Expand description
Data structures used by operation inputs/outputs.
Modules§
Structs§
- Alias
Properties that describe an alias resource.
Related actions
- Anywhere
Configuration Amazon GameLift Servers configuration options for your Anywhere fleets.
- Attribute
Value Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each
AttributeValue
object can use only one of the available properties.- AwsCredentials
Amazon Web Services account security credentials that allow interactions with Amazon GameLift Servers resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time.
Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests.
You need Amazon Web Services credentials for the following tasks:
-
To upload a game server build directly to Amazon GameLift Servers S3 storage using
CreateBuild
. To get access for this task, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_RequestUploadCredentials.html. -
To remotely connect to an active Amazon GameLift Servers fleet instances. To get remote access, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess.html.
-
- Build
Properties describing a custom game build.
- Certificate
Configuration Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the Amazon GameLift Servers Server SDK operation
GetInstanceCertificate
.- Claim
Filter Option This data type is used with the Amazon GameLift Servers FleetIQ and game server groups.
Filters which game servers may be claimed when calling
ClaimGameServer
.- Compute
An Amazon GameLift Servers compute resource for hosting your game servers. Computes in an Amazon GameLift Servers fleet differs depending on the fleet's compute type property as follows:
-
For managed EC2 fleets, a compute is an EC2 instance.
-
For Anywhere fleets, a compute is a computing resource that you provide and is registered to the fleet.
-
- Connection
Port Range The set of port numbers to open on each instance in a container fleet. Connection ports are used by inbound traffic to connect with processes that are running in containers on the fleet.
- Container
Attribute A unique identifier for a container in a container fleet compute.
Returned by: DescribeCompute
- Container
Dependency A container's dependency on another container in the same container group. The dependency impacts how the dependent container is able to start or shut down based the status of the other container.
For example, ContainerA is configured with the following dependency: a
START
dependency on ContainerB. This means that ContainerA can't start until ContainerB has started. It also means that ContainerA must shut down before ContainerB.Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
- Container
Environment An environment variable to set inside a container, in the form of a key-value pair.
Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
- Container
Fleet Describes an Amazon GameLift Servers managed container fleet.
- Container
Fleet Location Attributes Details about a location in a multi-location container fleet.
- Container
Group Definition The properties that describe a container group resource. You can update all properties of a container group definition properties. Updates to a container group definition are saved as new versions.
Used with: CreateContainerGroupDefinition
Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition
- Container
Health Check Instructions on when and how to check the health of a support container in a container fleet. These properties override any Docker health checks that are set in the container image. For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API. Game server containers don't have a health check parameter; Amazon GameLift Servers automatically handles health checks for these containers.
The following example instructs the container to initiate a health check command every 60 seconds and wait 10 seconds for it to succeed. If it fails, retry the command 3 times before flagging the container as unhealthy. It also tells the container to wait 100 seconds after launch before counting failed health checks.
{"Command": \[ "CMD-SHELL", "ps cax | grep "processmanager" || exit 1" \], "Interval": 60, "Timeout": 10, "Retries": 3, "StartPeriod": 100 }
Part of: SupportContainerDefinition, SupportContainerDefinitionInput
- Container
Identifier A unique identifier for a container in a compute on a managed container fleet instance. This information makes it possible to remotely connect to a specific container on a fleet instance.
Related to: ContainerAttribute
Use with: GetComputeAccess
- Container
Mount Point A mount point that binds a container to a file or directory on the host system.
Part of: GameServerContainerDefinition, https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerContainerDefinitionInput.html, SupportContainerDefinition, https://docs.aws.amazon.com/gamelift/latest/apireference/API_SupportContainerDefinitionInput.html
- Container
Port Configuration A set of port ranges that can be opened on the container. A process that's running in the container can bind to a port number, making it accessible to inbound traffic when it's mapped to a container fleet's connection port.
Each container port range specifies a network protocol. When the configuration supports more than one protocol, we recommend that you use a different range for each protocol. If your ranges have overlapping port numbers, Amazon GameLift Servers maps a duplicated container port number to different connection ports. For example, if you include 1935 in port ranges for both TCP and UDP, it might result in the following mappings:
-
container port 1935 (tcp) => connection port 2001
-
container port 1935 (udp) => connection port 2002
Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput
-
- Container
Port Range A set of one or more port numbers that can be opened on the container, and the supported network protocol.
Part of: ContainerPortConfiguration
- Deployment
Configuration Set of rules for processing a deployment for a container fleet update.
- Deployment
Details Information about the most recent deployment for the container fleet.
- Desired
Player Session Player information for use when creating player sessions using a game session placement request.
- Ec2Instance
Counts Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.
- Ec2Instance
Limit The Amazon GameLift Servers service limits for an Amazon EC2 instance type and current utilization. Amazon GameLift Servers allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region or location, for use with Amazon GameLift Servers. You can request an limit increase for your account by using the Service limits page in the Amazon GameLift Servers console.
- Event
Log entry describing an event that involves Amazon GameLift Servers resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
- Filter
Configuration A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily exclude specific locations from receiving placements. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all, of a fleet's locations.
- Fleet
Attributes Describes an Amazon GameLift Servers fleet of game hosting resources. Attributes differ based on the fleet's compute type, as follows:
-
EC2 fleet attributes identify a
Build
resource (for fleets with customer game server builds) or aScript
resource (for Amazon GameLift Servers Realtime fleets). -
Amazon GameLift Servers Anywhere fleets have an abbreviated set of attributes, because most fleet configurations are set directly on the fleet's computes. Attributes include fleet identifiers and descriptive properties, creation/termination time, and fleet status.
Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetAttributes
-
- Fleet
Capacity Current resource capacity settings for managed EC2 fleets and managed container fleets. For multi-location fleets, location values might refer to a fleet's remote location or its home Region.
Returned by: DescribeFleetCapacity, DescribeFleetLocationCapacity, UpdateFleetCapacity
- Fleet
Deployment Describes a container fleet deployment with updates to the fleet.
- Fleet
Utilization Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home region.
- Game
Property This key-value pair can store custom data about a game session. For example, you might use a
GameProperty
to track a game session's map, level of difficulty, or remaining time. The difficulty level could be specified like this:{"Key": "difficulty", "Value":"Novice"}
.You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can't delete game properties from a game session.
For examples of working with game properties, see Create a game session with properties.
- Game
Server This data type is used with the Amazon GameLift Servers FleetIQ and game server groups.
Properties describing a game server that is running on an instance in a game server group.
A game server is created by a successful call to
RegisterGameServer
and deleted by callingDeregisterGameServer
. A game server is claimed to host a game session by callingClaimGameServer
.- Game
Server Container Definition Describes the game server container in an existing game server container group. A game server container identifies a container image with your game server build. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.
You can update a container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerContainerDefinitionInput.
Part of: ContainerGroupDefinition
Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition
- Game
Server Container Definition Input Describes the configuration for a container that runs your game server executable. This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a game server container group definition. For properties of a deployed container, see GameServerContainerDefinition. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.
Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition
- Game
Server Container Group Counts The number and status of game server container groups that are deployed across a container fleet. Combine this count with the number of server processes that each game server container group runs to learn how many game sessions the fleet is capable of hosting concurrently. For example, if a fleet has 50 game server container groups, and the game server container in each group runs 1 game server process, then the fleet has the capacity to run host 50 game sessions at a time.
Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html, https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html
- Game
Server Group This data type is used with the Amazon GameLift Servers FleetIQ and game server groups.
Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding Amazon EC2 Auto Scaling group.
A game server group is created by a successful call to
CreateGameServerGroup
and deleted by callingDeleteGameServerGroup
. Game server group activity can be temporarily suspended and resumed by callingSuspendGameServerGroup
andResumeGameServerGroup
, respectively.- Game
Server Group Auto Scaling Policy This data type is used with the Amazon GameLift Servers FleetIQ and game server groups.
Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.
- Game
Server Instance This data type is used with the Amazon GameLift Servers FleetIQ and game server groups.
Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see
DescribeGameServerGroup
and with the EC2 launch template that was used when creating the game server group.Retrieve game server instances for a game server group by calling
DescribeGameServerInstances
.- Game
Session Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to
TERMINATED
.Amazon GameLift Servers retains a game session resource for 30 days after the game session ends. You can reuse idempotency token values after this time. Game session logs are retained for 14 days.
- Game
Session Connection Info Connection information for a new game session that is created in response to a start matchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the matchmaking ticket.
- Game
Session Creation Limit Policy A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a
CreateGameSession
request, Amazon GameLift Servers checks that the player (identified byCreatorId
) has created fewer than game session limit in the specified time period.- Game
Session Detail A game session's properties plus the protection policy currently in force.
- Game
Session Placement Represents a potential game session placement, including the full details of the original placement request and the current status.
If the game session placement status is
PENDING
, the properties for game session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not active and ready to accept players until placement status reachesFULFILLED
. When the placement is inPENDING
status, Amazon GameLift Servers may attempt to place a game session multiple times before succeeding. With each attempt it creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameSession object and updates this placement object with the new game session properties.- Game
Session Queue Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.
- Game
Session Queue Destination A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
- Instance
Represents a virtual computing instance that runs game server processes and hosts game sessions. In Amazon GameLift Servers, one or more instances make up a managed EC2 fleet.
- Instance
Access Information and credentials that you can use to remotely connect to an instance in an EC2 managed fleet. This data type is returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess.
- Instance
Credentials A set of credentials that allow remote access to an instance in an EC2 managed fleet. These credentials are returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess, which requests access for instances that are running game servers with the Amazon GameLift Servers server SDK version 4.x or earlier.
- Instance
Definition This data type is used with the Amazon GameLift Servers FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. Amazon GameLift Servers FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
- IpPermission
A range of IP addresses and port settings that allow inbound traffic to connect to processes on an instance in a fleet. Processes are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges.
For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically opens two port ranges, one for TCP messaging and one for UDP.
- Launch
Template Specification This data type is used with the Amazon GameLift Servers FleetIQ and game server groups.
An Amazon Elastic Compute Cloud launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group.
- Location
Attributes Details about a location in a multi-location fleet.
- Location
Configuration A remote location where a multi-location fleet can deploy game servers for game hosting.
- Location
Model Properties of a location, which can include its name, ARN (for custom locations), and ping beacon information.
- Location
State A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.
-
NEW -- A new fleet location has been defined and desired instances is set to 1.
-
DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift Servers is setting up the new fleet location, creating new instances with the game build or Realtime script and starting server processes.
-
ACTIVE -- Hosts can now accept game sessions.
-
ERROR -- An error occurred when downloading, validating, building, or activating the fleet location.
-
DELETING -- Hosts are responding to a delete fleet location request.
-
TERMINATED -- The fleet location no longer exists.
-
NOT_FOUND -- The fleet location was not found. This could be because the custom location was removed or not created.
-
- Locational
Deployment For a multi-location container fleet, describes the progress of a deployment across all fleet locations.
- LogConfiguration
A method for collecting container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs. You can select from the following methods:
- Matched
Player Session Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.
When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
- Matchmaking
Configuration Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
- Matchmaking
Rule Set Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches.
A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set.
-
Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.
-
Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.
-
Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.
-
Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.
-
- Matchmaking
Ticket Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request.
- Ping
Beacon Information about a UDP ping beacon that can be used to measure network latency between a player device and an Amazon GameLift Servers hosting location.
- Placed
Player Session Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
- Player
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
- Player
Latency Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
- Player
Latency Policy Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
- Player
Session Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is
RESERVED
) or actual player activity in a game session (when status isACTIVE
). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.Related actions
- Priority
Configuration Custom prioritization settings to use with a game session queue. Prioritization settings determine how the queue selects a game hosting resource to start a new game session. This configuration replaces the default prioritization process for queues.
By default, a queue makes game session placements based on the following criteria:
-
When a game session request does not include player latency data, Amazon GameLift Servers places game sessions based on the following priorities: (1) the queue's default destination order, and (2) for multi-location fleets, an alphabetic list of locations.
-
When a game session request includes player latency data, Amazon GameLift Servers re-orders the queue's destinations to make placements where the average player latency is lowest. It reorders based the following priorities: (1) the lowest average latency across all players, (2) the lowest hosting cost, (3) the queue's default destination order, and (4) for multi-location fleets, an alphabetic list of locations.
-
- Priority
Configuration Override An alternate list of prioritized locations for use with a game session queue. When this property is included in a StartGameSessionPlacement request, the alternate list overrides the queue's default location priorities, as defined in the queue's PriorityConfiguration setting (LocationOrder). The override is valid for an individual placement request only. Use this property only with queues that have a
PriorityConfiguration
setting that prioritizesLOCATION
first.A priority configuration override list does not override a queue's FilterConfiguration setting, if the queue has one. Filter configurations are used to limit placements to a subset of the locations in a queue's destinations. If the override list includes a location that's not on in the
FilterConfiguration
allowed list, Amazon GameLift Servers won't attempt to place a game session there.- Resource
Creation Limit Policy A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a
CreateGameSession
request, Amazon GameLift Servers checks that the player (identified byCreatorId
) has created fewer than game session limit in the specified time period.- Routing
Strategy The routing configuration for a fleet alias.
Related actions
- Runtime
Configuration A set of instructions that define the set of server processes to run on computes in a fleet. Server processes run either an executable in a custom game build or a Amazon GameLift Servers Realtime script. Amazon GameLift Servers launches the processes, manages their life cycle, and replaces them as needed. Computes check regularly for an updated runtime configuration.
An Amazon GameLift Servers instance is limited to 50 processes running concurrently. To calculate the total number of processes defined in a runtime configuration, add the values of the
ConcurrentExecutions
parameter for each server process. Learn more about Running Multiple Processes on a Fleet.- S3Location
The location in Amazon S3 where build or script files are stored for access by Amazon GameLift Servers.
- Scaling
Policy Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.
- Script
Properties describing a Realtime script.
Related actions
- Server
Process A set of instructions for launching server processes on fleet computes. Server processes run either an executable in a custom game build or a Amazon GameLift Servers Realtime script. Server process configurations are part of a fleet's runtime configuration.
- Support
Container Definition Describes a support container in a container group. A support container might be in a game server container group or a per-instance container group. Support containers don't run game server processes.
You can update a support container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput.
Part of: ContainerGroupDefinition
Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition
- Support
Container Definition Input Describes a support container in a container group. You can define a support container in either a game server container group or a per-instance container group. Support containers don't run game server processes.
This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a container group definition. For properties of a deployed support container, see SupportContainerDefinition.
Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition
- Tag
A label that you can assign to a Amazon GameLift Servers resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
- Target
Configuration Settings for a target-based scaling policy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift Servers to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.
- Target
Tracking Configuration This data type is used with the Amazon GameLift Servers FleetIQ and game server groups.
Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy . These settings are used to create a target-based policy that tracks the Amazon GameLift Servers FleetIQ metric
"PercentUtilizedGameServers"
and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.- UdpEndpoint
The domain name and port information for a UDP endpoint.
- VpcPeering
Authorization Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift Servers fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.
Related actions
- VpcPeering
Connection Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon GameLift Servers fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
Related actions
- VpcPeering
Connection Status Represents status information for a VPC peering connection. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet event.
Enums§
- Acceptance
Type - When writing a match expression against
AcceptanceType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Backfill
Mode - When writing a match expression against
BackfillMode
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Balancing
Strategy - When writing a match expression against
BalancingStrategy
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Build
Status - When writing a match expression against
BuildStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Certificate
Type - When writing a match expression against
CertificateType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Comparison
Operator Type - When writing a match expression against
ComparisonOperatorType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Compute
Status - When writing a match expression against
ComputeStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Compute
Type - When writing a match expression against
ComputeType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Container
Dependency Condition - When writing a match expression against
ContainerDependencyCondition
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Container
Fleet Billing Type - When writing a match expression against
ContainerFleetBillingType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Container
Fleet Location Status - When writing a match expression against
ContainerFleetLocationStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Container
Fleet Remove Attribute - When writing a match expression against
ContainerFleetRemoveAttribute
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Container
Fleet Status - When writing a match expression against
ContainerFleetStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Container
Group Definition Status - When writing a match expression against
ContainerGroupDefinitionStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Container
Group Type - When writing a match expression against
ContainerGroupType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Container
Mount Point Access Level - When writing a match expression against
ContainerMountPointAccessLevel
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Container
Operating System - When writing a match expression against
ContainerOperatingSystem
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Deployment
Impairment Strategy - When writing a match expression against
DeploymentImpairmentStrategy
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Deployment
Protection Strategy - When writing a match expression against
DeploymentProtectionStrategy
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Deployment
Status - When writing a match expression against
DeploymentStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Ec2Instance
Type - When writing a match expression against
Ec2InstanceType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Event
Code - When writing a match expression against
EventCode
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Filter
Instance Status - When writing a match expression against
FilterInstanceStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Fleet
Action - When writing a match expression against
FleetAction
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Fleet
Status - When writing a match expression against
FleetStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Fleet
Type - When writing a match expression against
FleetType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Flex
Match Mode - When writing a match expression against
FlexMatchMode
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Server Claim Status - When writing a match expression against
GameServerClaimStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Server Group Action - When writing a match expression against
GameServerGroupAction
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Server Group Delete Option - When writing a match expression against
GameServerGroupDeleteOption
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Server Group Instance Type - When writing a match expression against
GameServerGroupInstanceType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Server Group Status - When writing a match expression against
GameServerGroupStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Server Health Check - When writing a match expression against
GameServerHealthCheck
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Server Instance Status - When writing a match expression against
GameServerInstanceStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Server Protection Policy - When writing a match expression against
GameServerProtectionPolicy
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Server Utilization Status - When writing a match expression against
GameServerUtilizationStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Session Placement State - When writing a match expression against
GameSessionPlacementState
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Session Status - When writing a match expression against
GameSessionStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Game
Session Status Reason - When writing a match expression against
GameSessionStatusReason
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Instance
Role Credentials Provider - When writing a match expression against
InstanceRoleCredentialsProvider
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Instance
Status - When writing a match expression against
InstanceStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - IpProtocol
- When writing a match expression against
IpProtocol
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - List
Compute Input Status - When writing a match expression against
ListComputeInputStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Location
Filter - When writing a match expression against
LocationFilter
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Location
Update Status - When writing a match expression against
LocationUpdateStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - LogDestination
- When writing a match expression against
LogDestination
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Matchmaking
Configuration Status - When writing a match expression against
MatchmakingConfigurationStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Metric
Name - When writing a match expression against
MetricName
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Operating
System - When writing a match expression against
OperatingSystem
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Placement
Fallback Strategy - When writing a match expression against
PlacementFallbackStrategy
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Player
Session Creation Policy - When writing a match expression against
PlayerSessionCreationPolicy
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Player
Session Status - When writing a match expression against
PlayerSessionStatus
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Policy
Type - When writing a match expression against
PolicyType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Priority
Type - When writing a match expression against
PriorityType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Protection
Policy - When writing a match expression against
ProtectionPolicy
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Routing
Strategy Type - When writing a match expression against
RoutingStrategyType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Scaling
Adjustment Type - When writing a match expression against
ScalingAdjustmentType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Scaling
Status Type - When writing a match expression against
ScalingStatusType
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Sort
Order - When writing a match expression against
SortOrder
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature. - Termination
Mode - When writing a match expression against
TerminationMode
, it is important to ensure your code is forward-compatible. That is, if a match arm handles a case for a feature that is supported by the service but has not been represented as an enum variant in a current version of SDK, your code should continue to work when you upgrade SDK to a future version in which the enum does include a variant for that feature.