70b 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingConfigurationsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingConfigurationsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. * */ private String nextToken; @@ -230,12 +230,13 @@ public DescribeMatchmakingConfigurationsRequest withLimit(Integer limit) { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public void setNextToken(String nextToken) { @@ -245,11 +246,12 @@ public void setNextToken(String nextToken) { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -259,12 +261,13 @@ public String getNextToken() { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingConfigurationsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingConfigurationsResult.java index bdaa3d98cbf4..215300a58400 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingConfigurationsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingConfigurationsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see configurations; /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
*/ @@ -113,13 +113,13 @@ public DescribeMatchmakingConfigurationsResult withConfigurations(java.util.Coll /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public void setNextToken(String nextToken) { @@ -128,12 +128,12 @@ public void setNextToken(String nextToken) { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* - * @return A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -142,13 +142,13 @@ public String getNextToken() { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRequest.java index f857ca0cad42..c18e68b47750 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingResult.java index 24604cac06ed..cf7955d36bc4 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRuleSetsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRuleSetsRequest.java index f04bd56b3497..0e9853942f34 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRuleSetsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRuleSetsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. * */ private String nextToken; @@ -181,12 +181,13 @@ public DescribeMatchmakingRuleSetsRequest withLimit(Integer limit) { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public void setNextToken(String nextToken) { @@ -196,11 +197,12 @@ public void setNextToken(String nextToken) { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -210,12 +212,13 @@ public String getNextToken() { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRuleSetsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRuleSetsResult.java index ae397835aac1..2b27c15a95f0 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRuleSetsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeMatchmakingRuleSetsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see ruleSets; /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
*/ @@ -112,13 +112,13 @@ public DescribeMatchmakingRuleSetsResult withRuleSets(java.util.Collection- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* - * @return A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,13 +141,13 @@ public String getNextToken() { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribePlayerSessionsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribePlayerSessionsRequest.java index cd1b186ff451..c48f7b0f858a 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribePlayerSessionsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribePlayerSessionsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS @@ -89,7 +89,7 @@ public class DescribePlayerSessionsRequest extends com.amazonaws.AmazonWebServic /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. If a player + * previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player * session ID is specified, this parameter is ignored. *
*/ @@ -463,14 +463,14 @@ public DescribePlayerSessionsRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. If a player + * previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player * session ID is specified, this parameter is ignored. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. If a - * player session ID is specified, this parameter is ignored. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. If + * a player session ID is specified, this parameter is ignored. */ public void setNextToken(String nextToken) { @@ -480,13 +480,13 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. If a player + * previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player * session ID is specified, this parameter is ignored. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. - * If a player session ID is specified, this parameter is ignored. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. If a player session ID is specified, this parameter is ignored. */ public String getNextToken() { @@ -496,14 +496,14 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. If a player + * previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player * session ID is specified, this parameter is ignored. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. If a - * player session ID is specified, this parameter is ignored. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. If + * a player session ID is specified, this parameter is ignored. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribePlayerSessionsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribePlayerSessionsResult.java index 453bf95dcc6b..706740b32aee 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribePlayerSessionsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribePlayerSessionsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS @@ -34,8 +34,8 @@ public class DescribePlayerSessionsResult extends com.amazonaws.AmazonWebService private java.util.List- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -112,12 +112,12 @@ public DescribePlayerSessionsResult withPlayerSessions(java.util.Collection- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,12 +141,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeRuntimeConfigurationRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeRuntimeConfigurationRequest.java index 48941a9b9162..bd5ab1fc4bb6 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeRuntimeConfigurationRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeRuntimeConfigurationRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see - * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. * * * @see - * Represents the input for a request action. + * Represents the input for a request operation. * * * @see AWS @@ -88,7 +88,7 @@ public class DescribeScalingPoliciesRequest extends com.amazonaws.AmazonWebServi /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -633,12 +633,12 @@ public DescribeScalingPoliciesRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public void setNextToken(String nextToken) { @@ -648,11 +648,12 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -662,12 +663,12 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeScalingPoliciesResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeScalingPoliciesResult.java index 41d2d63c8758..a4a273a2008e 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeScalingPoliciesResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeScalingPoliciesResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS @@ -34,8 +34,8 @@ public class DescribeScalingPoliciesResult extends com.amazonaws.AmazonWebServic private java.util.List- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -112,12 +112,12 @@ public DescribeScalingPoliciesResult withScalingPolicies(java.util.Collection- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,12 +141,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeVpcPeeringConnectionsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeVpcPeeringConnectionsRequest.java index eba2f46eedc5..d6a22ad6d09f 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeVpcPeeringConnectionsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/DescribeVpcPeeringConnectionsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see - * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. * * * @see metricGroups; /** *- * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling. *
*/ private java.util.List- * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling. *
* - * @return List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * @return List of fleet activity that have been suspended using StopFleetActions. This includes + * auto-scaling. * @see FleetAction */ @@ -1991,11 +1992,11 @@ public java.util.List- * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling. *
* * @param stoppedActions - * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling. * @see FleetAction */ @@ -2010,7 +2011,7 @@ public void setStoppedActions(java.util.Collection- * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling. *
*
* NOTE: This method appends the values to the existing list (if any). Use
@@ -2019,7 +2020,7 @@ public void setStoppedActions(java.util.Collection
- * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling. *
* * @param stoppedActions - * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling. * @return Returns a reference to this object so that method calls can be chained together. * @see FleetAction */ @@ -2052,11 +2053,11 @@ public FleetAttributes withStoppedActions(java.util.Collection- * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling. *
* * @param stoppedActions - * List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling. + * List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling. * @return Returns a reference to this object so that method calls can be chained together. * @see FleetAction */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServer.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServer.java index daa0f04411ee..d0ba687d32c9 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServer.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServer.java @@ -19,16 +19,48 @@ /** *- * This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This data type is used with the Amazon GameLift FleetIQ and game server groups. *
*- * Properties describing a game server resource. + * Properties describing a game server that is running on an instance in a GameServerGroup. *
*
- * A game server resource is created by a successful call to RegisterGameServer and deleted by calling
- * DeregisterGameServer.
+ * A game server is created by a successful call to RegisterGameServer
and deleted by calling
+ * DeregisterGameServer
. A game server is claimed to host a game session by calling
+ * ClaimGameServer
.
*
+ * RegisterGameServer + *
+ *+ * ListGameServers + *
+ *+ * ClaimGameServer + *
+ *+ * DescribeGameServer + *
+ *+ * UpdateGameServer + *
+ *+ * DeregisterGameServer + *
+ *- * The name identifier for the game server group where the game server is located. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. *
*/ private String gameServerGroupName; @@ -57,7 +90,8 @@ public class GameServer implements Serializable, Cloneable, StructuredPojo { private String gameServerId; /** *
- * The unique identifier for the instance where the game server is located.
+ * The unique identifier for the instance where the game server is running. This ID is available in the instance
+ * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
*
* A set of custom game server properties, formatted as a single string value. This data is passed to a game client - * or service in response to requests ListGameServers or ClaimGameServer. This property can be updated - * using UpdateGameServer. + * or service when it requests information on game servers using ListGameServers or ClaimGameServer. *
*/ private String gameServerData; /** *- * A game server tag that can be used to request sorted lists of game servers when calling ListGameServers. - * Custom sort keys are developer-defined. This property can be updated using UpdateGameServer. - *
- */ - private String customSortKey; - /** - *
- * Indicates when an available game server has been reserved but has not yet started hosting a game. Once it is
- * claimed, game server remains in CLAIMED status for a maximum of one minute. During this time, game clients must
- * connect to the game server and start the game, which triggers the game server to update its utilization status.
- * After one minute, the game server claim status reverts to null.
+ * Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
+ * Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During
+ * this time, game clients connect to the game server to start the game and trigger the game server to update its
+ * utilization status. After one minute, the game server claim status reverts to null.
*
- * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this
- * status until it reports game hosting activity.
+ * AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains
+ * in this status until it reports game hosting activity.
*
- * IN_USE - The game server is currently hosting a game session with players.
+ * UTILIZED
- The game server is currently hosting a game session with players.
*
- * Time stamp indicating when the game server resource was created with a RegisterGameServer request. Format
- * is a number expressed in Unix time as milliseconds (for example "1469498468.057").
+ * Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is
+ * a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
*
- * Time stamp indicating the last time the game server was claimed with a ClaimGameServer request. Format is
- * a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate
- * when the game server's claim status.
+ * Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The
+ * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value
+ * is used to calculate when a claimed game server's status should revert to null.
*
- * Time stamp indicating the last time the game server was updated with health status using an
- * UpdateGameServer request. Format is a number expressed in Unix time as milliseconds (for example
- * "1469498468.057"). After game server registration, this property is only changed when a game server update
- * specifies a health check value.
+ * Timestamp that indicates the last time the game server was updated with health status using an
+ * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example
+ * "1469498468.057"
). After game server registration, this property is only changed when a game server
+ * update specifies a health check value.
*
- * The name identifier for the game server group where the game server is located. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * The name identifier for the game server group where the game server is located. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. */ public void setGameServerGroupName(String gameServerGroupName) { @@ -150,10 +178,12 @@ public void setGameServerGroupName(String gameServerGroupName) { /** *- * The name identifier for the game server group where the game server is located. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. *
* - * @return The name identifier for the game server group where the game server is located. + * @return A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. */ public String getGameServerGroupName() { @@ -162,11 +192,13 @@ public String getGameServerGroupName() { /** *- * The name identifier for the game server group where the game server is located. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * The name identifier for the game server group where the game server is located. + * A unique identifier for the game server group where the game server is running. Use either the + * GameServerGroup name or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -263,11 +295,14 @@ public GameServer withGameServerId(String gameServerId) { /** *
- * The unique identifier for the instance where the game server is located.
+ * The unique identifier for the instance where the game server is running. This ID is available in the instance
+ * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
*
i-1234567890abcdef0
.
*/
public void setInstanceId(String instanceId) {
@@ -276,10 +311,13 @@ public void setInstanceId(String instanceId) {
/**
*
- * The unique identifier for the instance where the game server is located.
+ * The unique identifier for the instance where the game server is running. This ID is available in the instance
+ * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
*
i-1234567890abcdef0
.
*/
public String getInstanceId() {
@@ -288,11 +326,14 @@ public String getInstanceId() {
/**
*
- * The unique identifier for the instance where the game server is located.
+ * The unique identifier for the instance where the game server is running. This ID is available in the instance
+ * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
*
i-1234567890abcdef0
.
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -344,14 +385,13 @@ public GameServer withConnectionInfo(String connectionInfo) {
/**
* * A set of custom game server properties, formatted as a single string value. This data is passed to a game client - * or service in response to requests ListGameServers or ClaimGameServer. This property can be updated - * using UpdateGameServer. + * or service when it requests information on game servers using ListGameServers or ClaimGameServer. *
* * @param gameServerData * A set of custom game server properties, formatted as a single string value. This data is passed to a game - * client or service in response to requests ListGameServers or ClaimGameServer. This property - * can be updated using UpdateGameServer. + * client or service when it requests information on game servers using ListGameServers or + * ClaimGameServer. */ public void setGameServerData(String gameServerData) { @@ -361,13 +401,12 @@ public void setGameServerData(String gameServerData) { /** ** A set of custom game server properties, formatted as a single string value. This data is passed to a game client - * or service in response to requests ListGameServers or ClaimGameServer. This property can be updated - * using UpdateGameServer. + * or service when it requests information on game servers using ListGameServers or ClaimGameServer. *
* * @return A set of custom game server properties, formatted as a single string value. This data is passed to a game - * client or service in response to requests ListGameServers or ClaimGameServer. This property - * can be updated using UpdateGameServer. + * client or service when it requests information on game servers using ListGameServers or + * ClaimGameServer. */ public String getGameServerData() { @@ -377,14 +416,13 @@ public String getGameServerData() { /** ** A set of custom game server properties, formatted as a single string value. This data is passed to a game client - * or service in response to requests ListGameServers or ClaimGameServer. This property can be updated - * using UpdateGameServer. + * or service when it requests information on game servers using ListGameServers or ClaimGameServer. *
* * @param gameServerData * A set of custom game server properties, formatted as a single string value. This data is passed to a game - * client or service in response to requests ListGameServers or ClaimGameServer. This property - * can be updated using UpdateGameServer. + * client or service when it requests information on game servers using ListGameServers or + * ClaimGameServer. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -395,66 +433,17 @@ public GameServer withGameServerData(String gameServerData) { /** *- * A game server tag that can be used to request sorted lists of game servers when calling ListGameServers. - * Custom sort keys are developer-defined. This property can be updated using UpdateGameServer. - *
- * - * @param customSortKey - * A game server tag that can be used to request sorted lists of game servers when calling - * ListGameServers. Custom sort keys are developer-defined. This property can be updated using - * UpdateGameServer. - */ - - public void setCustomSortKey(String customSortKey) { - this.customSortKey = customSortKey; - } - - /** - *- * A game server tag that can be used to request sorted lists of game servers when calling ListGameServers. - * Custom sort keys are developer-defined. This property can be updated using UpdateGameServer. - *
- * - * @return A game server tag that can be used to request sorted lists of game servers when calling - * ListGameServers. Custom sort keys are developer-defined. This property can be updated using - * UpdateGameServer. - */ - - public String getCustomSortKey() { - return this.customSortKey; - } - - /** - *- * A game server tag that can be used to request sorted lists of game servers when calling ListGameServers. - * Custom sort keys are developer-defined. This property can be updated using UpdateGameServer. - *
- * - * @param customSortKey - * A game server tag that can be used to request sorted lists of game servers when calling - * ListGameServers. Custom sort keys are developer-defined. This property can be updated using - * UpdateGameServer. - * @return Returns a reference to this object so that method calls can be chained together. - */ - - public GameServer withCustomSortKey(String customSortKey) { - setCustomSortKey(customSortKey); - return this; - } - - /** - *
- * Indicates when an available game server has been reserved but has not yet started hosting a game. Once it is
- * claimed, game server remains in CLAIMED status for a maximum of one minute. During this time, game clients must
- * connect to the game server and start the game, which triggers the game server to update its utilization status.
- * After one minute, the game server claim status reverts to null.
+ * Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
+ * Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During
+ * this time, game clients connect to the game server to start the game and trigger the game server to update its
+ * utilization status. After one minute, the game server claim status reverts to null.
*
CLAIMED
status for a maximum of one
+ * minute. During this time, game clients connect to the game server to start the game and trigger the game
+ * server to update its utilization status. After one minute, the game server claim status reverts to null.
* @see GameServerClaimStatus
*/
@@ -464,16 +453,16 @@ public void setClaimStatus(String claimStatus) {
/**
*
- * Indicates when an available game server has been reserved but has not yet started hosting a game. Once it is
- * claimed, game server remains in CLAIMED status for a maximum of one minute. During this time, game clients must
- * connect to the game server and start the game, which triggers the game server to update its utilization status.
- * After one minute, the game server claim status reverts to null.
+ * Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
+ * Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During
+ * this time, game clients connect to the game server to start the game and trigger the game server to update its
+ * utilization status. After one minute, the game server claim status reverts to null.
*
CLAIMED
status for a maximum of one
+ * minute. During this time, game clients connect to the game server to start the game and trigger the game
+ * server to update its utilization status. After one minute, the game server claim status reverts to null.
* @see GameServerClaimStatus
*/
@@ -483,17 +472,17 @@ public String getClaimStatus() {
/**
*
- * Indicates when an available game server has been reserved but has not yet started hosting a game. Once it is
- * claimed, game server remains in CLAIMED status for a maximum of one minute. During this time, game clients must
- * connect to the game server and start the game, which triggers the game server to update its utilization status.
- * After one minute, the game server claim status reverts to null.
+ * Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
+ * Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During
+ * this time, game clients connect to the game server to start the game and trigger the game server to update its
+ * utilization status. After one minute, the game server claim status reverts to null.
*
CLAIMED
status for a maximum of one
+ * minute. During this time, game clients connect to the game server to start the game and trigger the game
+ * server to update its utilization status. After one minute, the game server claim status reverts to null.
* @return Returns a reference to this object so that method calls can be chained together.
* @see GameServerClaimStatus
*/
@@ -505,17 +494,17 @@ public GameServer withClaimStatus(String claimStatus) {
/**
*
- * Indicates when an available game server has been reserved but has not yet started hosting a game. Once it is
- * claimed, game server remains in CLAIMED status for a maximum of one minute. During this time, game clients must
- * connect to the game server and start the game, which triggers the game server to update its utilization status.
- * After one minute, the game server claim status reverts to null.
+ * Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
+ * Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During
+ * this time, game clients connect to the game server to start the game and trigger the game server to update its
+ * utilization status. After one minute, the game server claim status reverts to null.
*
CLAIMED
status for a maximum of one
+ * minute. During this time, game clients connect to the game server to start the game and trigger the game
+ * server to update its utilization status. After one minute, the game server claim status reverts to null.
* @return Returns a reference to this object so that method calls can be chained together.
* @see GameServerClaimStatus
*/
@@ -532,13 +521,13 @@ public GameServer withClaimStatus(GameServerClaimStatus claimStatus) {
*
- * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this
- * status until it reports game hosting activity.
+ * AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains
+ * in this status until it reports game hosting activity.
*
- * IN_USE - The game server is currently hosting a game session with players.
+ * UTILIZED
- The game server is currently hosting a game session with players.
*
- * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in
- * this status until it reports game hosting activity.
+ * AVAILABLE
- The game server is available to be claimed. A game server that has been claimed
+ * remains in this status until it reports game hosting activity.
*
- * IN_USE - The game server is currently hosting a game session with players.
+ * UTILIZED
- The game server is currently hosting a game session with players.
*
- * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this
- * status until it reports game hosting activity.
+ * AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains
+ * in this status until it reports game hosting activity.
*
- * IN_USE - The game server is currently hosting a game session with players.
+ * UTILIZED
- The game server is currently hosting a game session with players.
*
- * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in
- * this status until it reports game hosting activity.
+ * AVAILABLE
- The game server is available to be claimed. A game server that has been claimed
+ * remains in this status until it reports game hosting activity.
*
- * IN_USE - The game server is currently hosting a game session with players.
+ * UTILIZED
- The game server is currently hosting a game session with players.
*
- * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this
- * status until it reports game hosting activity.
+ * AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains
+ * in this status until it reports game hosting activity.
*
- * IN_USE - The game server is currently hosting a game session with players.
+ * UTILIZED
- The game server is currently hosting a game session with players.
*
- * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in
- * this status until it reports game hosting activity.
+ * AVAILABLE
- The game server is available to be claimed. A game server that has been claimed
+ * remains in this status until it reports game hosting activity.
*
- * IN_USE - The game server is currently hosting a game session with players.
+ * UTILIZED
- The game server is currently hosting a game session with players.
*
- * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this
- * status until it reports game hosting activity.
+ * AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains
+ * in this status until it reports game hosting activity.
*
- * IN_USE - The game server is currently hosting a game session with players.
+ * UTILIZED
- The game server is currently hosting a game session with players.
*
- * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in
- * this status until it reports game hosting activity.
+ * AVAILABLE
- The game server is available to be claimed. A game server that has been claimed
+ * remains in this status until it reports game hosting activity.
*
- * IN_USE - The game server is currently hosting a game session with players.
+ * UTILIZED
- The game server is currently hosting a game session with players.
*
- * Time stamp indicating when the game server resource was created with a RegisterGameServer request. Format
- * is a number expressed in Unix time as milliseconds (for example "1469498468.057").
+ * Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is
+ * a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
*
"1469498468.057"
).
*/
public void setRegistrationTime(java.util.Date registrationTime) {
@@ -705,12 +694,12 @@ public void setRegistrationTime(java.util.Date registrationTime) {
/**
*
- * Time stamp indicating when the game server resource was created with a RegisterGameServer request. Format
- * is a number expressed in Unix time as milliseconds (for example "1469498468.057").
+ * Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is
+ * a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
*
"1469498468.057"
).
*/
public java.util.Date getRegistrationTime() {
@@ -719,13 +708,13 @@ public java.util.Date getRegistrationTime() {
/**
*
- * Time stamp indicating when the game server resource was created with a RegisterGameServer request. Format
- * is a number expressed in Unix time as milliseconds (for example "1469498468.057").
+ * Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is
+ * a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
*
"1469498468.057"
).
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -736,15 +725,15 @@ public GameServer withRegistrationTime(java.util.Date registrationTime) {
/**
*
- * Time stamp indicating the last time the game server was claimed with a ClaimGameServer request. Format is
- * a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate
- * when the game server's claim status.
+ * Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The
+ * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value
+ * is used to calculate when a claimed game server's status should revert to null.
*
"1469498468.057"
).
+ * This value is used to calculate when a claimed game server's status should revert to null.
*/
public void setLastClaimTime(java.util.Date lastClaimTime) {
@@ -753,14 +742,14 @@ public void setLastClaimTime(java.util.Date lastClaimTime) {
/**
*
- * Time stamp indicating the last time the game server was claimed with a ClaimGameServer request. Format is
- * a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate
- * when the game server's claim status.
+ * Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The
+ * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value
+ * is used to calculate when a claimed game server's status should revert to null.
*
"1469498468.057"
+ * ). This value is used to calculate when a claimed game server's status should revert to null.
*/
public java.util.Date getLastClaimTime() {
@@ -769,15 +758,15 @@ public java.util.Date getLastClaimTime() {
/**
*
- * Time stamp indicating the last time the game server was claimed with a ClaimGameServer request. Format is
- * a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate
- * when the game server's claim status.
+ * Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The
+ * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value
+ * is used to calculate when a claimed game server's status should revert to null.
*
"1469498468.057"
).
+ * This value is used to calculate when a claimed game server's status should revert to null.
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -788,17 +777,17 @@ public GameServer withLastClaimTime(java.util.Date lastClaimTime) {
/**
*
- * Time stamp indicating the last time the game server was updated with health status using an
- * UpdateGameServer request. Format is a number expressed in Unix time as milliseconds (for example
- * "1469498468.057"). After game server registration, this property is only changed when a game server update
- * specifies a health check value.
+ * Timestamp that indicates the last time the game server was updated with health status using an
+ * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example
+ * "1469498468.057"
). After game server registration, this property is only changed when a game server
+ * update specifies a health check value.
*
"1469498468.057"
). After game server registration, this property is only changed when
+ * a game server update specifies a health check value.
*/
public void setLastHealthCheckTime(java.util.Date lastHealthCheckTime) {
@@ -807,16 +796,16 @@ public void setLastHealthCheckTime(java.util.Date lastHealthCheckTime) {
/**
*
- * Time stamp indicating the last time the game server was updated with health status using an
- * UpdateGameServer request. Format is a number expressed in Unix time as milliseconds (for example
- * "1469498468.057"). After game server registration, this property is only changed when a game server update
- * specifies a health check value.
+ * Timestamp that indicates the last time the game server was updated with health status using an
+ * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example
+ * "1469498468.057"
). After game server registration, this property is only changed when a game server
+ * update specifies a health check value.
*
"1469498468.057"
). After game server registration, this property is only changed
+ * when a game server update specifies a health check value.
*/
public java.util.Date getLastHealthCheckTime() {
@@ -825,17 +814,17 @@ public java.util.Date getLastHealthCheckTime() {
/**
*
- * Time stamp indicating the last time the game server was updated with health status using an
- * UpdateGameServer request. Format is a number expressed in Unix time as milliseconds (for example
- * "1469498468.057"). After game server registration, this property is only changed when a game server update
- * specifies a health check value.
+ * Timestamp that indicates the last time the game server was updated with health status using an
+ * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example
+ * "1469498468.057"
). After game server registration, this property is only changed when a game server
+ * update specifies a health check value.
*
"1469498468.057"
). After game server registration, this property is only changed when
+ * a game server update specifies a health check value.
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -868,8 +857,6 @@ public String toString() {
sb.append("ConnectionInfo: ").append(getConnectionInfo()).append(",");
if (getGameServerData() != null)
sb.append("GameServerData: ").append(getGameServerData()).append(",");
- if (getCustomSortKey() != null)
- sb.append("CustomSortKey: ").append(getCustomSortKey()).append(",");
if (getClaimStatus() != null)
sb.append("ClaimStatus: ").append(getClaimStatus()).append(",");
if (getUtilizationStatus() != null)
@@ -918,10 +905,6 @@ public boolean equals(Object obj) {
return false;
if (other.getGameServerData() != null && other.getGameServerData().equals(this.getGameServerData()) == false)
return false;
- if (other.getCustomSortKey() == null ^ this.getCustomSortKey() == null)
- return false;
- if (other.getCustomSortKey() != null && other.getCustomSortKey().equals(this.getCustomSortKey()) == false)
- return false;
if (other.getClaimStatus() == null ^ this.getClaimStatus() == null)
return false;
if (other.getClaimStatus() != null && other.getClaimStatus().equals(this.getClaimStatus()) == false)
@@ -956,7 +939,6 @@ public int hashCode() {
hashCode = prime * hashCode + ((getInstanceId() == null) ? 0 : getInstanceId().hashCode());
hashCode = prime * hashCode + ((getConnectionInfo() == null) ? 0 : getConnectionInfo().hashCode());
hashCode = prime * hashCode + ((getGameServerData() == null) ? 0 : getGameServerData().hashCode());
- hashCode = prime * hashCode + ((getCustomSortKey() == null) ? 0 : getCustomSortKey().hashCode());
hashCode = prime * hashCode + ((getClaimStatus() == null) ? 0 : getClaimStatus().hashCode());
hashCode = prime * hashCode + ((getUtilizationStatus() == null) ? 0 : getUtilizationStatus().hashCode());
hashCode = prime * hashCode + ((getRegistrationTime() == null) ? 0 : getRegistrationTime().hashCode());
diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerGroup.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerGroup.java
index 3812c0511747..b5b9edc59f84 100644
--- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerGroup.java
+++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerGroup.java
@@ -19,18 +19,59 @@
/**
* - * This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This data type is used with the Amazon GameLift FleetIQ and game server groups. *
*- * Properties describing a game server group resource. A game server group manages certain properties of a corresponding - * EC2 Auto Scaling group. + * Properties that describe a game server group resource. A game server group manages certain properties related to a + * corresponding EC2 Auto Scaling group. *
*
- * A game server group is created by a successful call to CreateGameServerGroup and deleted by calling
- * DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling
- * SuspendGameServerGroup and ResumeGameServerGroup.
+ * A game server group is created by a successful call to CreateGameServerGroup
and deleted by calling
+ * DeleteGameServerGroup
. Game server group activity can be temporarily suspended and resumed by calling
+ * SuspendGameServerGroup
and ResumeGameServerGroup
, respectively.
*
+ * CreateGameServerGroup + *
+ *+ * ListGameServerGroups + *
+ *+ * DescribeGameServerGroup + *
+ *+ * UpdateGameServerGroup + *
+ *+ * DeleteGameServerGroup + *
+ *+ * ResumeGameServerGroup + *
+ *+ * SuspendGameServerGroup + *
+ *+ * DescribeGameServerInstances + *
+ *- * A developer-defined identifier for the game server group. The name is unique per Region per AWS account. + * A developer-defined identifier for the game server group. The name is unique for each Region in each AWS account. *
*/ private String gameServerGroupName; @@ -53,37 +94,43 @@ public class GameServerGroup implements Serializable, Cloneable, StructuredPojo /** ** The Amazon Resource Name (ARN) - * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is - * validated to ensure that it contains the necessary permissions for game server groups. + * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. *
*/ private String roleArn; /** *- * The set of EC2 instance types that GameLift FleetIQ can use when rebalancing and autoscaling instances in the - * group. + * The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in + * the corresponding Auto Scaling group. *
*/ private java.util.List- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable - * or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once - * again be used. Method options include: + * Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server + * group. Method options include the following: *
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
+ *
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
*
* A flag that indicates whether instances in the game server group are protected from early termination. - * Unprotected instances that have active game servers running may be terminated during a scale-down event, causing - * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers - * running except in the event of a forced game server group deletion (see DeleteGameServerGroup). An - * exception to this is Spot Instances, which may be terminated by AWS regardless of protection status. + * Unprotected instances that have active game servers running might be terminated during a scale-down event, + * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game + * servers running except in the event of a forced game server group deletion (see ). An exception to this is with + * Spot Instances, which can be terminated by AWS regardless of protection status. *
*/ private String gameServerProtectionPolicy; /** *- * A generated unique ID for the EC2 Auto Scaling group with is associated with this game server group. + * A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group. *
*/ private String autoScalingGroupArn; @@ -112,41 +159,41 @@ public class GameServerGroup implements Serializable, Cloneable, StructuredPojo *
- * NEW - GameLift FleetIQ has validated the CreateGameServerGroup()
request.
+ * NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
- * ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an autoscaling group in
- * your AWS account.
+ * ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto
+ * Scaling group in your AWS account.
*
- * ACTIVE - The game server group has been successfully created.
+ * ACTIVE
- The game server group has been successfully created.
*
- * DELETE_SCHEDULED - A request to delete the game server group has been received.
+ * DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
- * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing
- * it. GameLift FleetIQ must first complete and release hosts before it deletes the autoscaling group and the game
- * server group.
+ * DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is
+ * processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group
+ * and the game server group.
*
- * DELETED - The game server group has been successfully deleted.
+ * DELETED
- The game server group has been successfully deleted.
*
- * ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an
- * error state.
+ * ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
+ * resulting in an error state.
*
- * Additional information about the current game server group status. This information may provide additional
- * insight on groups that in ERROR status.
+ * Additional information about the current game server group status. This information might provide additional
+ * insight on groups that are in ERROR
status.
*
- * A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
- * milliseconds (for example "1469498468.057").
+ * A timestamp that indicates when this data object was created. Format is a number expressed in Unix time as
+ * milliseconds (for example "1469498468.057"
).
*
- * A time stamp indicating when this game server group was last updated. + * A timestamp that indicates when this game server group was last updated. *
*/ private java.util.Date lastUpdatedTime; /** *- * A developer-defined identifier for the game server group. The name is unique per Region per AWS account. + * A developer-defined identifier for the game server group. The name is unique for each Region in each AWS account. *
* * @param gameServerGroupName - * A developer-defined identifier for the game server group. The name is unique per Region per AWS account. + * A developer-defined identifier for the game server group. The name is unique for each Region in each AWS + * account. */ public void setGameServerGroupName(String gameServerGroupName) { @@ -195,10 +243,11 @@ public void setGameServerGroupName(String gameServerGroupName) { /** *- * A developer-defined identifier for the game server group. The name is unique per Region per AWS account. + * A developer-defined identifier for the game server group. The name is unique for each Region in each AWS account. *
* - * @return A developer-defined identifier for the game server group. The name is unique per Region per AWS account. + * @return A developer-defined identifier for the game server group. The name is unique for each Region in each AWS + * account. */ public String getGameServerGroupName() { @@ -207,11 +256,12 @@ public String getGameServerGroupName() { /** *- * A developer-defined identifier for the game server group. The name is unique per Region per AWS account. + * A developer-defined identifier for the game server group. The name is unique for each Region in each AWS account. *
* * @param gameServerGroupName - * A developer-defined identifier for the game server group. The name is unique per Region per AWS account. + * A developer-defined identifier for the game server group. The name is unique for each Region in each AWS + * account. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -263,15 +313,13 @@ public GameServerGroup withGameServerGroupArn(String gameServerGroupArn) { /** ** The Amazon Resource Name (ARN) - * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is - * validated to ensure that it contains the necessary permissions for game server groups. + * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. *
* * @param roleArn * The Amazon Resource Name (ARN) for an IAM role that - * allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is validated to ensure - * that it contains the necessary permissions for game server groups. + * allows Amazon GameLift to access your EC2 Auto Scaling groups. */ public void setRoleArn(String roleArn) { @@ -281,14 +329,12 @@ public void setRoleArn(String roleArn) { /** ** The Amazon Resource Name (ARN) - * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is - * validated to ensure that it contains the necessary permissions for game server groups. + * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. *
* * @return The Amazon Resource Name (ARN) for an IAM role that - * allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is validated to ensure - * that it contains the necessary permissions for game server groups. + * allows Amazon GameLift to access your EC2 Auto Scaling groups. */ public String getRoleArn() { @@ -298,15 +344,13 @@ public String getRoleArn() { /** ** The Amazon Resource Name (ARN) - * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is - * validated to ensure that it contains the necessary permissions for game server groups. + * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. *
* * @param roleArn * The Amazon Resource Name (ARN) for an IAM role that - * allows Amazon GameLift to access your EC2 Auto Scaling groups. The submitted role is validated to ensure - * that it contains the necessary permissions for game server groups. + * allows Amazon GameLift to access your EC2 Auto Scaling groups. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -317,12 +361,12 @@ public GameServerGroup withRoleArn(String roleArn) { /** *- * The set of EC2 instance types that GameLift FleetIQ can use when rebalancing and autoscaling instances in the - * group. + * The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in + * the corresponding Auto Scaling group. *
* - * @return The set of EC2 instance types that GameLift FleetIQ can use when rebalancing and autoscaling instances in - * the group. + * @return The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling + * instances in the corresponding Auto Scaling group. */ public java.util.List- * The set of EC2 instance types that GameLift FleetIQ can use when rebalancing and autoscaling instances in the - * group. + * The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in + * the corresponding Auto Scaling group. *
* * @param instanceDefinitions - * The set of EC2 instance types that GameLift FleetIQ can use when rebalancing and autoscaling instances in - * the group. + * The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling + * instances in the corresponding Auto Scaling group. */ public void setInstanceDefinitions(java.util.Collection- * The set of EC2 instance types that GameLift FleetIQ can use when rebalancing and autoscaling instances in the - * group. + * The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in + * the corresponding Auto Scaling group. *
*
* NOTE: This method appends the values to the existing list (if any). Use
@@ -361,8 +405,8 @@ public void setInstanceDefinitions(java.util.Collection
- * The set of EC2 instance types that GameLift FleetIQ can use when rebalancing and autoscaling instances in the - * group. + * The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in + * the corresponding Auto Scaling group. *
* * @param instanceDefinitions - * The set of EC2 instance types that GameLift FleetIQ can use when rebalancing and autoscaling instances in - * the group. + * The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling + * instances in the corresponding Auto Scaling group. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -395,44 +439,58 @@ public GameServerGroup withInstanceDefinitions(java.util.Collection
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
+ *
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay
- * ends) and not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
+ * unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
+ * Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
+ * Instances are terminated (after current gameplay ends) and are not replaced.
+ *
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
+ * server group. If Spot Instances are unavailable, the game server group continues to provide hosting
+ * capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
+ * current gameplay ends) and are replaced with new On-Demand Instances.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting
- * capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current
- * gameplay ends) and replaced with new On-Demand instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
+ * Instances are used, even when available, while this balancing strategy is in force.
*
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable - * or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once - * again be used. Method options include: + * Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server + * group. Method options include the following: *
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
+ *
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No
- * new instances are started, and the existing nonviable Spot instances are terminated (once current
- * gameplay ends) and not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
+ * unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
+ * Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
+ * Instances are terminated (after current gameplay ends) and are not replaced.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting
- * capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current
- * gameplay ends) and replaced with new On-Demand instances.
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
+ * server group. If Spot Instances are unavailable, the game server group continues to provide hosting
+ * capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
+ * current gameplay ends) and are replaced with new On-Demand Instances.
+ *
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
+ * Instances are used, even when available, while this balancing strategy is in force.
*
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable - * or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once - * again be used. Method options include: + * Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server + * group. Method options include the following: *
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
+ *
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay
- * ends) and not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
+ * unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
+ * Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
+ * Instances are terminated (after current gameplay ends) and are not replaced.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting
- * capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current
- * gameplay ends) and replaced with new On-Demand instances.
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
+ * server group. If Spot Instances are unavailable, the game server group continues to provide hosting
+ * capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
+ * current gameplay ends) and are replaced with new On-Demand Instances.
+ *
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
+ * Instances are used, even when available, while this balancing strategy is in force.
*
- * The fallback balancing method to use for the game server group when Spot instances in a Region become unavailable - * or are not viable for game hosting. Once triggered, this method remains active until Spot instances can once - * again be used. Method options include: + * Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server + * group. Method options include the following: *
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay ends) and
- * not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
+ * or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
+ * be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
+ * (after current gameplay ends) and are not replaced.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting capacity
- * by using On-Demand instances. Existing nonviable Spot instances are terminated (once current gameplay ends) and
- * replaced with new On-Demand instances.
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
+ * group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
+ * back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
+ * are replaced with new On-Demand Instances.
+ *
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
+ * used, even when available, while this balancing strategy is in force.
*
- * SPOT_ONLY -- If Spot instances are unavailable, the game server group provides no hosting capacity. No new
- * instances are started, and the existing nonviable Spot instances are terminated (once current gameplay
- * ends) and not replaced.
+ * SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
+ * unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
+ * Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
+ * Instances are terminated (after current gameplay ends) and are not replaced.
+ *
+ * SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
+ * server group. If Spot Instances are unavailable, the game server group continues to provide hosting
+ * capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
+ * current gameplay ends) and are replaced with new On-Demand Instances.
*
- * SPOT_PREFERRED -- If Spot instances are unavailable, the game server group continues to provide hosting
- * capacity by using On-Demand instances. Existing nonviable Spot instances are terminated (once current
- * gameplay ends) and replaced with new On-Demand instances.
+ * ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
+ * Instances are used, even when available, while this balancing strategy is in force.
*
* A flag that indicates whether instances in the game server group are protected from early termination. - * Unprotected instances that have active game servers running may be terminated during a scale-down event, causing - * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers - * running except in the event of a forced game server group deletion (see DeleteGameServerGroup). An - * exception to this is Spot Instances, which may be terminated by AWS regardless of protection status. + * Unprotected instances that have active game servers running might be terminated during a scale-down event, + * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game + * servers running except in the event of a forced game server group deletion (see ). An exception to this is with + * Spot Instances, which can be terminated by AWS regardless of protection status. *
* * @param gameServerProtectionPolicy * A flag that indicates whether instances in the game server group are protected from early termination. - * Unprotected instances that have active game servers running may be terminated during a scale-down event, + * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are - * active game servers running except in the event of a forced game server group deletion (see - * DeleteGameServerGroup). An exception to this is Spot Instances, which may be terminated by AWS - * regardless of protection status. + * active game servers running except in the event of a forced game server group deletion (see ). An + * exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. * @see GameServerProtectionPolicy */ @@ -618,18 +717,17 @@ public void setGameServerProtectionPolicy(String gameServerProtectionPolicy) { /** ** A flag that indicates whether instances in the game server group are protected from early termination. - * Unprotected instances that have active game servers running may be terminated during a scale-down event, causing - * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers - * running except in the event of a forced game server group deletion (see DeleteGameServerGroup). An - * exception to this is Spot Instances, which may be terminated by AWS regardless of protection status. + * Unprotected instances that have active game servers running might be terminated during a scale-down event, + * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game + * servers running except in the event of a forced game server group deletion (see ). An exception to this is with + * Spot Instances, which can be terminated by AWS regardless of protection status. *
* * @return A flag that indicates whether instances in the game server group are protected from early termination. - * Unprotected instances that have active game servers running may be terminated during a scale-down event, - * causing players to be dropped from the game. Protected instances cannot be terminated while there are - * active game servers running except in the event of a forced game server group deletion (see - * DeleteGameServerGroup). An exception to this is Spot Instances, which may be terminated by AWS - * regardless of protection status. + * Unprotected instances that have active game servers running might be terminated during a scale-down + * event, causing players to be dropped from the game. Protected instances cannot be terminated while there + * are active game servers running except in the event of a forced game server group deletion (see ). An + * exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. * @see GameServerProtectionPolicy */ @@ -640,19 +738,18 @@ public String getGameServerProtectionPolicy() { /** ** A flag that indicates whether instances in the game server group are protected from early termination. - * Unprotected instances that have active game servers running may be terminated during a scale-down event, causing - * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers - * running except in the event of a forced game server group deletion (see DeleteGameServerGroup). An - * exception to this is Spot Instances, which may be terminated by AWS regardless of protection status. + * Unprotected instances that have active game servers running might be terminated during a scale-down event, + * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game + * servers running except in the event of a forced game server group deletion (see ). An exception to this is with + * Spot Instances, which can be terminated by AWS regardless of protection status. *
* * @param gameServerProtectionPolicy * A flag that indicates whether instances in the game server group are protected from early termination. - * Unprotected instances that have active game servers running may be terminated during a scale-down event, + * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are - * active game servers running except in the event of a forced game server group deletion (see - * DeleteGameServerGroup). An exception to this is Spot Instances, which may be terminated by AWS - * regardless of protection status. + * active game servers running except in the event of a forced game server group deletion (see ). An + * exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerProtectionPolicy */ @@ -665,19 +762,18 @@ public GameServerGroup withGameServerProtectionPolicy(String gameServerProtectio /** ** A flag that indicates whether instances in the game server group are protected from early termination. - * Unprotected instances that have active game servers running may be terminated during a scale-down event, causing - * players to be dropped from the game. Protected instances cannot be terminated while there are active game servers - * running except in the event of a forced game server group deletion (see DeleteGameServerGroup). An - * exception to this is Spot Instances, which may be terminated by AWS regardless of protection status. + * Unprotected instances that have active game servers running might be terminated during a scale-down event, + * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game + * servers running except in the event of a forced game server group deletion (see ). An exception to this is with + * Spot Instances, which can be terminated by AWS regardless of protection status. *
* * @param gameServerProtectionPolicy * A flag that indicates whether instances in the game server group are protected from early termination. - * Unprotected instances that have active game servers running may be terminated during a scale-down event, + * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are - * active game servers running except in the event of a forced game server group deletion (see - * DeleteGameServerGroup). An exception to this is Spot Instances, which may be terminated by AWS - * regardless of protection status. + * active game servers running except in the event of a forced game server group deletion (see ). An + * exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerProtectionPolicy */ @@ -689,11 +785,11 @@ public GameServerGroup withGameServerProtectionPolicy(GameServerProtectionPolicy /** *- * A generated unique ID for the EC2 Auto Scaling group with is associated with this game server group. + * A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group. *
* * @param autoScalingGroupArn - * A generated unique ID for the EC2 Auto Scaling group with is associated with this game server group. + * A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group. */ public void setAutoScalingGroupArn(String autoScalingGroupArn) { @@ -702,10 +798,10 @@ public void setAutoScalingGroupArn(String autoScalingGroupArn) { /** *- * A generated unique ID for the EC2 Auto Scaling group with is associated with this game server group. + * A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group. *
* - * @return A generated unique ID for the EC2 Auto Scaling group with is associated with this game server group. + * @return A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group. */ public String getAutoScalingGroupArn() { @@ -714,11 +810,11 @@ public String getAutoScalingGroupArn() { /** *- * A generated unique ID for the EC2 Auto Scaling group with is associated with this game server group. + * A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group. *
* * @param autoScalingGroupArn - * A generated unique ID for the EC2 Auto Scaling group with is associated with this game server group. + * A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -734,41 +830,41 @@ public GameServerGroup withAutoScalingGroupArn(String autoScalingGroupArn) { *
- * NEW - GameLift FleetIQ has validated the CreateGameServerGroup()
request.
+ * NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
- * ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an autoscaling group in
- * your AWS account.
+ * ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto
+ * Scaling group in your AWS account.
*
- * ACTIVE - The game server group has been successfully created.
+ * ACTIVE
- The game server group has been successfully created.
*
- * DELETE_SCHEDULED - A request to delete the game server group has been received.
+ * DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
- * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing
- * it. GameLift FleetIQ must first complete and release hosts before it deletes the autoscaling group and the game
- * server group.
+ * DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is
+ * processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group
+ * and the game server group.
*
- * DELETED - The game server group has been successfully deleted.
+ * DELETED
- The game server group has been successfully deleted.
*
- * ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an
- * error state.
+ * ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
+ * resulting in an error state.
*
- * NEW - GameLift FleetIQ has validated the CreateGameServerGroup()
request.
+ * NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
- * ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an autoscaling
- * group in your AWS account.
+ * ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an
+ * Auto Scaling group in your AWS account.
*
- * ACTIVE - The game server group has been successfully created.
+ * ACTIVE
- The game server group has been successfully created.
*
- * DELETE_SCHEDULED - A request to delete the game server group has been received.
+ * DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
- * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is
- * processing it. GameLift FleetIQ must first complete and release hosts before it deletes the autoscaling
- * group and the game server group.
+ * DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request
+ * and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto
+ * Scaling group and the game server group.
*
- * DELETED - The game server group has been successfully deleted.
+ * DELETED
- The game server group has been successfully deleted.
*
- * ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in
- * an error state.
+ * ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
+ * resulting in an error state.
*
- * NEW - GameLift FleetIQ has validated the CreateGameServerGroup()
request.
+ * NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
- * ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an autoscaling group in
- * your AWS account.
+ * ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto
+ * Scaling group in your AWS account.
*
- * ACTIVE - The game server group has been successfully created.
+ * ACTIVE
- The game server group has been successfully created.
*
- * DELETE_SCHEDULED - A request to delete the game server group has been received.
+ * DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
- * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing
- * it. GameLift FleetIQ must first complete and release hosts before it deletes the autoscaling group and the game
- * server group.
+ * DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is
+ * processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group
+ * and the game server group.
*
- * DELETED - The game server group has been successfully deleted.
+ * DELETED
- The game server group has been successfully deleted.
*
- * ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an
- * error state.
+ * ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
+ * resulting in an error state.
*
- * NEW - GameLift FleetIQ has validated the CreateGameServerGroup()
request.
+ * NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
- * ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an autoscaling
- * group in your AWS account.
+ * ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an
+ * Auto Scaling group in your AWS account.
*
- * ACTIVE - The game server group has been successfully created.
+ * ACTIVE
- The game server group has been successfully created.
*
- * DELETE_SCHEDULED - A request to delete the game server group has been received.
+ * DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
- * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is
- * processing it. GameLift FleetIQ must first complete and release hosts before it deletes the autoscaling
- * group and the game server group.
+ * DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
+ * request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes
+ * the Auto Scaling group and the game server group.
*
- * DELETED - The game server group has been successfully deleted.
+ * DELETED
- The game server group has been successfully deleted.
*
- * ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in
- * an error state.
+ * ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
+ * resulting in an error state.
*
- * NEW - GameLift FleetIQ has validated the CreateGameServerGroup()
request.
+ * NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
- * ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an autoscaling group in
- * your AWS account.
+ * ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto
+ * Scaling group in your AWS account.
*
- * ACTIVE - The game server group has been successfully created.
+ * ACTIVE
- The game server group has been successfully created.
*
- * DELETE_SCHEDULED - A request to delete the game server group has been received.
+ * DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
- * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing
- * it. GameLift FleetIQ must first complete and release hosts before it deletes the autoscaling group and the game
- * server group.
+ * DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is
+ * processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group
+ * and the game server group.
*
- * DELETED - The game server group has been successfully deleted.
+ * DELETED
- The game server group has been successfully deleted.
*
- * ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an
- * error state.
+ * ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
+ * resulting in an error state.
*
- * NEW - GameLift FleetIQ has validated the CreateGameServerGroup()
request.
+ * NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
- * ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an autoscaling
- * group in your AWS account.
+ * ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an
+ * Auto Scaling group in your AWS account.
*
- * ACTIVE - The game server group has been successfully created.
+ * ACTIVE
- The game server group has been successfully created.
*
- * DELETE_SCHEDULED - A request to delete the game server group has been received.
+ * DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
- * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is
- * processing it. GameLift FleetIQ must first complete and release hosts before it deletes the autoscaling
- * group and the game server group.
+ * DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request
+ * and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto
+ * Scaling group and the game server group.
*
- * DELETED - The game server group has been successfully deleted.
+ * DELETED
- The game server group has been successfully deleted.
*
- * ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in
- * an error state.
+ * ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
+ * resulting in an error state.
*
- * NEW - GameLift FleetIQ has validated the CreateGameServerGroup()
request.
+ * NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
- * ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an autoscaling group in
- * your AWS account.
+ * ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto
+ * Scaling group in your AWS account.
*
- * ACTIVE - The game server group has been successfully created.
+ * ACTIVE
- The game server group has been successfully created.
*
- * DELETE_SCHEDULED - A request to delete the game server group has been received.
+ * DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
- * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing
- * it. GameLift FleetIQ must first complete and release hosts before it deletes the autoscaling group and the game
- * server group.
+ * DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is
+ * processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group
+ * and the game server group.
*
- * DELETED - The game server group has been successfully deleted.
+ * DELETED
- The game server group has been successfully deleted.
*
- * ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an
- * error state.
+ * ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
+ * resulting in an error state.
*
- * NEW - GameLift FleetIQ has validated the CreateGameServerGroup()
request.
+ * NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
- * ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an autoscaling
- * group in your AWS account.
+ * ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an
+ * Auto Scaling group in your AWS account.
*
- * ACTIVE - The game server group has been successfully created.
+ * ACTIVE
- The game server group has been successfully created.
*
- * DELETE_SCHEDULED - A request to delete the game server group has been received.
+ * DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
- * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is
- * processing it. GameLift FleetIQ must first complete and release hosts before it deletes the autoscaling
- * group and the game server group.
+ * DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request
+ * and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto
+ * Scaling group and the game server group.
*
- * DELETED - The game server group has been successfully deleted.
+ * DELETED
- The game server group has been successfully deleted.
*
- * ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in
- * an error state.
+ * ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
+ * resulting in an error state.
*
- * Additional information about the current game server group status. This information may provide additional
- * insight on groups that in ERROR status.
+ * Additional information about the current game server group status. This information might provide additional
+ * insight on groups that are in ERROR
status.
*
ERROR
status.
*/
public void setStatusReason(String statusReason) {
@@ -1127,12 +1223,12 @@ public void setStatusReason(String statusReason) {
/**
*
- * Additional information about the current game server group status. This information may provide additional
- * insight on groups that in ERROR status.
+ * Additional information about the current game server group status. This information might provide additional
+ * insight on groups that are in ERROR
status.
*
ERROR
status.
*/
public String getStatusReason() {
@@ -1141,13 +1237,13 @@ public String getStatusReason() {
/**
*
- * Additional information about the current game server group status. This information may provide additional
- * insight on groups that in ERROR status.
+ * Additional information about the current game server group status. This information might provide additional
+ * insight on groups that are in ERROR
status.
*
ERROR
status.
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -1266,13 +1362,13 @@ public GameServerGroup withSuspendedActions(GameServerGroupAction... suspendedAc
/**
*
- * A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
- * milliseconds (for example "1469498468.057").
+ * A timestamp that indicates when this data object was created. Format is a number expressed in Unix time as
+ * milliseconds (for example "1469498468.057"
).
*
"1469498468.057"
).
*/
public void setCreationTime(java.util.Date creationTime) {
@@ -1281,12 +1377,12 @@ public void setCreationTime(java.util.Date creationTime) {
/**
*
- * A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
- * milliseconds (for example "1469498468.057").
+ * A timestamp that indicates when this data object was created. Format is a number expressed in Unix time as
+ * milliseconds (for example "1469498468.057"
).
*
"1469498468.057"
).
*/
public java.util.Date getCreationTime() {
@@ -1295,13 +1391,13 @@ public java.util.Date getCreationTime() {
/**
*
- * A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
- * milliseconds (for example "1469498468.057").
+ * A timestamp that indicates when this data object was created. Format is a number expressed in Unix time as
+ * milliseconds (for example "1469498468.057"
).
*
"1469498468.057"
).
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -1312,11 +1408,11 @@ public GameServerGroup withCreationTime(java.util.Date creationTime) {
/**
* - * A time stamp indicating when this game server group was last updated. + * A timestamp that indicates when this game server group was last updated. *
* * @param lastUpdatedTime - * A time stamp indicating when this game server group was last updated. + * A timestamp that indicates when this game server group was last updated. */ public void setLastUpdatedTime(java.util.Date lastUpdatedTime) { @@ -1325,10 +1421,10 @@ public void setLastUpdatedTime(java.util.Date lastUpdatedTime) { /** *- * A time stamp indicating when this game server group was last updated. + * A timestamp that indicates when this game server group was last updated. *
* - * @return A time stamp indicating when this game server group was last updated. + * @return A timestamp that indicates when this game server group was last updated. */ public java.util.Date getLastUpdatedTime() { @@ -1337,11 +1433,11 @@ public java.util.Date getLastUpdatedTime() { /** *- * A time stamp indicating when this game server group was last updated. + * A timestamp that indicates when this game server group was last updated. *
* * @param lastUpdatedTime - * A time stamp indicating when this game server group was last updated. + * A timestamp that indicates when this game server group was last updated. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerGroupAutoScalingPolicy.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerGroupAutoScalingPolicy.java index 5cd06fad73ea..225b213d8d1b 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerGroupAutoScalingPolicy.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerGroupAutoScalingPolicy.java @@ -19,14 +19,13 @@ /** *- * This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This data type is used with the Amazon GameLift FleetIQ and game server groups. *
*- * Configuration settings for intelligent autoscaling that uses target tracking. An autoscaling policy can be specified - * when a new game server group is created with CreateGameServerGroup. If a group has an autoscaling policy, the - * Auto Scaling group takes action based on this policy, in addition to (and potentially in conflict with) any other - * autoscaling policies that are separately applied to the Auto Scaling group. + * Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an + * Auto Scaling policy when creating the corresponding Auto Scaling group with CreateGameServerGroup. After the + * Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or + * removing other policies, is done directly on the Auto Scaling group. *
* * @see * Length of time, in seconds, it takes for a new instance to start new game server processes and register with * GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time - * to start up, because it avoids prematurely starting new instances + * to start up, because it avoids prematurely starting new instances. * */ private Integer estimatedInstanceWarmup; /** *
* Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a
- * target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target
- * value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so
- * that the metric returns to the target value.
+ * target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers"
and
+ * specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server
+ * group capacity so that the metric returns to the target value.
*
* Length of time, in seconds, it takes for a new instance to start new game server processes and register with * GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time - * to start up, because it avoids prematurely starting new instances + * to start up, because it avoids prematurely starting new instances. *
* * @param estimatedInstanceWarmup * Length of time, in seconds, it takes for a new instance to start new game server processes and register * with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a - * long time to start up, because it avoids prematurely starting new instances + * long time to start up, because it avoids prematurely starting new instances. */ public void setEstimatedInstanceWarmup(Integer estimatedInstanceWarmup) { @@ -74,12 +73,12 @@ public void setEstimatedInstanceWarmup(Integer estimatedInstanceWarmup) { ** Length of time, in seconds, it takes for a new instance to start new game server processes and register with * GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time - * to start up, because it avoids prematurely starting new instances + * to start up, because it avoids prematurely starting new instances. *
* * @return Length of time, in seconds, it takes for a new instance to start new game server processes and register * with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take - * a long time to start up, because it avoids prematurely starting new instances + * a long time to start up, because it avoids prematurely starting new instances. */ public Integer getEstimatedInstanceWarmup() { @@ -90,13 +89,13 @@ public Integer getEstimatedInstanceWarmup() { ** Length of time, in seconds, it takes for a new instance to start new game server processes and register with * GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time - * to start up, because it avoids prematurely starting new instances + * to start up, because it avoids prematurely starting new instances. *
* * @param estimatedInstanceWarmup * Length of time, in seconds, it takes for a new instance to start new game server processes and register * with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a - * long time to start up, because it avoids prematurely starting new instances + * long time to start up, because it avoids prematurely starting new instances. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -108,16 +107,17 @@ public GameServerGroupAutoScalingPolicy withEstimatedInstanceWarmup(Integer esti /** *
* Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a
- * target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target
- * value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so
- * that the metric returns to the target value.
+ * target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers"
and
+ * specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server
+ * group capacity so that the metric returns to the target value.
*
"PercentUtilizedGameServers"
and specifies a target value for the metric. As player usage
+ * changes, the policy triggers to adjust the game server group capacity so that the metric returns to the
+ * target value.
*/
public void setTargetTrackingConfiguration(TargetTrackingConfiguration targetTrackingConfiguration) {
@@ -127,15 +127,16 @@ public void setTargetTrackingConfiguration(TargetTrackingConfiguration targetTra
/**
*
* Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a
- * target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target
- * value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so
- * that the metric returns to the target value.
+ * target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers"
and
+ * specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server
+ * group capacity so that the metric returns to the target value.
*
"PercentUtilizedGameServers"
and specifies a target value for the metric. As player usage
+ * changes, the policy triggers to adjust the game server group capacity so that the metric returns to the
+ * target value.
*/
public TargetTrackingConfiguration getTargetTrackingConfiguration() {
@@ -145,16 +146,17 @@ public TargetTrackingConfiguration getTargetTrackingConfiguration() {
/**
*
* Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a
- * target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target
- * value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so
- * that the metric returns to the target value.
+ * target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers"
and
+ * specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server
+ * group capacity so that the metric returns to the target value.
*
"PercentUtilizedGameServers"
and specifies a target value for the metric. As player usage
+ * changes, the policy triggers to adjust the game server group capacity so that the metric returns to the
+ * target value.
* @return Returns a reference to this object so that method calls can be chained together.
*/
diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerInstance.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerInstance.java
new file mode 100644
index 000000000000..3950f27fc12b
--- /dev/null
+++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GameServerInstance.java
@@ -0,0 +1,566 @@
+/*
+ * Copyright 2015-2020 Amazon.com, Inc. or its affiliates. All Rights Reserved.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with
+ * the License. A copy of the License is located at
+ *
+ * http://aws.amazon.com/apache2.0
+ *
+ * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
+ * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions
+ * and limitations under the License.
+ */
+package com.amazonaws.services.gamelift.model;
+
+import java.io.Serializable;
+import javax.annotation.Generated;
+import com.amazonaws.protocol.StructuredPojo;
+import com.amazonaws.protocol.ProtocolMarshaller;
+
+/**
+ * + * This data type is used with the Amazon GameLift FleetIQ and game server groups. + *
+ *
+ * Additional properties, including status, that describe an EC2 instance in a game server group. Instance
+ * configurations are set with game server group properties (see DescribeGameServerGroup
and with the EC2
+ * launch template that was used when creating the game server group.
+ *
+ * Retrieve game server instances for a game server group by calling DescribeGameServerInstances
.
+ *
+ * CreateGameServerGroup + *
+ *+ * ListGameServerGroups + *
+ *+ * DescribeGameServerGroup + *
+ *+ * UpdateGameServerGroup + *
+ *+ * DeleteGameServerGroup + *
+ *+ * ResumeGameServerGroup + *
+ *+ * SuspendGameServerGroup + *
+ *+ * DescribeGameServerInstances + *
+ *+ * A developer-defined identifier for the game server group that includes the game server instance. The name is + * unique for each Region in each AWS account. + *
+ */ + private String gameServerGroupName; + /** + *+ * A generated unique identifier for the game server group that includes the game server instance. + *
+ */ + private String gameServerGroupArn; + /** + *
+ * The unique identifier for the instance where the game server is running. This ID is available in the instance
+ * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
+ *
+ * Current status of the game server instance. + *
+ *+ * ACTIVE -- The instance is viable for hosting game servers. + *
+ *+ * DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the process + * of ending, and new game servers are not started on this instance unless no other resources are available. When + * the instance is put in DRAINING, a new instance is started up to replace it. Once the instance has no UTILIZED + * game servers, it will be terminated in favor of the new instance. + *
+ *+ * SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance interruption. + * No new game servers are started on this instance. + *
+ *+ * A developer-defined identifier for the game server group that includes the game server instance. The name is + * unique for each Region in each AWS account. + *
+ * + * @param gameServerGroupName + * A developer-defined identifier for the game server group that includes the game server instance. The name + * is unique for each Region in each AWS account. + */ + + public void setGameServerGroupName(String gameServerGroupName) { + this.gameServerGroupName = gameServerGroupName; + } + + /** + *+ * A developer-defined identifier for the game server group that includes the game server instance. The name is + * unique for each Region in each AWS account. + *
+ * + * @return A developer-defined identifier for the game server group that includes the game server instance. The name + * is unique for each Region in each AWS account. + */ + + public String getGameServerGroupName() { + return this.gameServerGroupName; + } + + /** + *+ * A developer-defined identifier for the game server group that includes the game server instance. The name is + * unique for each Region in each AWS account. + *
+ * + * @param gameServerGroupName + * A developer-defined identifier for the game server group that includes the game server instance. The name + * is unique for each Region in each AWS account. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public GameServerInstance withGameServerGroupName(String gameServerGroupName) { + setGameServerGroupName(gameServerGroupName); + return this; + } + + /** + *+ * A generated unique identifier for the game server group that includes the game server instance. + *
+ * + * @param gameServerGroupArn + * A generated unique identifier for the game server group that includes the game server instance. + */ + + public void setGameServerGroupArn(String gameServerGroupArn) { + this.gameServerGroupArn = gameServerGroupArn; + } + + /** + *+ * A generated unique identifier for the game server group that includes the game server instance. + *
+ * + * @return A generated unique identifier for the game server group that includes the game server instance. + */ + + public String getGameServerGroupArn() { + return this.gameServerGroupArn; + } + + /** + *+ * A generated unique identifier for the game server group that includes the game server instance. + *
+ * + * @param gameServerGroupArn + * A generated unique identifier for the game server group that includes the game server instance. + * @return Returns a reference to this object so that method calls can be chained together. + */ + + public GameServerInstance withGameServerGroupArn(String gameServerGroupArn) { + setGameServerGroupArn(gameServerGroupArn); + return this; + } + + /** + *
+ * The unique identifier for the instance where the game server is running. This ID is available in the instance
+ * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
+ *
i-1234567890abcdef0
.
+ */
+
+ public void setInstanceId(String instanceId) {
+ this.instanceId = instanceId;
+ }
+
+ /**
+ *
+ * The unique identifier for the instance where the game server is running. This ID is available in the instance
+ * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
+ *
i-1234567890abcdef0
.
+ */
+
+ public String getInstanceId() {
+ return this.instanceId;
+ }
+
+ /**
+ *
+ * The unique identifier for the instance where the game server is running. This ID is available in the instance
+ * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
+ *
i-1234567890abcdef0
.
+ * @return Returns a reference to this object so that method calls can be chained together.
+ */
+
+ public GameServerInstance withInstanceId(String instanceId) {
+ setInstanceId(instanceId);
+ return this;
+ }
+
+ /**
+ * + * Current status of the game server instance. + *
+ *+ * ACTIVE -- The instance is viable for hosting game servers. + *
+ *+ * DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the process + * of ending, and new game servers are not started on this instance unless no other resources are available. When + * the instance is put in DRAINING, a new instance is started up to replace it. Once the instance has no UTILIZED + * game servers, it will be terminated in favor of the new instance. + *
+ *+ * SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance interruption. + * No new game servers are started on this instance. + *
+ *+ * ACTIVE -- The instance is viable for hosting game servers. + *
+ *+ * DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the + * process of ending, and new game servers are not started on this instance unless no other resources are + * available. When the instance is put in DRAINING, a new instance is started up to replace it. Once the + * instance has no UTILIZED game servers, it will be terminated in favor of the new instance. + *
+ *+ * SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance + * interruption. No new game servers are started on this instance. + *
+ *+ * Current status of the game server instance. + *
+ *+ * ACTIVE -- The instance is viable for hosting game servers. + *
+ *+ * DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the process + * of ending, and new game servers are not started on this instance unless no other resources are available. When + * the instance is put in DRAINING, a new instance is started up to replace it. Once the instance has no UTILIZED + * game servers, it will be terminated in favor of the new instance. + *
+ *+ * SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance interruption. + * No new game servers are started on this instance. + *
+ *+ * ACTIVE -- The instance is viable for hosting game servers. + *
+ *+ * DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the + * process of ending, and new game servers are not started on this instance unless no other resources are + * available. When the instance is put in DRAINING, a new instance is started up to replace it. Once the + * instance has no UTILIZED game servers, it will be terminated in favor of the new instance. + *
+ *+ * SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance + * interruption. No new game servers are started on this instance. + *
+ *+ * Current status of the game server instance. + *
+ *+ * ACTIVE -- The instance is viable for hosting game servers. + *
+ *+ * DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the process + * of ending, and new game servers are not started on this instance unless no other resources are available. When + * the instance is put in DRAINING, a new instance is started up to replace it. Once the instance has no UTILIZED + * game servers, it will be terminated in favor of the new instance. + *
+ *+ * SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance interruption. + * No new game servers are started on this instance. + *
+ *+ * ACTIVE -- The instance is viable for hosting game servers. + *
+ *+ * DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the + * process of ending, and new game servers are not started on this instance unless no other resources are + * available. When the instance is put in DRAINING, a new instance is started up to replace it. Once the + * instance has no UTILIZED game servers, it will be terminated in favor of the new instance. + *
+ *+ * SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance + * interruption. No new game servers are started on this instance. + *
+ *+ * Current status of the game server instance. + *
+ *+ * ACTIVE -- The instance is viable for hosting game servers. + *
+ *+ * DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the process + * of ending, and new game servers are not started on this instance unless no other resources are available. When + * the instance is put in DRAINING, a new instance is started up to replace it. Once the instance has no UTILIZED + * game servers, it will be terminated in favor of the new instance. + *
+ *+ * SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance interruption. + * No new game servers are started on this instance. + *
+ *+ * ACTIVE -- The instance is viable for hosting game servers. + *
+ *+ * DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the + * process of ending, and new game servers are not started on this instance unless no other resources are + * available. When the instance is put in DRAINING, a new instance is started up to replace it. Once the + * instance has no UTILIZED game servers, it will be terminated in favor of the new instance. + *
+ *+ * SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance + * interruption. No new game servers are started on this instance. + *
+ *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetGameSessionLogUrlResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetGameSessionLogUrlResult.java index 47269dd19c44..4f6d21589ce9 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetGameSessionLogUrlResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetGameSessionLogUrlResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetInstanceAccessRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetInstanceAccessRequest.java index fb478ce0d203..9836cfa5b535 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetInstanceAccessRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetInstanceAccessRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetInstanceAccessResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetInstanceAccessResult.java index bf659b5e6d15..c8ed64ed8bea 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetInstanceAccessResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/GetInstanceAccessResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/InstanceDefinition.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/InstanceDefinition.java index 3ff0571031be..272d064c105d 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/InstanceDefinition.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/InstanceDefinition.java @@ -19,12 +19,12 @@ /** *- * This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This data type is used with the Amazon GameLift FleetIQ and game server groups. *
*- * An allowed instance type for your game server group. GameLift FleetIQ periodically evaluates each defined instance - * type for viability. It then updates the Auto Scaling group with the list of viable instance types. + * An allowed instance type for a GameServerGroup. All game server groups must have at least two instance types + * defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the + * Auto Scaling group with the list of viable instance types. *
* * @see AWS API diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/LaunchTemplateSpecification.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/LaunchTemplateSpecification.java index 8e5ccd472d49..d612e7fe7aa1 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/LaunchTemplateSpecification.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/LaunchTemplateSpecification.java @@ -19,12 +19,12 @@ /** *- * This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is - * subject to change. + * This data type is used with the Amazon GameLift FleetIQ and game server groups. *
** An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a - * game server group. + * game server group. The launch template is specified when creating a new game server group with + * CreateGameServerGroup. *
* * @see - * The version of the EC2 launch template to use. If no version is specified, the default version will be used. EC2 - * allows you to specify a default version for a launch template, if none is set, the default is the first version - * created. + * The version of the 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. * */ private String version; @@ -136,15 +136,15 @@ public LaunchTemplateSpecification withLaunchTemplateName(String launchTemplateN /** *- * The version of the EC2 launch template to use. If no version is specified, the default version will be used. EC2 - * allows you to specify a default version for a launch template, if none is set, the default is the first version - * created. + * The version of the 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. *
* * @param version * The version of the EC2 launch template to use. If no version is specified, the default version will be - * used. EC2 allows you to specify a default version for a launch template, if none is set, the default is - * the first version created. + * 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. */ public void setVersion(String version) { @@ -153,14 +153,14 @@ public void setVersion(String version) { /** *- * The version of the EC2 launch template to use. If no version is specified, the default version will be used. EC2 - * allows you to specify a default version for a launch template, if none is set, the default is the first version - * created. + * The version of the EC2 launch template to use. If no version is specified, the default version will be used. With + * Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first + * version created. *
* * @return The version of the EC2 launch template to use. If no version is specified, the default version will be - * used. EC2 allows you to specify a default version for a launch template, if none is set, the default is - * the first version created. + * 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. */ public String getVersion() { @@ -169,15 +169,15 @@ public String getVersion() { /** *- * The version of the EC2 launch template to use. If no version is specified, the default version will be used. EC2 - * allows you to specify a default version for a launch template, if none is set, the default is the first version - * created. + * The version of the 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. *
* * @param version * The version of the EC2 launch template to use. If no version is specified, the default version will be - * used. EC2 allows you to specify a default version for a launch template, if none is set, the default is - * the first version created. + * used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the + * default is the first version created. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListAliasesRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListAliasesRequest.java index 8fac64bb89b9..673b8129a164 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListAliasesRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListAliasesRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API @@ -68,7 +68,7 @@ public class ListAliasesRequest extends com.amazonaws.AmazonWebServiceRequest im /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -410,12 +410,13 @@ public ListAliasesRequest withLimit(Integer limit) { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public void setNextToken(String nextToken) { @@ -425,11 +426,12 @@ public void setNextToken(String nextToken) { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -439,12 +441,13 @@ public String getNextToken() { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListAliasesResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListAliasesResult.java index a189c1caea28..f228d3d54e1b 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListAliasesResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListAliasesResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API @@ -34,7 +34,7 @@ public class ListAliasesResult extends com.amazonaws.AmazonWebServiceResult- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
*/ @@ -112,13 +112,13 @@ public ListAliasesResult withAliases(java.util.Collection- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public void setNextToken(String nextToken) { @@ -127,12 +127,12 @@ public void setNextToken(String nextToken) { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* - * @return A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,13 +141,13 @@ public String getNextToken() { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListBuildsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListBuildsRequest.java index 4474db897e74..f6dd5bab24a8 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListBuildsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListBuildsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API @@ -65,7 +65,7 @@ public class ListBuildsRequest extends com.amazonaws.AmazonWebServiceRequest imp /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -407,12 +407,12 @@ public ListBuildsRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public void setNextToken(String nextToken) { @@ -422,11 +422,12 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -436,12 +437,12 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListBuildsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListBuildsResult.java index 497635aec959..e6569d26136e 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListBuildsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListBuildsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API @@ -34,8 +34,8 @@ public class ListBuildsResult extends com.amazonaws.AmazonWebServiceResult- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -112,12 +112,12 @@ public ListBuildsResult withBuilds(java.util.Collection- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. */ @@ -127,12 +127,12 @@ public void setNextToken(String nextToken) { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -141,12 +141,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListFleetsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListFleetsRequest.java index 97e1372265f5..60fea935aa16 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListFleetsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListFleetsRequest.java @@ -19,7 +19,7 @@ /** *- * Represents the input for a request action. + * Represents the input for a request operation. *
* * @see AWS API @@ -53,7 +53,7 @@ public class ListFleetsRequest extends com.amazonaws.AmazonWebServiceRequest imp /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -208,12 +208,12 @@ public ListFleetsRequest withLimit(Integer limit) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public void setNextToken(String nextToken) { @@ -223,11 +223,12 @@ public void setNextToken(String nextToken) { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return Token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -237,12 +238,12 @@ public String getNextToken() { /** ** Token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * Token that indicates the start of the next sequential page of results. Use the token that is returned with - * a previous call to this action. To start at the beginning of the result set, do not specify a value. + * a previous call to this operation. To start at the beginning of the result set, do not specify a value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListFleetsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListFleetsResult.java index a5ab365f5b0c..7add82b19090 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListFleetsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListFleetsResult.java @@ -17,7 +17,7 @@ /** *- * Represents the returned data in response to a request action. + * Represents the returned data in response to a request operation. *
* * @see AWS API @@ -36,8 +36,8 @@ public class ListFleetsResult extends com.amazonaws.AmazonWebServiceResult- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
*/ private String nextToken; @@ -130,12 +130,12 @@ public ListFleetsResult withFleetIds(java.util.Collection- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. */ @@ -145,12 +145,12 @@ public void setNextToken(String nextToken) { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* - * @return Token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return Token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -159,12 +159,12 @@ public String getNextToken() { /** *- * Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, - * these results represent the end of the list. + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is + * returned, these results represent the end of the list. *
* * @param nextToken - * Token that indicates where to resume retrieving results on the next call to this action. If no token is + * Token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServerGroupsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServerGroupsRequest.java index f80e5beae280..f0ba17b7b7c6 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServerGroupsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServerGroupsRequest.java @@ -28,14 +28,14 @@ public class ListGameServerGroupsRequest extends com.amazonaws.AmazonWebServiceR /** *
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential segments.
*
- * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -43,12 +43,12 @@ public class ListGameServerGroupsRequest extends com.amazonaws.AmazonWebServiceR /** *
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential segments.
*
NextToken
to get results as
- * a set of sequential pages.
+ * a set of sequential segments.
*/
public void setLimit(Integer limit) {
@@ -58,11 +58,11 @@ public void setLimit(Integer limit) {
/**
*
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential segments.
*
NextToken
to get results as
- * a set of sequential pages.
+ * a set of sequential segments.
*/
public Integer getLimit() {
@@ -72,12 +72,12 @@ public Integer getLimit() {
/**
*
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential segments.
*
NextToken
to get results as
- * a set of sequential pages.
+ * a set of sequential segments.
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -88,13 +88,13 @@ public ListGameServerGroupsRequest withLimit(Integer limit) {
/**
* - * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken - * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with + * the previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public void setNextToken(String nextToken) { @@ -103,12 +103,12 @@ public void setNextToken(String nextToken) { /** *- * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* - * @return A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * @return A token that indicates the start of the next sequential segment of results. Use the token returned with + * the previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public String getNextToken() { @@ -117,13 +117,13 @@ public String getNextToken() { /** *- * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken - * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with + * the previous call to this operation. To start at the beginning of the result set, do not specify a value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServerGroupsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServerGroupsResult.java index 851db94f5b0a..163161f8b153 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServerGroupsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServerGroupsResult.java @@ -31,7 +31,7 @@ public class ListGameServerGroupsResult extends com.amazonaws.AmazonWebServiceRe private java.util.List- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
*/ @@ -109,13 +109,13 @@ public ListGameServerGroupsResult withGameServerGroups(java.util.Collection- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* - * @return A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -138,13 +138,13 @@ public String getNextToken() { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServersRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServersRequest.java index f853ebc6e055..07297154d2bf 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServersRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServersRequest.java @@ -27,41 +27,42 @@ public class ListGameServersRequest extends com.amazonaws.AmazonWebServiceReques /** *- * An identifier for the game server group for the game server you want to list. Use either the + * An identifier for the game server group to retrieve a list of game servers from. Use either the * GameServerGroup name or ARN value. *
*/ private String gameServerGroupName; /** *- * Indicates how to sort the returned data based on the game servers' custom key sort value. If this parameter is - * left empty, the list of game servers is returned in no particular order. + * Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve + * oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left + * empty, game servers are returned in no particular order. *
*/ private String sortOrder; /** *
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential segments.
*
- * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; /** *- * An identifier for the game server group for the game server you want to list. Use either the + * An identifier for the game server group to retrieve a list of game servers from. Use either the * GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * An identifier for the game server group for the game server you want to list. Use either the + * An identifier for the game server group to retrieve a list of game servers from. Use either the * GameServerGroup name or ARN value. */ @@ -71,11 +72,11 @@ public void setGameServerGroupName(String gameServerGroupName) { /** *- * An identifier for the game server group for the game server you want to list. Use either the + * An identifier for the game server group to retrieve a list of game servers from. Use either the * GameServerGroup name or ARN value. *
* - * @return An identifier for the game server group for the game server you want to list. Use either the + * @return An identifier for the game server group to retrieve a list of game servers from. Use either the * GameServerGroup name or ARN value. */ @@ -85,12 +86,12 @@ public String getGameServerGroupName() { /** *- * An identifier for the game server group for the game server you want to list. Use either the + * An identifier for the game server group to retrieve a list of game servers from. Use either the * GameServerGroup name or ARN value. *
* * @param gameServerGroupName - * An identifier for the game server group for the game server you want to list. Use either the + * An identifier for the game server group to retrieve a list of game servers from. Use either the * GameServerGroup name or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ @@ -102,13 +103,15 @@ public ListGameServersRequest withGameServerGroupName(String gameServerGroupName /** *- * Indicates how to sort the returned data based on the game servers' custom key sort value. If this parameter is - * left empty, the list of game servers is returned in no particular order. + * Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve + * oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left + * empty, game servers are returned in no particular order. *
* * @param sortOrder - * Indicates how to sort the returned data based on the game servers' custom key sort value. If this - * parameter is left empty, the list of game servers is returned in no particular order. + * Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to + * retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this + * parameter is left empty, game servers are returned in no particular order. * @see SortOrder */ @@ -118,12 +121,14 @@ public void setSortOrder(String sortOrder) { /** *- * Indicates how to sort the returned data based on the game servers' custom key sort value. If this parameter is - * left empty, the list of game servers is returned in no particular order. + * Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve + * oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left + * empty, game servers are returned in no particular order. *
* - * @return Indicates how to sort the returned data based on the game servers' custom key sort value. If this - * parameter is left empty, the list of game servers is returned in no particular order. + * @return Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to + * retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this + * parameter is left empty, game servers are returned in no particular order. * @see SortOrder */ @@ -133,13 +138,15 @@ public String getSortOrder() { /** *- * Indicates how to sort the returned data based on the game servers' custom key sort value. If this parameter is - * left empty, the list of game servers is returned in no particular order. + * Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve + * oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left + * empty, game servers are returned in no particular order. *
* * @param sortOrder - * Indicates how to sort the returned data based on the game servers' custom key sort value. If this - * parameter is left empty, the list of game servers is returned in no particular order. + * Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to + * retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this + * parameter is left empty, game servers are returned in no particular order. * @return Returns a reference to this object so that method calls can be chained together. * @see SortOrder */ @@ -151,13 +158,15 @@ public ListGameServersRequest withSortOrder(String sortOrder) { /** *- * Indicates how to sort the returned data based on the game servers' custom key sort value. If this parameter is - * left empty, the list of game servers is returned in no particular order. + * Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve + * oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left + * empty, game servers are returned in no particular order. *
* * @param sortOrder - * Indicates how to sort the returned data based on the game servers' custom key sort value. If this - * parameter is left empty, the list of game servers is returned in no particular order. + * Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to + * retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this + * parameter is left empty, game servers are returned in no particular order. * @return Returns a reference to this object so that method calls can be chained together. * @see SortOrder */ @@ -170,12 +179,12 @@ public ListGameServersRequest withSortOrder(SortOrder sortOrder) { /** *
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential segments.
*
NextToken
to get results as
- * a set of sequential pages.
+ * a set of sequential segments.
*/
public void setLimit(Integer limit) {
@@ -185,11 +194,11 @@ public void setLimit(Integer limit) {
/**
*
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential segments.
*
NextToken
to get results as
- * a set of sequential pages.
+ * a set of sequential segments.
*/
public Integer getLimit() {
@@ -199,12 +208,12 @@ public Integer getLimit() {
/**
*
* The maximum number of results to return. Use this parameter with NextToken
to get results as a set
- * of sequential pages.
+ * of sequential segments.
*
NextToken
to get results as
- * a set of sequential pages.
+ * a set of sequential segments.
* @return Returns a reference to this object so that method calls can be chained together.
*/
@@ -215,13 +224,13 @@ public ListGameServersRequest withLimit(Integer limit) {
/**
* - * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken - * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with + * the previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public void setNextToken(String nextToken) { @@ -230,12 +239,12 @@ public void setNextToken(String nextToken) { /** *- * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* - * @return A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * @return A token that indicates the start of the next sequential segment of results. Use the token returned with + * the previous call to this operation. To start at the beginning of the result set, do not specify a value. */ public String getNextToken() { @@ -244,13 +253,13 @@ public String getNextToken() { /** *- * A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with the + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken - * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * A token that indicates the start of the next sequential segment of results. Use the token returned with + * the previous call to this operation. To start at the beginning of the result set, do not specify a value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServersResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServersResult.java index 2f5ae0407331..9d26b7eadb6b 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServersResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListGameServersResult.java @@ -31,7 +31,7 @@ public class ListGameServersResult extends com.amazonaws.AmazonWebServiceResult< private java.util.List- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
*/ @@ -109,13 +109,13 @@ public ListGameServersResult withGameServers(java.util.Collection- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public void setNextToken(String nextToken) { @@ -124,12 +124,12 @@ public void setNextToken(String nextToken) { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* - * @return A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * @return A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. */ public String getNextToken() { @@ -138,13 +138,13 @@ public String getNextToken() { /** *- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
* * @param nextToken - * A token that indicates where to resume retrieving results on the next call to this action. If no token is - * returned, these results represent the end of the list. + * A token that indicates where to resume retrieving results on the next call to this operation. If no token + * is returned, these results represent the end of the list. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListScriptsRequest.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListScriptsRequest.java index ec53a4c4e47d..1ae836134dc4 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListScriptsRequest.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListScriptsRequest.java @@ -35,7 +35,7 @@ public class ListScriptsRequest extends com.amazonaws.AmazonWebServiceRequest im /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
*/ private String nextToken; @@ -89,12 +89,13 @@ public ListScriptsRequest withLimit(Integer limit) { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public void setNextToken(String nextToken) { @@ -104,11 +105,12 @@ public void setNextToken(String nextToken) { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @return A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. */ public String getNextToken() { @@ -118,12 +120,13 @@ public String getNextToken() { /** ** A token that indicates the start of the next sequential page of results. Use the token that is returned with a - * previous call to this action. To start at the beginning of the result set, do not specify a value. + * previous call to this operation. To start at the beginning of the result set, do not specify a value. *
* * @param nextToken * A token that indicates the start of the next sequential page of results. Use the token that is returned - * with a previous call to this action. To start at the beginning of the result set, do not specify a value. + * with a previous call to this operation. To start at the beginning of the result set, do not specify a + * value. * @return Returns a reference to this object so that method calls can be chained together. */ diff --git a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListScriptsResult.java b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListScriptsResult.java index c5473884b4cc..c7baaa1db2d0 100644 --- a/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListScriptsResult.java +++ b/aws-java-sdk-gamelift/src/main/java/com/amazonaws/services/gamelift/model/ListScriptsResult.java @@ -31,7 +31,7 @@ public class ListScriptsResult extends com.amazonaws.AmazonWebServiceResult- * A token that indicates where to resume retrieving results on the next call to this action. If no token is + * A token that indicates where to resume retrieving results on the next call to this operation. If no token is * returned, these results represent the end of the list. *
*/ @@ -109,13 +109,13 @@ public ListScriptsResult withScripts(java.util.Collection