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gamelift.d.ts (135831B)


      1 import {Request} from '../lib/request';
      2 import {Response} from '../lib/response';
      3 import {AWSError} from '../lib/error';
      4 import {Service} from '../lib/service';
      5 import {ServiceConfigurationOptions} from '../lib/service';
      6 import {ConfigBase as Config} from '../lib/config';
      7 interface Blob {}
      8 declare class GameLift extends Service {
      9   /**
     10    * Constructs a service object. This object has one method for each API operation.
     11    */
     12   constructor(options?: GameLift.Types.ClientConfiguration)
     13   config: Config & GameLift.Types.ClientConfiguration;
     14   /**
     15    * Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error. To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.
     16    */
     17   createAlias(params: GameLift.Types.CreateAliasInput, callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
     18   /**
     19    * Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error. To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.
     20    */
     21   createAlias(callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
     22   /**
     23    * Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and its status is INITIALIZED, you can upload your game build.  Do not use this API action unless you are using your own Amazon Simple Storage Service (Amazon S3) client and need to manually upload your build files. Instead, to create a build, use the CLI command upload-build, which creates a new build record and uploads the build files in one step. (See the Amazon GameLift Developer Guide help on packaging and uploading your build.)   To create a new build, identify the operating system of the game server binaries. All game servers in a build must use the same operating system. Optionally, specify a build name and version; this metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.
     24    */
     25   createBuild(params: GameLift.Types.CreateBuildInput, callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
     26   /**
     27    * Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and its status is INITIALIZED, you can upload your game build.  Do not use this API action unless you are using your own Amazon Simple Storage Service (Amazon S3) client and need to manually upload your build files. Instead, to create a build, use the CLI command upload-build, which creates a new build record and uploads the build files in one step. (See the Amazon GameLift Developer Guide help on packaging and uploading your build.)   To create a new build, identify the operating system of the game server binaries. All game servers in a build must use the same operating system. Optionally, specify a build name and version; this metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.
     28    */
     29   createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
     30   /**
     31    * Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions. To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for GameLift to upload and store. If the CreateFleet call is successful, Amazon GameLift performs the following tasks:   Creates a fleet record and sets the status to NEW (followed by other statuses as the fleet is activated).   Sets the fleet's capacity to 1 "desired", which causes GameLift to start one new EC2 instance.   Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, GameLift staggers each launch by a few seconds.   Begins writing events to the fleet event log, which can be accessed in the GameLift console.   Sets the fleet's status to ACTIVE once one server process in the fleet is ready to host a game session.   After a fleet is created, use the following actions to change fleet properties and configuration:    UpdateFleetAttributes -- Update fleet metadata, including name and description.    UpdateFleetCapacity -- Increase or decrease the number of instances you want the fleet to maintain.    UpdateFleetPortSettings -- Change the IP address and port ranges that allow access to incoming traffic.    UpdateRuntimeConfiguration -- Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.  
     32    */
     33   createFleet(params: GameLift.Types.CreateFleetInput, callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
     34   /**
     35    * Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions. To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for GameLift to upload and store. If the CreateFleet call is successful, Amazon GameLift performs the following tasks:   Creates a fleet record and sets the status to NEW (followed by other statuses as the fleet is activated).   Sets the fleet's capacity to 1 "desired", which causes GameLift to start one new EC2 instance.   Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, GameLift staggers each launch by a few seconds.   Begins writing events to the fleet event log, which can be accessed in the GameLift console.   Sets the fleet's status to ACTIVE once one server process in the fleet is ready to host a game session.   After a fleet is created, use the following actions to change fleet properties and configuration:    UpdateFleetAttributes -- Update fleet metadata, including name and description.    UpdateFleetCapacity -- Increase or decrease the number of instances you want the fleet to maintain.    UpdateFleetPortSettings -- Change the IP address and port ranges that allow access to incoming traffic.    UpdateRuntimeConfiguration -- Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.  
     36    */
     37   createFleet(callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
     38   /**
     39    * Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must be in an ACTIVE status before a game session can be created in it. To create a game session, specify either fleet ID or alias ID, and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions allow new players to join. Use UpdateGameSession to change the game sessions player session creation policy. When creating a game session on a fleet with a resource limit creation policy, the request should include a creator ID. If none is provided, GameLift does not evaluate the fleet's resource limit creation policy.
     40    */
     41   createGameSession(params: GameLift.Types.CreateGameSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
     42   /**
     43    * Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must be in an ACTIVE status before a game session can be created in it. To create a game session, specify either fleet ID or alias ID, and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions allow new players to join. Use UpdateGameSession to change the game sessions player session creation policy. When creating a game session on a fleet with a resource limit creation policy, the request should include a creator ID. If none is provided, GameLift does not evaluate the fleet's resource limit creation policy.
     44    */
     45   createGameSession(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
     46   /**
     47    * Adds a player to a game session and creates a player session record. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session. To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned. 
     48    */
     49   createPlayerSession(params: GameLift.Types.CreatePlayerSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
     50   /**
     51    * Adds a player to a game session and creates a player session record. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session. To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned. 
     52    */
     53   createPlayerSession(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
     54   /**
     55    * Adds a group of players to a game session. Similar to CreatePlayerSession, this action allows you to add multiple players in a single call, which is useful for games that provide party and/or matchmaking features. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session. To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. 
     56    */
     57   createPlayerSessions(params: GameLift.Types.CreatePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
     58   /**
     59    * Adds a group of players to a game session. Similar to CreatePlayerSession, this action allows you to add multiple players in a single call, which is useful for games that provide party and/or matchmaking features. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session. To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. 
     60    */
     61   createPlayerSessions(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
     62   /**
     63    * 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.
     64    */
     65   deleteAlias(params: GameLift.Types.DeleteAliasInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
     66   /**
     67    * 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.
     68    */
     69   deleteAlias(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
     70   /**
     71    * Deletes a build. This action permanently deletes the build record and any uploaded build files. To delete a build, specify its ID. 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.
     72    */
     73   deleteBuild(params: GameLift.Types.DeleteBuildInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
     74   /**
     75    * Deletes a build. This action permanently deletes the build record and any uploaded build files. To delete a build, specify its ID. 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.
     76    */
     77   deleteBuild(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
     78   /**
     79    * Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity. This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
     80    */
     81   deleteFleet(params: GameLift.Types.DeleteFleetInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
     82   /**
     83    * Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity. This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
     84    */
     85   deleteFleet(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
     86   /**
     87    * Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
     88    */
     89   deleteScalingPolicy(params: GameLift.Types.DeleteScalingPolicyInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
     90   /**
     91    * Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
     92    */
     93   deleteScalingPolicy(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
     94   /**
     95    * Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.
     96    */
     97   describeAlias(params: GameLift.Types.DescribeAliasInput, callback?: (err: AWSError, data: GameLift.Types.DescribeAliasOutput) => void): Request<GameLift.Types.DescribeAliasOutput, AWSError>;
     98   /**
     99    * Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.
    100    */
    101   describeAlias(callback?: (err: AWSError, data: GameLift.Types.DescribeAliasOutput) => void): Request<GameLift.Types.DescribeAliasOutput, AWSError>;
    102   /**
    103    * Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
    104    */
    105   describeBuild(params: GameLift.Types.DescribeBuildInput, callback?: (err: AWSError, data: GameLift.Types.DescribeBuildOutput) => void): Request<GameLift.Types.DescribeBuildOutput, AWSError>;
    106   /**
    107    * Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
    108    */
    109   describeBuild(callback?: (err: AWSError, data: GameLift.Types.DescribeBuildOutput) => void): Request<GameLift.Types.DescribeBuildOutput, AWSError>;
    110   /**
    111    * Retrieves the following information for the specified EC2 instance type:   maximum number of instances allowed per AWS account (service limit)   current usage level for the AWS account   Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).
    112    */
    113   describeEC2InstanceLimits(params: GameLift.Types.DescribeEC2InstanceLimitsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
    114   /**
    115    * Retrieves the following information for the specified EC2 instance type:   maximum number of instances allowed per AWS account (service limit)   current usage level for the AWS account   Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).
    116    */
    117   describeEC2InstanceLimits(callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
    118   /**
    119    * Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.   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. 
    120    */
    121   describeFleetAttributes(params: GameLift.Types.DescribeFleetAttributesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetAttributesOutput) => void): Request<GameLift.Types.DescribeFleetAttributesOutput, AWSError>;
    122   /**
    123    * Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.   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. 
    124    */
    125   describeFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetAttributesOutput) => void): Request<GameLift.Types.DescribeFleetAttributesOutput, AWSError>;
    126   /**
    127    * Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.   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. 
    128    */
    129   describeFleetCapacity(params: GameLift.Types.DescribeFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetCapacityOutput) => void): Request<GameLift.Types.DescribeFleetCapacityOutput, AWSError>;
    130   /**
    131    * Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.   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. 
    132    */
    133   describeFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetCapacityOutput) => void): Request<GameLift.Types.DescribeFleetCapacityOutput, AWSError>;
    134   /**
    135    * Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
    136    */
    137   describeFleetEvents(params: GameLift.Types.DescribeFleetEventsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetEventsOutput) => void): Request<GameLift.Types.DescribeFleetEventsOutput, AWSError>;
    138   /**
    139    * Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
    140    */
    141   describeFleetEvents(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetEventsOutput) => void): Request<GameLift.Types.DescribeFleetEventsOutput, AWSError>;
    142   /**
    143    * Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
    144    */
    145   describeFleetPortSettings(params: GameLift.Types.DescribeFleetPortSettingsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetPortSettingsOutput) => void): Request<GameLift.Types.DescribeFleetPortSettingsOutput, AWSError>;
    146   /**
    147    * Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
    148    */
    149   describeFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetPortSettingsOutput) => void): Request<GameLift.Types.DescribeFleetPortSettingsOutput, AWSError>;
    150   /**
    151    * Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.   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. 
    152    */
    153   describeFleetUtilization(params: GameLift.Types.DescribeFleetUtilizationInput, callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
    154   /**
    155    * Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.   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. 
    156    */
    157   describeFleetUtilization(callback?: (err: AWSError, data: GameLift.Types.DescribeFleetUtilizationOutput) => void): Request<GameLift.Types.DescribeFleetUtilizationOutput, AWSError>;
    158   /**
    159    * 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 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 filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
    160    */
    161   describeGameSessionDetails(params: GameLift.Types.DescribeGameSessionDetailsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
    162   /**
    163    * 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 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 filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
    164    */
    165   describeGameSessionDetails(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
    166   /**
    167    * Retrieves a set of one or more game sessions and properties. This action can be used in several ways: (1) provide a GameSessionId to request properties for a specific game session; (2) provide a FleetId or an AliasId to request properties for all game sessions running on a fleet. You can also use SearchGameSessions, which allows you to retrieve all game sessions or filter on certain criteria, but only returns game sessions with a status of ACTIVE. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails. To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each session matching the request.
    168    */
    169   describeGameSessions(params: GameLift.Types.DescribeGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
    170   /**
    171    * Retrieves a set of one or more game sessions and properties. This action can be used in several ways: (1) provide a GameSessionId to request properties for a specific game session; (2) provide a FleetId or an AliasId to request properties for all game sessions running on a fleet. You can also use SearchGameSessions, which allows you to retrieve all game sessions or filter on certain criteria, but only returns game sessions with a status of ACTIVE. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails. To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each session matching the request.
    172    */
    173   describeGameSessions(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
    174   /**
    175    * Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance. To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
    176    */
    177   describeInstances(params: GameLift.Types.DescribeInstancesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
    178   /**
    179    * Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance. To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
    180    */
    181   describeInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
    182   /**
    183    * Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player.  To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
    184    */
    185   describePlayerSessions(params: GameLift.Types.DescribePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
    186   /**
    187    * Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player.  To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
    188    */
    189   describePlayerSessions(callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
    190   /**
    191    * Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.
    192    */
    193   describeRuntimeConfiguration(params: GameLift.Types.DescribeRuntimeConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.DescribeRuntimeConfigurationOutput) => void): Request<GameLift.Types.DescribeRuntimeConfigurationOutput, AWSError>;
    194   /**
    195    * Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.
    196    */
    197   describeRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.DescribeRuntimeConfigurationOutput) => void): Request<GameLift.Types.DescribeRuntimeConfigurationOutput, AWSError>;
    198   /**
    199    * Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
    200    */
    201   describeScalingPolicies(params: GameLift.Types.DescribeScalingPoliciesInput, callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
    202   /**
    203    * Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
    204    */
    205   describeScalingPolicies(callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
    206   /**
    207    * Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.  See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. 
    208    */
    209   getGameSessionLogUrl(params: GameLift.Types.GetGameSessionLogUrlInput, callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
    210   /**
    211    * Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.  See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. 
    212    */
    213   getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
    214   /**
    215    * Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.  Access requires credentials that match the operating system of the instance. For a Windows instance, GameLift returns a username and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a username 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 (see the example later in this topic). For more information on remote access, see Remotely Accessing an Instance. To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
    216    */
    217   getInstanceAccess(params: GameLift.Types.GetInstanceAccessInput, callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
    218   /**
    219    * Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.  Access requires credentials that match the operating system of the instance. For a Windows instance, GameLift returns a username and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a username 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 (see the example later in this topic). For more information on remote access, see Remotely Accessing an Instance. To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
    220    */
    221   getInstanceAccess(callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
    222   /**
    223    * Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.  Aliases are not listed in any particular order. 
    224    */
    225   listAliases(params: GameLift.Types.ListAliasesInput, callback?: (err: AWSError, data: GameLift.Types.ListAliasesOutput) => void): Request<GameLift.Types.ListAliasesOutput, AWSError>;
    226   /**
    227    * Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.  Aliases are not listed in any particular order. 
    228    */
    229   listAliases(callback?: (err: AWSError, data: GameLift.Types.ListAliasesOutput) => void): Request<GameLift.Types.ListAliasesOutput, AWSError>;
    230   /**
    231    * Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.   Build records are not listed in any particular order. 
    232    */
    233   listBuilds(params: GameLift.Types.ListBuildsInput, callback?: (err: AWSError, data: GameLift.Types.ListBuildsOutput) => void): Request<GameLift.Types.ListBuildsOutput, AWSError>;
    234   /**
    235    * Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.   Build records are not listed in any particular order. 
    236    */
    237   listBuilds(callback?: (err: AWSError, data: GameLift.Types.ListBuildsOutput) => void): Request<GameLift.Types.ListBuildsOutput, AWSError>;
    238   /**
    239    * Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.  Fleet records are not listed in any particular order. 
    240    */
    241   listFleets(params: GameLift.Types.ListFleetsInput, callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
    242   /**
    243    * Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.  Fleet records are not listed in any particular order. 
    244    */
    245   listFleets(callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
    246   /**
    247    * Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously. A scaling policy rule statement has the following structure: If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement: If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
    248    */
    249   putScalingPolicy(params: GameLift.Types.PutScalingPolicyInput, callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
    250   /**
    251    * Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously. A scaling policy rule statement has the following structure: If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement: If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
    252    */
    253   putScalingPolicy(callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
    254   /**
    255    * Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.  Call this action only if you need credentials for a build created with CreateBuild . This is a rare situation; in most cases, builds are created using the CLI command upload-build, which creates a build record and also uploads build files.   Upload credentials are returned when you create the build, but they have a limited lifespan. You can get fresh credentials and use them to re-upload game files until the status of that build changes to READY. Once this happens, you must create a brand new build.
    256    */
    257   requestUploadCredentials(params: GameLift.Types.RequestUploadCredentialsInput, callback?: (err: AWSError, data: GameLift.Types.RequestUploadCredentialsOutput) => void): Request<GameLift.Types.RequestUploadCredentialsOutput, AWSError>;
    258   /**
    259    * Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.  Call this action only if you need credentials for a build created with CreateBuild . This is a rare situation; in most cases, builds are created using the CLI command upload-build, which creates a build record and also uploads build files.   Upload credentials are returned when you create the build, but they have a limited lifespan. You can get fresh credentials and use them to re-upload game files until the status of that build changes to READY. Once this happens, you must create a brand new build.
    260    */
    261   requestUploadCredentials(callback?: (err: AWSError, data: GameLift.Types.RequestUploadCredentialsOutput) => void): Request<GameLift.Types.RequestUploadCredentialsOutput, AWSError>;
    262   /**
    263    * Retrieves the fleet ID that a specified alias is currently pointing to.
    264    */
    265   resolveAlias(params: GameLift.Types.ResolveAliasInput, callback?: (err: AWSError, data: GameLift.Types.ResolveAliasOutput) => void): Request<GameLift.Types.ResolveAliasOutput, AWSError>;
    266   /**
    267    * Retrieves the fleet ID that a specified alias is currently pointing to.
    268    */
    269   resolveAlias(callback?: (err: AWSError, data: GameLift.Types.ResolveAliasOutput) => void): Request<GameLift.Types.ResolveAliasOutput, AWSError>;
    270   /**
    271    * Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. Currently a game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use DescribeGameSessions. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails. You can search or sort by the following game session attributes:    gameSessionId -- ID value assigned to a game session. This unique value is returned in a GameSession object when a new game session is created.     gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.    creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.    playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.    maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.    hasAvailablePlayerSessions -- Boolean value indicating whether or not a game session has reached its maximum number of players. When searching with this attribute, the search value must be true or false. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.    To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.  Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.  
    272    */
    273   searchGameSessions(params: GameLift.Types.SearchGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.SearchGameSessionsOutput) => void): Request<GameLift.Types.SearchGameSessionsOutput, AWSError>;
    274   /**
    275    * Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. Currently a game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use DescribeGameSessions. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails. You can search or sort by the following game session attributes:    gameSessionId -- ID value assigned to a game session. This unique value is returned in a GameSession object when a new game session is created.     gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.    creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.    playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.    maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.    hasAvailablePlayerSessions -- Boolean value indicating whether or not a game session has reached its maximum number of players. When searching with this attribute, the search value must be true or false. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.    To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.  Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.  
    276    */
    277   searchGameSessions(callback?: (err: AWSError, data: GameLift.Types.SearchGameSessionsOutput) => void): Request<GameLift.Types.SearchGameSessionsOutput, AWSError>;
    278   /**
    279    * Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
    280    */
    281   updateAlias(params: GameLift.Types.UpdateAliasInput, callback?: (err: AWSError, data: GameLift.Types.UpdateAliasOutput) => void): Request<GameLift.Types.UpdateAliasOutput, AWSError>;
    282   /**
    283    * Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
    284    */
    285   updateAlias(callback?: (err: AWSError, data: GameLift.Types.UpdateAliasOutput) => void): Request<GameLift.Types.UpdateAliasOutput, AWSError>;
    286   /**
    287    * Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
    288    */
    289   updateBuild(params: GameLift.Types.UpdateBuildInput, callback?: (err: AWSError, data: GameLift.Types.UpdateBuildOutput) => void): Request<GameLift.Types.UpdateBuildOutput, AWSError>;
    290   /**
    291    * Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
    292    */
    293   updateBuild(callback?: (err: AWSError, data: GameLift.Types.UpdateBuildOutput) => void): Request<GameLift.Types.UpdateBuildOutput, AWSError>;
    294   /**
    295    * Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.
    296    */
    297   updateFleetAttributes(params: GameLift.Types.UpdateFleetAttributesInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
    298   /**
    299    * Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.
    300    */
    301   updateFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
    302   /**
    303    * 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. If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits. To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.
    304    */
    305   updateFleetCapacity(params: GameLift.Types.UpdateFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
    306   /**
    307    * 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. If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits. To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.
    308    */
    309   updateFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
    310   /**
    311    * Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.
    312    */
    313   updateFleetPortSettings(params: GameLift.Types.UpdateFleetPortSettingsInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
    314   /**
    315    * Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.
    316    */
    317   updateFleetPortSettings(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetPortSettingsOutput) => void): Request<GameLift.Types.UpdateFleetPortSettingsOutput, AWSError>;
    318   /**
    319    * Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned. 
    320    */
    321   updateGameSession(params: GameLift.Types.UpdateGameSessionInput, callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionOutput) => void): Request<GameLift.Types.UpdateGameSessionOutput, AWSError>;
    322   /**
    323    * Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned. 
    324    */
    325   updateGameSession(callback?: (err: AWSError, data: GameLift.Types.UpdateGameSessionOutput) => void): Request<GameLift.Types.UpdateGameSessionOutput, AWSError>;
    326   /**
    327    * Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations. Each instance in a GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in GameLift's normal process recycling activity.
    328    */
    329   updateRuntimeConfiguration(params: GameLift.Types.UpdateRuntimeConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.UpdateRuntimeConfigurationOutput) => void): Request<GameLift.Types.UpdateRuntimeConfigurationOutput, AWSError>;
    330   /**
    331    * Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations. Each instance in a GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in GameLift's normal process recycling activity.
    332    */
    333   updateRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.UpdateRuntimeConfigurationOutput) => void): Request<GameLift.Types.UpdateRuntimeConfigurationOutput, AWSError>;
    334 }
    335 declare namespace GameLift.Types {
    336   export interface Alias {
    337     /**
    338      * Unique identifier for a fleet alias.
    339      */
    340     AliasId?: AliasId;
    341     /**
    342      * Descriptive label associated with an alias. Alias names do not need to be unique.
    343      */
    344     Name?: NonBlankAndLengthConstraintString;
    345     /**
    346      * Human-readable description of an alias.
    347      */
    348     Description?: FreeText;
    349     RoutingStrategy?: RoutingStrategy;
    350     /**
    351      * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
    352      */
    353     CreationTime?: Timestamp;
    354     /**
    355      * Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
    356      */
    357     LastUpdatedTime?: Timestamp;
    358   }
    359   export type AliasId = string;
    360   export type AliasList = Alias[];
    361   export type ArnStringModel = string;
    362   export interface AwsCredentials {
    363     /**
    364      * Access key for an AWS account.
    365      */
    366     AccessKeyId?: NonEmptyString;
    367     /**
    368      * Secret key for an AWS account.
    369      */
    370     SecretAccessKey?: NonEmptyString;
    371     /**
    372      * Token specific to a build ID.
    373      */
    374     SessionToken?: NonEmptyString;
    375   }
    376   export interface Build {
    377     /**
    378      * Unique identifier for a build.
    379      */
    380     BuildId?: BuildId;
    381     /**
    382      * Descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
    383      */
    384     Name?: FreeText;
    385     /**
    386      * Version associated with this build. Version strings do not need to be unique to a build. This value can be set using CreateBuild or UpdateBuild.
    387      */
    388     Version?: FreeText;
    389     /**
    390      * Current status of the build. Possible build statuses include the following:    INITIALIZED – A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.     READY – The game build has been successfully uploaded. You can now create new fleets for this build.    FAILED – The game build upload failed. You cannot create new fleets for this build.   
    391      */
    392     Status?: BuildStatus;
    393     /**
    394      * File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.
    395      */
    396     SizeOnDisk?: PositiveLong;
    397     /**
    398      * Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.
    399      */
    400     OperatingSystem?: OperatingSystem;
    401     /**
    402      * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
    403      */
    404     CreationTime?: Timestamp;
    405   }
    406   export type BuildId = string;
    407   export type BuildList = Build[];
    408   export type BuildStatus = "INITIALIZED"|"READY"|"FAILED"|string;
    409   export type ComparisonOperatorType = "GreaterThanOrEqualToThreshold"|"GreaterThanThreshold"|"LessThanThreshold"|"LessThanOrEqualToThreshold"|string;
    410   export interface CreateAliasInput {
    411     /**
    412      * Descriptive label associated with an alias. Alias names do not need to be unique.
    413      */
    414     Name: NonBlankAndLengthConstraintString;
    415     /**
    416      * Human-readable description of an alias.
    417      */
    418     Description?: NonZeroAndMaxString;
    419     /**
    420      * Object specifying the fleet and routing type to use for the alias.
    421      */
    422     RoutingStrategy: RoutingStrategy;
    423   }
    424   export interface CreateAliasOutput {
    425     /**
    426      * Object containing the newly created alias record.
    427      */
    428     Alias?: Alias;
    429   }
    430   export interface CreateBuildInput {
    431     /**
    432      * Descriptive label associated with a build. Build names do not need to be unique. A build name can be changed later using UpdateBuild .
    433      */
    434     Name?: NonZeroAndMaxString;
    435     /**
    436      * Version associated with this build. Version strings do not need to be unique to a build. A build version can be changed later using UpdateBuild .
    437      */
    438     Version?: NonZeroAndMaxString;
    439     StorageLocation?: S3Location;
    440     /**
    441      * Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.
    442      */
    443     OperatingSystem?: OperatingSystem;
    444   }
    445   export interface CreateBuildOutput {
    446     /**
    447      * Set of properties for the newly created build.
    448      */
    449     Build?: Build;
    450     /**
    451      * AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for. If you need to get fresh credentials, call RequestUploadCredentials .
    452      */
    453     UploadCredentials?: AwsCredentials;
    454     /**
    455      * Amazon S3 path and key, identifying where the game build files are stored.
    456      */
    457     StorageLocation?: S3Location;
    458   }
    459   export interface CreateFleetInput {
    460     /**
    461      * Descriptive label associated with a fleet. Fleet names do not need to be unique.
    462      */
    463     Name: NonZeroAndMaxString;
    464     /**
    465      * Human-readable description of a fleet.
    466      */
    467     Description?: NonZeroAndMaxString;
    468     /**
    469      * Unique identifier of the build to be deployed on the new fleet. The build must have been successfully uploaded to GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.
    470      */
    471     BuildId: BuildId;
    472     /**
    473      * This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)
    474      */
    475     ServerLaunchPath?: NonZeroAndMaxString;
    476     /**
    477      * This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)
    478      */
    479     ServerLaunchParameters?: NonZeroAndMaxString;
    480     /**
    481      * Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, GameLift will automatically upload logs stored on each instance at C:\game\logs (for Windows) or /local/game/logs (for Linux). Use the GameLift console to access stored logs. 
    482      */
    483     LogPaths?: StringList;
    484     /**
    485      * Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
    486      */
    487     EC2InstanceType: EC2InstanceType;
    488     /**
    489      * Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. If no inbound permissions are set, including both IP address range and port range, the server processes in the fleet cannot accept connections. You can specify one or more sets of permissions for a fleet.
    490      */
    491     EC2InboundPermissions?: IpPermissionsList;
    492     /**
    493      * Game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.    NoProtection – The game session can be terminated during a scale-down event.    FullProtection – If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.  
    494      */
    495     NewGameSessionProtectionPolicy?: ProtectionPolicy;
    496     /**
    497      * Instructions for launching server processes on each instance in the fleet. The runtime configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance. A CreateFleet request must include a runtime configuration with at least one server process configuration; otherwise the request will fail with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters; requests that contain values for these parameters instead of a runtime configuration will continue to work.) 
    498      */
    499     RuntimeConfiguration?: RuntimeConfiguration;
    500     /**
    501      * Policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
    502      */
    503     ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy;
    504   }
    505   export interface CreateFleetOutput {
    506     /**
    507      * Properties for the newly created fleet.
    508      */
    509     FleetAttributes?: FleetAttributes;
    510   }
    511   export interface CreateGameSessionInput {
    512     /**
    513      * Unique identifier for a fleet. Each request must reference either a fleet ID or alias ID, but not both.
    514      */
    515     FleetId?: FleetId;
    516     /**
    517      * Unique identifier for a fleet alias. Each request must reference either a fleet ID or alias ID, but not both.
    518      */
    519     AliasId?: AliasId;
    520     /**
    521      * Maximum number of players that can be connected simultaneously to the game session.
    522      */
    523     MaximumPlayerSessionCount: WholeNumber;
    524     /**
    525      * Descriptive label associated with a game session. Session names do not need to be unique.
    526      */
    527     Name?: NonZeroAndMaxString;
    528     /**
    529      * Set of properties used to administer a game session. These properties are passed to the server process hosting it.
    530      */
    531     GameProperties?: GamePropertyList;
    532     /**
    533      * Player ID identifying the person or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.
    534      */
    535     CreatorId?: NonZeroAndMaxString;
    536     /**
    537      * Custom string to include in the game session ID, with a maximum length of 48 characters. If this parameter is set, GameLift creates a game session ID in the following format: "arn:aws:gamelift:&lt;region&gt;::gamesession/fleet-&lt;fleet ID&gt;/&lt;custom ID string&gt;". For example, this full game session ID: "arn:aws:gamelift:us-west-2::gamesession/fleet-2ec2aae5-c2c7-43ca-b19d-8249fe5fddf2/my-game-session" includes the custom ID string "my-game-session". If this parameter is not set, GameLift creates a game session ID in the same format with an autogenerated ID string. 
    538      */
    539     GameSessionId?: IdStringModel;
    540   }
    541   export interface CreateGameSessionOutput {
    542     /**
    543      * Object containing the newly created game session record.
    544      */
    545     GameSession?: GameSession;
    546   }
    547   export interface CreatePlayerSessionInput {
    548     /**
    549      * Unique identifier for the game session to add a player to. Game session ID format is as follows: "arn:aws:gamelift:&lt;region&gt;::gamesession/fleet-&lt;fleet ID&gt;/&lt;ID string&gt;". The value of &lt;ID string&gt; is either a custom ID string (if one was specified when the game session was created) an autogenerated string. 
    550      */
    551     GameSessionId: ArnStringModel;
    552     /**
    553      * Unique identifier for the player to be added.
    554      */
    555     PlayerId: NonZeroAndMaxString;
    556   }
    557   export interface CreatePlayerSessionOutput {
    558     /**
    559      * Object containing the newly created player session record.
    560      */
    561     PlayerSession?: PlayerSession;
    562   }
    563   export interface CreatePlayerSessionsInput {
    564     /**
    565      * Unique identifier for the game session to add players to. Game session ID format is as follows: "arn:aws:gamelift:&lt;region&gt;::gamesession/fleet-&lt;fleet ID&gt;/&lt;ID string&gt;". The value of &lt;ID string&gt; is either a custom ID string (if one was specified when the game session was created) an autogenerated string. 
    566      */
    567     GameSessionId: ArnStringModel;
    568     /**
    569      * List of unique identifiers for the players to be added.
    570      */
    571     PlayerIds: PlayerIdList;
    572   }
    573   export interface CreatePlayerSessionsOutput {
    574     /**
    575      * Collection of player session objects created for the added players.
    576      */
    577     PlayerSessions?: PlayerSessionList;
    578   }
    579   export interface DeleteAliasInput {
    580     /**
    581      * Unique identifier for a fleet alias. Specify the alias you want to delete.
    582      */
    583     AliasId: AliasId;
    584   }
    585   export interface DeleteBuildInput {
    586     /**
    587      * Unique identifier for the build you want to delete.
    588      */
    589     BuildId: BuildId;
    590   }
    591   export interface DeleteFleetInput {
    592     /**
    593      * Unique identifier for the fleet you want to delete.
    594      */
    595     FleetId: FleetId;
    596   }
    597   export interface DeleteScalingPolicyInput {
    598     /**
    599      * Descriptive label associated with a scaling policy. Policy names do not need to be unique.
    600      */
    601     Name: NonZeroAndMaxString;
    602     /**
    603      * Unique identifier for a fleet.
    604      */
    605     FleetId: FleetId;
    606   }
    607   export interface DescribeAliasInput {
    608     /**
    609      * Unique identifier for a fleet alias. Specify the alias you want to retrieve.
    610      */
    611     AliasId: AliasId;
    612   }
    613   export interface DescribeAliasOutput {
    614     /**
    615      * Object containing the requested alias.
    616      */
    617     Alias?: Alias;
    618   }
    619   export interface DescribeBuildInput {
    620     /**
    621      * Unique identifier of the build that you want to retrieve properties for.
    622      */
    623     BuildId: BuildId;
    624   }
    625   export interface DescribeBuildOutput {
    626     /**
    627      * Set of properties describing the requested build.
    628      */
    629     Build?: Build;
    630   }
    631   export interface DescribeEC2InstanceLimitsInput {
    632     /**
    633      * Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions. Leave this parameter blank to retrieve limits for all types.
    634      */
    635     EC2InstanceType?: EC2InstanceType;
    636   }
    637   export interface DescribeEC2InstanceLimitsOutput {
    638     /**
    639      * Object containing the maximum number of instances for the specified instance type.
    640      */
    641     EC2InstanceLimits?: EC2InstanceLimitList;
    642   }
    643   export interface DescribeFleetAttributesInput {
    644     /**
    645      * Unique identifiers for the fleet(s) that you want to retrieve attributes for. To request attributes for all fleets, leave this parameter empty.
    646      */
    647     FleetIds?: FleetIdList;
    648     /**
    649      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
    650      */
    651     Limit?: PositiveInteger;
    652     /**
    653      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
    654      */
    655     NextToken?: NonZeroAndMaxString;
    656   }
    657   export interface DescribeFleetAttributesOutput {
    658     /**
    659      * Collection of objects containing attribute metadata for each requested fleet ID.
    660      */
    661     FleetAttributes?: FleetAttributesList;
    662     /**
    663      * Token indicating 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.
    664      */
    665     NextToken?: NonZeroAndMaxString;
    666   }
    667   export interface DescribeFleetCapacityInput {
    668     /**
    669      * Unique identifier for the fleet(s) you want to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty.
    670      */
    671     FleetIds?: FleetIdList;
    672     /**
    673      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
    674      */
    675     Limit?: PositiveInteger;
    676     /**
    677      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
    678      */
    679     NextToken?: NonZeroAndMaxString;
    680   }
    681   export interface DescribeFleetCapacityOutput {
    682     /**
    683      * Collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets.
    684      */
    685     FleetCapacity?: FleetCapacityList;
    686     /**
    687      * Token indicating 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.
    688      */
    689     NextToken?: NonZeroAndMaxString;
    690   }
    691   export interface DescribeFleetEventsInput {
    692     /**
    693      * Unique identifier for the fleet to get event logs for.
    694      */
    695     FleetId: FleetId;
    696     /**
    697      * Earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
    698      */
    699     StartTime?: Timestamp;
    700     /**
    701      * Most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
    702      */
    703     EndTime?: Timestamp;
    704     /**
    705      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
    706      */
    707     Limit?: PositiveInteger;
    708     /**
    709      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
    710      */
    711     NextToken?: NonZeroAndMaxString;
    712   }
    713   export interface DescribeFleetEventsOutput {
    714     /**
    715      * Collection of objects containing event log entries for the specified fleet.
    716      */
    717     Events?: EventList;
    718     /**
    719      * Token indicating 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.
    720      */
    721     NextToken?: NonZeroAndMaxString;
    722   }
    723   export interface DescribeFleetPortSettingsInput {
    724     /**
    725      * Unique identifier for the fleet you want to retrieve port settings for.
    726      */
    727     FleetId: FleetId;
    728   }
    729   export interface DescribeFleetPortSettingsOutput {
    730     /**
    731      * Object containing port settings for the requested fleet ID.
    732      */
    733     InboundPermissions?: IpPermissionsList;
    734   }
    735   export interface DescribeFleetUtilizationInput {
    736     /**
    737      * Unique identifier for the fleet(s) you want to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty.
    738      */
    739     FleetIds?: FleetIdList;
    740     /**
    741      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
    742      */
    743     Limit?: PositiveInteger;
    744     /**
    745      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
    746      */
    747     NextToken?: NonZeroAndMaxString;
    748   }
    749   export interface DescribeFleetUtilizationOutput {
    750     /**
    751      * Collection of objects containing utilization information for each requested fleet ID.
    752      */
    753     FleetUtilization?: FleetUtilizationList;
    754     /**
    755      * Token indicating 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.
    756      */
    757     NextToken?: NonZeroAndMaxString;
    758   }
    759   export interface DescribeGameSessionDetailsInput {
    760     /**
    761      * Unique identifier for a fleet. Specify a fleet to retrieve information on all game sessions active on the fleet.
    762      */
    763     FleetId?: FleetId;
    764     /**
    765      * Unique identifier for the game session to retrieve information on. Game session ID format is as follows: "arn:aws:gamelift:&lt;region&gt;::gamesession/fleet-&lt;fleet ID&gt;/&lt;ID string&gt;". The value of &lt;ID string&gt; is either a custom ID string (if one was specified when the game session was created) an autogenerated string. 
    766      */
    767     GameSessionId?: ArnStringModel;
    768     /**
    769      * Unique identifier for a fleet alias. Specify an alias to retrieve information on all game sessions active on the fleet.
    770      */
    771     AliasId?: AliasId;
    772     /**
    773      * Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory). 
    774      */
    775     StatusFilter?: NonZeroAndMaxString;
    776     /**
    777      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
    778      */
    779     Limit?: PositiveInteger;
    780     /**
    781      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
    782      */
    783     NextToken?: NonZeroAndMaxString;
    784   }
    785   export interface DescribeGameSessionDetailsOutput {
    786     /**
    787      * Collection of objects containing game session properties and the protection policy currently in force for each session matching the request.
    788      */
    789     GameSessionDetails?: GameSessionDetailList;
    790     /**
    791      * Token indicating 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.
    792      */
    793     NextToken?: NonZeroAndMaxString;
    794   }
    795   export interface DescribeGameSessionsInput {
    796     /**
    797      * Unique identifier for a fleet. Specify a fleet to retrieve information on all game sessions active on the fleet.
    798      */
    799     FleetId?: FleetId;
    800     /**
    801      * Unique identifier for the game session to retrieve information on. Game session ID format is as follows: "arn:aws:gamelift:&lt;region&gt;::gamesession/fleet-&lt;fleet ID&gt;/&lt;ID string&gt;". The value of &lt;ID string&gt; is either a custom ID string (if one was specified when the game session was created) an autogenerated string. 
    802      */
    803     GameSessionId?: ArnStringModel;
    804     /**
    805      * Unique identifier for a fleet alias. Specify an alias to retrieve information on all game sessions active on the fleet.
    806      */
    807     AliasId?: AliasId;
    808     /**
    809      * Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory). 
    810      */
    811     StatusFilter?: NonZeroAndMaxString;
    812     /**
    813      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
    814      */
    815     Limit?: PositiveInteger;
    816     /**
    817      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
    818      */
    819     NextToken?: NonZeroAndMaxString;
    820   }
    821   export interface DescribeGameSessionsOutput {
    822     /**
    823      * Collection of objects containing game session properties for each session matching the request.
    824      */
    825     GameSessions?: GameSessionList;
    826     /**
    827      * Token indicating 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.
    828      */
    829     NextToken?: NonZeroAndMaxString;
    830   }
    831   export interface DescribeInstancesInput {
    832     /**
    833      * Unique identifier for a fleet. Specify the fleet to retrieve instance information for.
    834      */
    835     FleetId: FleetId;
    836     /**
    837      * Unique identifier for an instance. Specify an instance to retrieve information for or leave blank to get information on all instances in the fleet.
    838      */
    839     InstanceId?: InstanceId;
    840     /**
    841      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
    842      */
    843     Limit?: PositiveInteger;
    844     /**
    845      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
    846      */
    847     NextToken?: NonZeroAndMaxString;
    848   }
    849   export interface DescribeInstancesOutput {
    850     /**
    851      * Collection of objects containing properties for each instance returned.
    852      */
    853     Instances?: InstanceList;
    854     /**
    855      * Token indicating 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.
    856      */
    857     NextToken?: NonZeroAndMaxString;
    858   }
    859   export interface DescribePlayerSessionsInput {
    860     /**
    861      * Unique identifier for the game session to get player sessions for. Game session ID format is as follows: "arn:aws:gamelift:&lt;region&gt;::gamesession/fleet-&lt;fleet ID&gt;/&lt;ID string&gt;". The value of &lt;ID string&gt; is either a custom ID string (if one was specified when the game session was created) an autogenerated string. 
    862      */
    863     GameSessionId?: ArnStringModel;
    864     /**
    865      * Unique identifier for a player.
    866      */
    867     PlayerId?: NonZeroAndMaxString;
    868     /**
    869      * Unique identifier for a player session.
    870      */
    871     PlayerSessionId?: PlayerSessionId;
    872     /**
    873      * Player session status to filter results on. Possible player session statuses include the following:    RESERVED – The player session request has been received, but the player has not yet connected to the server process and/or been validated.     ACTIVE – The player has been validated by the server process and is currently connected.    COMPLETED – The player connection has been dropped.    TIMEDOUT – A player session request was received, but the player did not connect and/or was not validated within the time-out limit (60 seconds).  
    874      */
    875     PlayerSessionStatusFilter?: NonZeroAndMaxString;
    876     /**
    877      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.
    878      */
    879     Limit?: PositiveInteger;
    880     /**
    881      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.
    882      */
    883     NextToken?: NonZeroAndMaxString;
    884   }
    885   export interface DescribePlayerSessionsOutput {
    886     /**
    887      * Collection of objects containing properties for each player session that matches the request.
    888      */
    889     PlayerSessions?: PlayerSessionList;
    890     /**
    891      * Token indicating 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.
    892      */
    893     NextToken?: NonZeroAndMaxString;
    894   }
    895   export interface DescribeRuntimeConfigurationInput {
    896     /**
    897      * Unique identifier of the fleet to get the runtime configuration for.
    898      */
    899     FleetId: FleetId;
    900   }
    901   export interface DescribeRuntimeConfigurationOutput {
    902     /**
    903      * Instructions describing how server processes should be launched and maintained on each instance in the fleet.
    904      */
    905     RuntimeConfiguration?: RuntimeConfiguration;
    906   }
    907   export interface DescribeScalingPoliciesInput {
    908     /**
    909      * Unique identifier for a fleet. Specify the fleet to retrieve scaling policies for.
    910      */
    911     FleetId: FleetId;
    912     /**
    913      * Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE status.    ACTIVE – The scaling policy is currently in force.    UPDATEREQUESTED – A request to update the scaling policy has been received.    UPDATING – A change is being made to the scaling policy.    DELETEREQUESTED – A request to delete the scaling policy has been received.    DELETING – The scaling policy is being deleted.    DELETED – The scaling policy has been deleted.    ERROR – An error occurred in creating the policy. It should be removed and recreated.  
    914      */
    915     StatusFilter?: ScalingStatusType;
    916     /**
    917      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
    918      */
    919     Limit?: PositiveInteger;
    920     /**
    921      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
    922      */
    923     NextToken?: NonZeroAndMaxString;
    924   }
    925   export interface DescribeScalingPoliciesOutput {
    926     /**
    927      * Collection of objects containing the scaling policies matching the request.
    928      */
    929     ScalingPolicies?: ScalingPolicyList;
    930     /**
    931      * Token indicating 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.
    932      */
    933     NextToken?: NonZeroAndMaxString;
    934   }
    935   export type Double = number;
    936   export interface EC2InstanceCounts {
    937     /**
    938      * Ideal number of active instances in the fleet.
    939      */
    940     DESIRED?: WholeNumber;
    941     /**
    942      * Minimum value allowed for the fleet's instance count.
    943      */
    944     MINIMUM?: WholeNumber;
    945     /**
    946      * Maximum value allowed for the fleet's instance count.
    947      */
    948     MAXIMUM?: WholeNumber;
    949     /**
    950      * Number of instances in the fleet that are starting but not yet active.
    951      */
    952     PENDING?: WholeNumber;
    953     /**
    954      * Actual number of active instances in the fleet.
    955      */
    956     ACTIVE?: WholeNumber;
    957     /**
    958      * Number of active instances in the fleet that are not currently hosting a game session.
    959      */
    960     IDLE?: WholeNumber;
    961     /**
    962      * Number of instances in the fleet that are no longer active but haven't yet been terminated.
    963      */
    964     TERMINATING?: WholeNumber;
    965   }
    966   export interface EC2InstanceLimit {
    967     /**
    968      * Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
    969      */
    970     EC2InstanceType?: EC2InstanceType;
    971     /**
    972      * Number of instances of the specified type that are currently in use by this AWS account.
    973      */
    974     CurrentInstances?: WholeNumber;
    975     /**
    976      * Number of instances allowed.
    977      */
    978     InstanceLimit?: WholeNumber;
    979   }
    980   export type EC2InstanceLimitList = EC2InstanceLimit[];
    981   export type EC2InstanceType = "t2.micro"|"t2.small"|"t2.medium"|"t2.large"|"c3.large"|"c3.xlarge"|"c3.2xlarge"|"c3.4xlarge"|"c3.8xlarge"|"c4.large"|"c4.xlarge"|"c4.2xlarge"|"c4.4xlarge"|"c4.8xlarge"|"r3.large"|"r3.xlarge"|"r3.2xlarge"|"r3.4xlarge"|"r3.8xlarge"|"m3.medium"|"m3.large"|"m3.xlarge"|"m3.2xlarge"|"m4.large"|"m4.xlarge"|"m4.2xlarge"|"m4.4xlarge"|"m4.10xlarge"|string;
    982   export interface Event {
    983     /**
    984      * Unique identifier for a fleet event.
    985      */
    986     EventId?: NonZeroAndMaxString;
    987     /**
    988      * Unique identifier for the resource, such as a fleet ID.
    989      */
    990     ResourceId?: NonZeroAndMaxString;
    991     /**
    992      * Type of event being logged. 
    993      */
    994     EventCode?: EventCode;
    995     /**
    996      * Additional information related to the event.
    997      */
    998     Message?: NonEmptyString;
    999     /**
   1000      * Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
   1001      */
   1002     EventTime?: Timestamp;
   1003   }
   1004   export type EventCode = "GENERIC_EVENT"|"FLEET_CREATED"|"FLEET_DELETED"|"FLEET_SCALING_EVENT"|"FLEET_STATE_DOWNLOADING"|"FLEET_STATE_VALIDATING"|"FLEET_STATE_BUILDING"|"FLEET_STATE_ACTIVATING"|"FLEET_STATE_ACTIVE"|"FLEET_STATE_ERROR"|"FLEET_INITIALIZATION_FAILED"|"FLEET_BINARY_DOWNLOAD_FAILED"|"FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"|"FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"|"FLEET_VALIDATION_TIMED_OUT"|"FLEET_ACTIVATION_FAILED"|"FLEET_ACTIVATION_FAILED_NO_INSTANCES"|"FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"|"SERVER_PROCESS_INVALID_PATH"|"SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"|"SERVER_PROCESS_PROCESS_READY_TIMEOUT"|"SERVER_PROCESS_CRASHED"|"SERVER_PROCESS_TERMINATED_UNHEALTHY"|"SERVER_PROCESS_FORCE_TERMINATED"|"SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"|string;
   1005   export type EventList = Event[];
   1006   export interface FleetAttributes {
   1007     /**
   1008      * Unique identifier for a fleet.
   1009      */
   1010     FleetId?: FleetId;
   1011     /**
   1012      * Human-readable description of the fleet.
   1013      */
   1014     Description?: NonZeroAndMaxString;
   1015     /**
   1016      * Descriptive label associated with a fleet. Fleet names do not need to be unique.
   1017      */
   1018     Name?: NonZeroAndMaxString;
   1019     /**
   1020      * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
   1021      */
   1022     CreationTime?: Timestamp;
   1023     /**
   1024      * Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
   1025      */
   1026     TerminationTime?: Timestamp;
   1027     /**
   1028      * Current status of the fleet. Possible fleet statuses include the following:    NEW – A new fleet has been defined and desired instances is set to 1.     DOWNLOADING/VALIDATING/BUILDING/ACTIVATING – GameLift is setting up the new fleet, creating new instances with the game build and starting server processes.    ACTIVE – Hosts can now accept game sessions.    ERROR – An error occurred when downloading, validating, building, or activating the fleet.    DELETING – Hosts are responding to a delete fleet request.    TERMINATED – The fleet no longer exists.  
   1029      */
   1030     Status?: FleetStatus;
   1031     /**
   1032      * Unique identifier for a build.
   1033      */
   1034     BuildId?: BuildId;
   1035     /**
   1036      * Path to a game server executable in the fleet's build, specified for fleets created prior to 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's  RuntimeConfiguration .
   1037      */
   1038     ServerLaunchPath?: NonZeroAndMaxString;
   1039     /**
   1040      * Game server launch parameters specified for fleets created prior to 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's  RuntimeConfiguration .
   1041      */
   1042     ServerLaunchParameters?: NonZeroAndMaxString;
   1043     /**
   1044      * Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, GameLift will automatically upload logs that are stored on each instance at C:\game\logs (for Windows) or /local/game/logs (for Linux). Use the GameLift console to access stored logs. 
   1045      */
   1046     LogPaths?: StringList;
   1047     /**
   1048      * Type of game session protection to set for all new instances started in the fleet.    NoProtection – The game session can be terminated during a scale-down event.    FullProtection – If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.  
   1049      */
   1050     NewGameSessionProtectionPolicy?: ProtectionPolicy;
   1051     /**
   1052      * Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.
   1053      */
   1054     OperatingSystem?: OperatingSystem;
   1055     /**
   1056      * Fleet policy to limit the number of game sessions an individual player can create over a span of time.
   1057      */
   1058     ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy;
   1059   }
   1060   export type FleetAttributesList = FleetAttributes[];
   1061   export interface FleetCapacity {
   1062     /**
   1063      * Unique identifier for a fleet.
   1064      */
   1065     FleetId?: FleetId;
   1066     /**
   1067      * Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
   1068      */
   1069     InstanceType?: EC2InstanceType;
   1070     /**
   1071      * Current status of fleet capacity.
   1072      */
   1073     InstanceCounts?: EC2InstanceCounts;
   1074   }
   1075   export type FleetCapacityList = FleetCapacity[];
   1076   export type FleetId = string;
   1077   export type FleetIdList = FleetId[];
   1078   export type FleetStatus = "NEW"|"DOWNLOADING"|"VALIDATING"|"BUILDING"|"ACTIVATING"|"ACTIVE"|"DELETING"|"ERROR"|"TERMINATED"|string;
   1079   export interface FleetUtilization {
   1080     /**
   1081      * Unique identifier for a fleet.
   1082      */
   1083     FleetId?: FleetId;
   1084     /**
   1085      * Number of server processes in an ACTIVE status currently running across all instances in the fleet
   1086      */
   1087     ActiveServerProcessCount?: WholeNumber;
   1088     /**
   1089      * Number of active game sessions currently being hosted on all instances in the fleet.
   1090      */
   1091     ActiveGameSessionCount?: WholeNumber;
   1092     /**
   1093      * Number of active player sessions currently being hosted on all instances in the fleet.
   1094      */
   1095     CurrentPlayerSessionCount?: WholeNumber;
   1096     /**
   1097      * Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.
   1098      */
   1099     MaximumPlayerSessionCount?: WholeNumber;
   1100   }
   1101   export type FleetUtilizationList = FleetUtilization[];
   1102   export type FreeText = string;
   1103   export interface GameProperty {
   1104     /**
   1105      * TBD
   1106      */
   1107     Key: GamePropertyKey;
   1108     /**
   1109      * TBD
   1110      */
   1111     Value: GamePropertyValue;
   1112   }
   1113   export type GamePropertyKey = string;
   1114   export type GamePropertyList = GameProperty[];
   1115   export type GamePropertyValue = string;
   1116   export interface GameSession {
   1117     /**
   1118      * Unique identifier for a game session. Game session ID format is as follows: "arn:aws:gamelift:&lt;region&gt;::gamesession/fleet-&lt;fleet ID&gt;/&lt;ID string&gt;". The value of &lt;ID string&gt; is either a custom ID string (if one was specified when the game session was created) an autogenerated string. 
   1119      */
   1120     GameSessionId?: NonZeroAndMaxString;
   1121     /**
   1122      * Descriptive label associated with a game session. Session names do not need to be unique.
   1123      */
   1124     Name?: NonZeroAndMaxString;
   1125     /**
   1126      * Unique identifier for a fleet.
   1127      */
   1128     FleetId?: FleetId;
   1129     /**
   1130      * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
   1131      */
   1132     CreationTime?: Timestamp;
   1133     /**
   1134      * Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
   1135      */
   1136     TerminationTime?: Timestamp;
   1137     /**
   1138      * Number of players currently in the game session.
   1139      */
   1140     CurrentPlayerSessionCount?: WholeNumber;
   1141     /**
   1142      * Maximum number of players allowed in the game session.
   1143      */
   1144     MaximumPlayerSessionCount?: WholeNumber;
   1145     /**
   1146      * Current status of the game session. A game session must be in an ACTIVE status to have player sessions.
   1147      */
   1148     Status?: GameSessionStatus;
   1149     /**
   1150      * Set of custom properties for the game session.
   1151      */
   1152     GameProperties?: GamePropertyList;
   1153     /**
   1154      * IP address of the game session. To connect to a GameLift server process, an app needs both the IP address and port number.
   1155      */
   1156     IpAddress?: IpAddress;
   1157     /**
   1158      * Port number for the game session. To connect to a GameLift server process, an app needs both the IP address and port number.
   1159      */
   1160     Port?: PortNumber;
   1161     /**
   1162      * Indicates whether or not the game session is accepting new players.
   1163      */
   1164     PlayerSessionCreationPolicy?: PlayerSessionCreationPolicy;
   1165     /**
   1166      * Player ID of the person or entity that created the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions for a single player.
   1167      */
   1168     CreatorId?: NonZeroAndMaxString;
   1169   }
   1170   export interface GameSessionDetail {
   1171     GameSession?: GameSession;
   1172     /**
   1173      * Current status of protection for the game session.    NoProtection – The game session can be terminated during a scale-down event.    FullProtection – If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.  
   1174      */
   1175     ProtectionPolicy?: ProtectionPolicy;
   1176   }
   1177   export type GameSessionDetailList = GameSessionDetail[];
   1178   export type GameSessionList = GameSession[];
   1179   export type GameSessionStatus = "ACTIVE"|"ACTIVATING"|"TERMINATED"|"TERMINATING"|"ERROR"|string;
   1180   export interface GetGameSessionLogUrlInput {
   1181     /**
   1182      * Unique identifier for the game session to get logs for. Game session ID format is as follows: "arn:aws:gamelift:&lt;region&gt;::gamesession/fleet-&lt;fleet ID&gt;/&lt;ID string&gt;". The value of &lt;ID string&gt; is either a custom ID string (if one was specified when the game session was created) an autogenerated string. 
   1183      */
   1184     GameSessionId: ArnStringModel;
   1185   }
   1186   export interface GetGameSessionLogUrlOutput {
   1187     /**
   1188      * Location of the requested game session logs, available for download.
   1189      */
   1190     PreSignedUrl?: NonZeroAndMaxString;
   1191   }
   1192   export interface GetInstanceAccessInput {
   1193     /**
   1194      * Unique identifier for a fleet. Specify the fleet that contain the instance you want access to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status can be accessed for a few hours before being deleted.
   1195      */
   1196     FleetId: FleetId;
   1197     /**
   1198      * Unique identifier for an instance. Specify the instance you want to get access to. You can access an instance in any status.
   1199      */
   1200     InstanceId: InstanceId;
   1201   }
   1202   export interface GetInstanceAccessOutput {
   1203     /**
   1204      * Object containing connection information for a fleet instance, including IP address and access credentials.
   1205      */
   1206     InstanceAccess?: InstanceAccess;
   1207   }
   1208   export type IdStringModel = string;
   1209   export interface Instance {
   1210     /**
   1211      * Unique identifier for the fleet that the instance belongs to.
   1212      */
   1213     FleetId?: FleetId;
   1214     /**
   1215      * Unique identifier for the instance.
   1216      */
   1217     InstanceId?: InstanceId;
   1218     /**
   1219      * IP address assigned to the instance.
   1220      */
   1221     IpAddress?: IpAddress;
   1222     /**
   1223      * Operating system that is running on this instance. 
   1224      */
   1225     OperatingSystem?: OperatingSystem;
   1226     /**
   1227      * EC2 instance type that defines the computing resources of this instance. 
   1228      */
   1229     Type?: EC2InstanceType;
   1230     /**
   1231      * Current status of the instance. Possible statuses include the following:    PENDING – The instance is in the process of being created and launching server processes as defined in the fleet's runtime configuration.     ACTIVE – The instance has been successfully created and at least one server process has successfully launched and reported back to GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions.     TERMINATING – The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.  
   1232      */
   1233     Status?: InstanceStatus;
   1234     /**
   1235      * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
   1236      */
   1237     CreationTime?: Timestamp;
   1238   }
   1239   export interface InstanceAccess {
   1240     /**
   1241      * Unique identifier for the fleet containing the instance being accessed.
   1242      */
   1243     FleetId?: FleetId;
   1244     /**
   1245      * Unique identifier for the instance being accessed.
   1246      */
   1247     InstanceId?: InstanceId;
   1248     /**
   1249      * IP address assigned to the instance.
   1250      */
   1251     IpAddress?: IpAddress;
   1252     /**
   1253      * Operating system that is running on the instance.
   1254      */
   1255     OperatingSystem?: OperatingSystem;
   1256     /**
   1257      * Credentials required to access the instance.
   1258      */
   1259     Credentials?: InstanceCredentials;
   1260   }
   1261   export interface InstanceCredentials {
   1262     /**
   1263      * User login string.
   1264      */
   1265     UserName?: NonEmptyString;
   1266     /**
   1267      * Secret string. For Windows instances, the secret is a password. For Linux instances, it is a private key.
   1268      */
   1269     Secret?: NonEmptyString;
   1270   }
   1271   export type InstanceId = string;
   1272   export type InstanceList = Instance[];
   1273   export type InstanceStatus = "PENDING"|"ACTIVE"|"TERMINATING"|string;
   1274   export type Integer = number;
   1275   export type IpAddress = string;
   1276   export interface IpPermission {
   1277     /**
   1278      * Starting value for a range of allowed port numbers.
   1279      */
   1280     FromPort: PortNumber;
   1281     /**
   1282      * Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.
   1283      */
   1284     ToPort: PortNumber;
   1285     /**
   1286      * Range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".
   1287      */
   1288     IpRange: NonBlankString;
   1289     /**
   1290      * Network communication protocol used by the fleet.
   1291      */
   1292     Protocol: IpProtocol;
   1293   }
   1294   export type IpPermissionsList = IpPermission[];
   1295   export type IpProtocol = "TCP"|"UDP"|string;
   1296   export interface ListAliasesInput {
   1297     /**
   1298      * Type of routing to filter results on. Use this parameter to retrieve only aliases of a certain type. To retrieve all aliases, leave this parameter empty. Possible routing types include the following:    SIMPLE – The alias resolves to one specific fleet. Use this type when routing to active fleets.    TERMINAL – The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.  
   1299      */
   1300     RoutingStrategyType?: RoutingStrategyType;
   1301     /**
   1302      * Descriptive label associated with an alias. Alias names do not need to be unique.
   1303      */
   1304     Name?: NonEmptyString;
   1305     /**
   1306      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
   1307      */
   1308     Limit?: PositiveInteger;
   1309     /**
   1310      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
   1311      */
   1312     NextToken?: NonEmptyString;
   1313   }
   1314   export interface ListAliasesOutput {
   1315     /**
   1316      * Collection of alias records that match the list request.
   1317      */
   1318     Aliases?: AliasList;
   1319     /**
   1320      * Token indicating 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.
   1321      */
   1322     NextToken?: NonEmptyString;
   1323   }
   1324   export interface ListBuildsInput {
   1325     /**
   1326      * Build status to filter results by. To retrieve all builds, leave this parameter empty. Possible build statuses include the following:    INITIALIZED – A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.     READY – The game build has been successfully uploaded. You can now create new fleets for this build.    FAILED – The game build upload failed. You cannot create new fleets for this build.   
   1327      */
   1328     Status?: BuildStatus;
   1329     /**
   1330      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
   1331      */
   1332     Limit?: PositiveInteger;
   1333     /**
   1334      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
   1335      */
   1336     NextToken?: NonEmptyString;
   1337   }
   1338   export interface ListBuildsOutput {
   1339     /**
   1340      * Collection of build records that match the request.
   1341      */
   1342     Builds?: BuildList;
   1343     /**
   1344      * Token indicating 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.
   1345      */
   1346     NextToken?: NonEmptyString;
   1347   }
   1348   export interface ListFleetsInput {
   1349     /**
   1350      * Unique identifier of the build to return fleets for. Use this parameter to return only fleets using the specified build. To retrieve all fleets, leave this parameter empty.
   1351      */
   1352     BuildId?: BuildId;
   1353     /**
   1354      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
   1355      */
   1356     Limit?: PositiveInteger;
   1357     /**
   1358      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
   1359      */
   1360     NextToken?: NonZeroAndMaxString;
   1361   }
   1362   export interface ListFleetsOutput {
   1363     /**
   1364      * Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to DescribeFleetAttributes, DescribeFleetCapacity, and DescribeFleetUtilization.
   1365      */
   1366     FleetIds?: FleetIdList;
   1367     /**
   1368      * Token indicating 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.
   1369      */
   1370     NextToken?: NonZeroAndMaxString;
   1371   }
   1372   export type MetricName = "ActivatingGameSessions"|"ActiveGameSessions"|"ActiveInstances"|"AvailablePlayerSessions"|"CurrentPlayerSessions"|"IdleInstances"|string;
   1373   export type NonBlankAndLengthConstraintString = string;
   1374   export type NonBlankString = string;
   1375   export type NonEmptyString = string;
   1376   export type NonZeroAndMaxString = string;
   1377   export type OperatingSystem = "WINDOWS_2012"|"AMAZON_LINUX"|string;
   1378   export type PlayerIdList = NonZeroAndMaxString[];
   1379   export interface PlayerSession {
   1380     /**
   1381      * Unique identifier for a player session.
   1382      */
   1383     PlayerSessionId?: PlayerSessionId;
   1384     /**
   1385      * Unique identifier for a player.
   1386      */
   1387     PlayerId?: NonZeroAndMaxString;
   1388     /**
   1389      * Unique identifier for the game session that the player session is connected to.
   1390      */
   1391     GameSessionId?: NonZeroAndMaxString;
   1392     /**
   1393      * Unique identifier for a fleet.
   1394      */
   1395     FleetId?: FleetId;
   1396     /**
   1397      * Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
   1398      */
   1399     CreationTime?: Timestamp;
   1400     /**
   1401      * Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
   1402      */
   1403     TerminationTime?: Timestamp;
   1404     /**
   1405      * Current status of the player session. Possible player session statuses include the following:    RESERVED – The player session request has been received, but the player has not yet connected to the server process and/or been validated.     ACTIVE – The player has been validated by the server process and is currently connected.    COMPLETED – The player connection has been dropped.    TIMEDOUT – A player session request was received, but the player did not connect and/or was not validated within the time-out limit (60 seconds).  
   1406      */
   1407     Status?: PlayerSessionStatus;
   1408     /**
   1409      * Game session IP address. All player sessions reference the game session location.
   1410      */
   1411     IpAddress?: IpAddress;
   1412     /**
   1413      * Port number for the game session. To connect to a GameLift server process, an app needs both the IP address and port number.
   1414      */
   1415     Port?: PortNumber;
   1416   }
   1417   export type PlayerSessionCreationPolicy = "ACCEPT_ALL"|"DENY_ALL"|string;
   1418   export type PlayerSessionId = string;
   1419   export type PlayerSessionList = PlayerSession[];
   1420   export type PlayerSessionStatus = "RESERVED"|"ACTIVE"|"COMPLETED"|"TIMEDOUT"|string;
   1421   export type PortNumber = number;
   1422   export type PositiveInteger = number;
   1423   export type PositiveLong = number;
   1424   export type ProtectionPolicy = "NoProtection"|"FullProtection"|string;
   1425   export interface PutScalingPolicyInput {
   1426     /**
   1427      * Descriptive label associated with a scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
   1428      */
   1429     Name: NonZeroAndMaxString;
   1430     /**
   1431      * Unique identity for the fleet to scale with this policy.
   1432      */
   1433     FleetId: FleetId;
   1434     /**
   1435      * Amount of adjustment to make, based on the scaling adjustment type.
   1436      */
   1437     ScalingAdjustment: Integer;
   1438     /**
   1439      * Type of adjustment to make to a fleet's instance count (see FleetCapacity):    ChangeInCapacity – add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.    ExactCapacity – set the instance count to the scaling adjustment value.    PercentChangeInCapacity – increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.  
   1440      */
   1441     ScalingAdjustmentType: ScalingAdjustmentType;
   1442     /**
   1443      * Metric value used to trigger a scaling event.
   1444      */
   1445     Threshold: Double;
   1446     /**
   1447      * Comparison operator to use when measuring the metric against the threshold value.
   1448      */
   1449     ComparisonOperator: ComparisonOperatorType;
   1450     /**
   1451      * Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
   1452      */
   1453     EvaluationPeriods: PositiveInteger;
   1454     /**
   1455      * Name of the Amazon GameLift-defined metric that is used to trigger an adjustment.    ActivatingGameSessions – number of game sessions in the process of being created (game session status = ACTIVATING).    ActiveGameSessions – number of game sessions currently running (game session status = ACTIVE).    CurrentPlayerSessions – number of active or reserved player sessions (player session status = ACTIVE or RESERVED).     AvailablePlayerSessions – number of player session slots currently available in active game sessions across the fleet, calculated by subtracting a game session's current player session count from its maximum player session count. This number includes game sessions that are not currently accepting players (game session PlayerSessionCreationPolicy = DENY_ALL).    ActiveInstances – number of instances currently running a game session.    IdleInstances – number of instances not currently running a game session.  
   1456      */
   1457     MetricName: MetricName;
   1458   }
   1459   export interface PutScalingPolicyOutput {
   1460     /**
   1461      * Descriptive label associated with a scaling policy. Policy names do not need to be unique.
   1462      */
   1463     Name?: NonZeroAndMaxString;
   1464   }
   1465   export interface RequestUploadCredentialsInput {
   1466     /**
   1467      * Unique identifier for the build you want to get credentials for.
   1468      */
   1469     BuildId: BuildId;
   1470   }
   1471   export interface RequestUploadCredentialsOutput {
   1472     /**
   1473      * AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
   1474      */
   1475     UploadCredentials?: AwsCredentials;
   1476     /**
   1477      * Amazon S3 path and key, identifying where the game build files are stored.
   1478      */
   1479     StorageLocation?: S3Location;
   1480   }
   1481   export interface ResolveAliasInput {
   1482     /**
   1483      * Unique identifier for the alias you want to resolve.
   1484      */
   1485     AliasId: AliasId;
   1486   }
   1487   export interface ResolveAliasOutput {
   1488     /**
   1489      * Fleet ID associated with the requested alias.
   1490      */
   1491     FleetId?: FleetId;
   1492   }
   1493   export interface ResourceCreationLimitPolicy {
   1494     /**
   1495      * Maximum number of game sessions that an individual can create during the policy period. 
   1496      */
   1497     NewGameSessionsPerCreator?: WholeNumber;
   1498     /**
   1499      * Time span used in evaluating the resource creation limit policy. 
   1500      */
   1501     PolicyPeriodInMinutes?: WholeNumber;
   1502   }
   1503   export interface RoutingStrategy {
   1504     /**
   1505      * Type of routing strategy. Possible routing types include the following:    SIMPLE – The alias resolves to one specific fleet. Use this type when routing to active fleets.    TERMINAL – The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.  
   1506      */
   1507     Type?: RoutingStrategyType;
   1508     /**
   1509      * Unique identifier for a fleet.
   1510      */
   1511     FleetId?: FleetId;
   1512     /**
   1513      * Message text to be used with a terminal routing strategy.
   1514      */
   1515     Message?: FreeText;
   1516   }
   1517   export type RoutingStrategyType = "SIMPLE"|"TERMINAL"|string;
   1518   export interface RuntimeConfiguration {
   1519     /**
   1520      * Collection of server process configurations describing what server processes to run on each instance in a fleet
   1521      */
   1522     ServerProcesses?: ServerProcessList;
   1523   }
   1524   export interface S3Location {
   1525     /**
   1526      * Amazon S3 bucket identifier.
   1527      */
   1528     Bucket?: NonEmptyString;
   1529     /**
   1530      * Amazon S3 bucket key.
   1531      */
   1532     Key?: NonEmptyString;
   1533     /**
   1534      * Amazon resource number for the cross-account access role that allows GameLift access to the S3 bucket.
   1535      */
   1536     RoleArn?: NonEmptyString;
   1537   }
   1538   export type ScalingAdjustmentType = "ChangeInCapacity"|"ExactCapacity"|"PercentChangeInCapacity"|string;
   1539   export interface ScalingPolicy {
   1540     /**
   1541      * Unique identity for the fleet associated with this scaling policy.
   1542      */
   1543     FleetId?: FleetId;
   1544     /**
   1545      * Descriptive label associated with a scaling policy. Policy names do not need to be unique.
   1546      */
   1547     Name?: NonZeroAndMaxString;
   1548     /**
   1549      * Current status of the scaling policy. The scaling policy is only in force when in an ACTIVE status.    ACTIVE – The scaling policy is currently in force.    UPDATE_REQUESTED – A request to update the scaling policy has been received.    UPDATING – A change is being made to the scaling policy.    DELETE_REQUESTED – A request to delete the scaling policy has been received.    DELETING – The scaling policy is being deleted.    DELETED – The scaling policy has been deleted.    ERROR – An error occurred in creating the policy. It should be removed and recreated.  
   1550      */
   1551     Status?: ScalingStatusType;
   1552     /**
   1553      * Amount of adjustment to make, based on the scaling adjustment type.
   1554      */
   1555     ScalingAdjustment?: Integer;
   1556     /**
   1557      * Type of adjustment to make to a fleet's instance count (see FleetCapacity):    ChangeInCapacity – add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.    ExactCapacity – set the instance count to the scaling adjustment value.    PercentChangeInCapacity – increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.  
   1558      */
   1559     ScalingAdjustmentType?: ScalingAdjustmentType;
   1560     /**
   1561      * Comparison operator to use when measuring a metric against the threshold value.
   1562      */
   1563     ComparisonOperator?: ComparisonOperatorType;
   1564     /**
   1565      * Metric value used to trigger a scaling event.
   1566      */
   1567     Threshold?: Double;
   1568     /**
   1569      * Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
   1570      */
   1571     EvaluationPeriods?: PositiveInteger;
   1572     /**
   1573      * Name of the GameLift-defined metric that is used to trigger an adjustment.    ActivatingGameSessions – number of game sessions in the process of being created (game session status = ACTIVATING).    ActiveGameSessions – number of game sessions currently running (game session status = ACTIVE).    CurrentPlayerSessions – number of active or reserved player sessions (player session status = ACTIVE or RESERVED).     AvailablePlayerSessions – number of player session slots currently available in active game sessions across the fleet, calculated by subtracting a game session's current player session count from its maximum player session count. This number does include game sessions that are not currently accepting players (game session PlayerSessionCreationPolicy = DENY_ALL).    ActiveInstances – number of instances currently running a game session.    IdleInstances – number of instances not currently running a game session.  
   1574      */
   1575     MetricName?: MetricName;
   1576   }
   1577   export type ScalingPolicyList = ScalingPolicy[];
   1578   export type ScalingStatusType = "ACTIVE"|"UPDATE_REQUESTED"|"UPDATING"|"DELETE_REQUESTED"|"DELETING"|"DELETED"|"ERROR"|string;
   1579   export interface SearchGameSessionsInput {
   1580     /**
   1581      * Unique identifier for a fleet. Each request must reference either a fleet ID or alias ID, but not both.
   1582      */
   1583     FleetId?: FleetId;
   1584     /**
   1585      * Unique identifier for a fleet alias. Each request must reference either a fleet ID or alias ID, but not both.
   1586      */
   1587     AliasId?: AliasId;
   1588     /**
   1589      * String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status. A filter expression can contain one or multiple conditions. Each condition consists of the following:    Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, hasAvailablePlayerSessions.    Comparator -- Valid comparators are: =, &lt;&gt;, &lt;, &gt;, &lt;=, &gt;=.     Value -- Value to be searched for. Values can be numbers, boolean values (true/false) or strings. String values are case sensitive, enclosed in single quotes. Special characters must be escaped. Boolean and string values can only be used with the comparators = and &lt;&gt;. For example, the following filter expression searches on gameSessionName: "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'".    To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y). Session search evaluates conditions from left to right using the following precedence rules:    =, &lt;&gt;, &lt;, &gt;, &lt;=, &gt;=    Parentheses   NOT   AND   OR   For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: "maximumSessions&gt;=10 AND hasAvailablePlayerSessions=true". 
   1590      */
   1591     FilterExpression?: NonZeroAndMaxString;
   1592     /**
   1593      * Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:    Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, hasAvailablePlayerSessions.    Order -- Valid sort orders are ASC (ascending) and DESC (descending).   For example, this sort expression returns the oldest active sessions first: "SortExpression": "creationTimeMillis ASC". Results with a null value for the sort operand are returned at the end of the list.
   1594      */
   1595     SortExpression?: NonZeroAndMaxString;
   1596     /**
   1597      * Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20. 
   1598      */
   1599     Limit?: PositiveInteger;
   1600     /**
   1601      * Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
   1602      */
   1603     NextToken?: NonZeroAndMaxString;
   1604   }
   1605   export interface SearchGameSessionsOutput {
   1606     /**
   1607      * Collection of objects containing game session properties for each session matching the request.
   1608      */
   1609     GameSessions?: GameSessionList;
   1610     /**
   1611      * Token indicating 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.
   1612      */
   1613     NextToken?: NonZeroAndMaxString;
   1614   }
   1615   export interface ServerProcess {
   1616     /**
   1617      * Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances C:\game, and for Linux instances /local/game. A Windows game build with an executable file located at MyGame\latest\server.exe must have a launch path of "C:\game\MyGame\latest\server.exe". A Linux game build with an executable file located at MyGame/latest/server.exe must have a launch path of "/local/game/MyGame/latest/server.exe". 
   1618      */
   1619     LaunchPath: NonZeroAndMaxString;
   1620     /**
   1621      * Optional list of parameters to pass to the server executable on launch.
   1622      */
   1623     Parameters?: NonZeroAndMaxString;
   1624     /**
   1625      * Number of server processes using this configuration to run concurrently on an instance.
   1626      */
   1627     ConcurrentExecutions: PositiveInteger;
   1628   }
   1629   export type ServerProcessList = ServerProcess[];
   1630   export type StringList = NonZeroAndMaxString[];
   1631   export type Timestamp = Date;
   1632   export interface UpdateAliasInput {
   1633     /**
   1634      * Unique identifier for a fleet alias. Specify the alias you want to update.
   1635      */
   1636     AliasId: AliasId;
   1637     /**
   1638      * Descriptive label associated with an alias. Alias names do not need to be unique.
   1639      */
   1640     Name?: NonBlankAndLengthConstraintString;
   1641     /**
   1642      * Human-readable description of an alias.
   1643      */
   1644     Description?: NonZeroAndMaxString;
   1645     /**
   1646      * Object specifying the fleet and routing type to use for the alias.
   1647      */
   1648     RoutingStrategy?: RoutingStrategy;
   1649   }
   1650   export interface UpdateAliasOutput {
   1651     /**
   1652      * Object containing the updated alias configuration.
   1653      */
   1654     Alias?: Alias;
   1655   }
   1656   export interface UpdateBuildInput {
   1657     /**
   1658      * Unique identifier of the build you want to update.
   1659      */
   1660     BuildId: BuildId;
   1661     /**
   1662      * Descriptive label associated with a build. Build names do not need to be unique.
   1663      */
   1664     Name?: NonZeroAndMaxString;
   1665     /**
   1666      * Version associated with this build. Version strings do not need to be unique to a build.
   1667      */
   1668     Version?: NonZeroAndMaxString;
   1669   }
   1670   export interface UpdateBuildOutput {
   1671     /**
   1672      * Object containing the updated build record.
   1673      */
   1674     Build?: Build;
   1675   }
   1676   export interface UpdateFleetAttributesInput {
   1677     /**
   1678      * Unique identifier for the fleet you want to update attribute metadata for.
   1679      */
   1680     FleetId: FleetId;
   1681     /**
   1682      * Descriptive label associated with a fleet. Fleet names do not need to be unique.
   1683      */
   1684     Name?: NonZeroAndMaxString;
   1685     /**
   1686      * Human-readable description of a fleet.
   1687      */
   1688     Description?: NonZeroAndMaxString;
   1689     /**
   1690      * Game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession.    NoProtection – The game session can be terminated during a scale-down event.    FullProtection – If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.  
   1691      */
   1692     NewGameSessionProtectionPolicy?: ProtectionPolicy;
   1693     /**
   1694      * Policy that limits the number of game sessions an individual player can create over a span of time. 
   1695      */
   1696     ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy;
   1697   }
   1698   export interface UpdateFleetAttributesOutput {
   1699     /**
   1700      * Unique identifier for the updated fleet.
   1701      */
   1702     FleetId?: FleetId;
   1703   }
   1704   export interface UpdateFleetCapacityInput {
   1705     /**
   1706      * Unique identifier for the fleet you want to update capacity for.
   1707      */
   1708     FleetId: FleetId;
   1709     /**
   1710      * Number of EC2 instances you want this fleet to host.
   1711      */
   1712     DesiredInstances?: WholeNumber;
   1713     /**
   1714      * Minimum value allowed for the fleet's instance count. Default if not set is 0.
   1715      */
   1716     MinSize?: WholeNumber;
   1717     /**
   1718      * Maximum value allowed for the fleet's instance count. Default if not set is 1.
   1719      */
   1720     MaxSize?: WholeNumber;
   1721   }
   1722   export interface UpdateFleetCapacityOutput {
   1723     /**
   1724      * Unique identifier for the updated fleet.
   1725      */
   1726     FleetId?: FleetId;
   1727   }
   1728   export interface UpdateFleetPortSettingsInput {
   1729     /**
   1730      * Unique identifier for the fleet you want to update port settings for.
   1731      */
   1732     FleetId: FleetId;
   1733     /**
   1734      * Collection of port settings to be added to the fleet record.
   1735      */
   1736     InboundPermissionAuthorizations?: IpPermissionsList;
   1737     /**
   1738      * Collection of port settings to be removed from the fleet record.
   1739      */
   1740     InboundPermissionRevocations?: IpPermissionsList;
   1741   }
   1742   export interface UpdateFleetPortSettingsOutput {
   1743     /**
   1744      * Unique identifier for the updated fleet.
   1745      */
   1746     FleetId?: FleetId;
   1747   }
   1748   export interface UpdateGameSessionInput {
   1749     /**
   1750      * Unique identifier for the game session to update. Game session ID format is as follows: "arn:aws:gamelift:&lt;region&gt;::gamesession/fleet-&lt;fleet ID&gt;/&lt;ID string&gt;". The value of &lt;ID string&gt; is either a custom ID string (if one was specified when the game session was created) an autogenerated string. 
   1751      */
   1752     GameSessionId: ArnStringModel;
   1753     /**
   1754      * Maximum number of players that can be simultaneously connected to the game session.
   1755      */
   1756     MaximumPlayerSessionCount?: WholeNumber;
   1757     /**
   1758      * Descriptive label associated with a game session. Session names do not need to be unique.
   1759      */
   1760     Name?: NonZeroAndMaxString;
   1761     /**
   1762      * Policy determining whether or not the game session accepts new players.
   1763      */
   1764     PlayerSessionCreationPolicy?: PlayerSessionCreationPolicy;
   1765     /**
   1766      * Game session protection policy to apply to this game session only.    NoProtection – The game session can be terminated during a scale-down event.    FullProtection – If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.  
   1767      */
   1768     ProtectionPolicy?: ProtectionPolicy;
   1769   }
   1770   export interface UpdateGameSessionOutput {
   1771     /**
   1772      * Object containing the updated game session metadata.
   1773      */
   1774     GameSession?: GameSession;
   1775   }
   1776   export interface UpdateRuntimeConfigurationInput {
   1777     /**
   1778      * Unique identifier of the fleet to update runtime configuration for.
   1779      */
   1780     FleetId: FleetId;
   1781     /**
   1782      * Instructions for launching server processes on each instance in the fleet. The runtime configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance.
   1783      */
   1784     RuntimeConfiguration: RuntimeConfiguration;
   1785   }
   1786   export interface UpdateRuntimeConfigurationOutput {
   1787     /**
   1788      * The runtime configuration currently in force. If the update was successful, this object matches the one in the request.
   1789      */
   1790     RuntimeConfiguration?: RuntimeConfiguration;
   1791   }
   1792   export type WholeNumber = number;
   1793   /**
   1794    * A string in YYYY-MM-DD format that represents the latest possible API version that can be used in this service. Specify 'latest' to use the latest possible version.
   1795    */
   1796   export type apiVersion = "2015-10-01"|"latest"|string;
   1797   export interface ClientApiVersions {
   1798     /**
   1799      * A string in YYYY-MM-DD format that represents the latest possible API version that can be used in this service. Specify 'latest' to use the latest possible version.
   1800      */
   1801     apiVersion?: apiVersion;
   1802   }
   1803   export type ClientConfiguration = ServiceConfigurationOptions & ClientApiVersions;
   1804 }
   1805 export = GameLift;