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//! <fullname>Amazon GameLift Service</fullname>
//! <p>GameLift provides solutions for hosting session-based multiplayer game servers in the
//! cloud, including tools for deploying, operating, and scaling game servers. Built on AWS
//! global computing infrastructure, GameLift helps you deliver high-performance,
//! high-reliability, low-cost game servers while dynamically scaling your resource usage to
//! meet player demand. </p>
//! <p>
//! <b>About GameLift solutions</b>
//! </p>
//! <p>Get more information on these GameLift solutions in the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/">GameLift Developer Guide</a>.</p>
//! <ul>
//! <li>
//! <p>GameLift managed hosting -- GameLift offers a fully managed service to set up and maintain
//! computing machines for hosting, manage game session and player session life
//! cycle, and handle security, storage, and performance tracking. You can use
//! automatic scaling tools to balance player demand and hosting costs, configure
//! your game session management to minimize player latency, and add FlexMatch for
//! matchmaking.</p>
//! </li>
//! <li>
//! <p>Managed hosting with Realtime Servers -- With GameLift Realtime Servers, you can quickly configure and set up
//! ready-to-go game servers for your game. Realtime Servers provides a game server framework
//! with core GameLift infrastructure already built in. Then use the full range of
//! GameLift managed hosting features, including FlexMatch, for your game.</p>
//! </li>
//! <li>
//! <p>GameLift FleetIQ -- Use GameLift FleetIQ as a standalone service while hosting your games using EC2 instances and
//! Auto Scaling groups. GameLift FleetIQ provides optimizations for game hosting, including
//! boosting the viability of low-cost Spot Instances gaming. For a complete
//! solution, pair the GameLift FleetIQ and FlexMatch standalone services.</p>
//! </li>
//! <li>
//! <p>GameLift FlexMatch -- Add matchmaking to your game hosting solution. FlexMatch is a
//! customizable matchmaking service for multiplayer games. Use FlexMatch as
//! integrated with GameLift managed hosting or incorporate FlexMatch as a standalone
//! service into your own hosting solution.</p>
//! </li>
//! </ul>
//! <p>
//! <b>About this API Reference</b>
//! </p>
//! <p>This reference guide describes the low-level service API for Amazon GameLift. With each topic
//! in this guide, you can find links to language-specific SDK guides and the AWS CLI
//! reference. Useful links:</p>
//! <ul>
//! <li>
//! <p>
//! <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html">GameLift API
//! operations listed by tasks</a>
//! </p>
//! </li>
//! <li>
//! <p>
//! <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-components.html"> GameLift tools
//! and resources</a>
//! </p>
//! </li>
//! </ul>
//!
//! # Crate Organization
//!
//! The entry point for most customers will be [`Client`]. [`Client`] exposes one method for each API offered
//! by the service.
//!
//! Some APIs require complex or nested arguments. These exist in [`model`](crate::model).
//!
//! Lastly, errors that can be returned by the service are contained within [`error`]. [`Error`] defines a meta
//! error encompassing all possible errors that can be returned by the service.
//!
//! The other modules within this crate are not required for normal usage.
// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use Error;
pub use Config;
/// Client and fluent builders for calling the service.
/// Configuration for the service.
/// Errors that can occur when calling the service.
/// Input structures for operations.
/// Generated accessors for nested fields
/// Data structures used by operation inputs/outputs.
/// All operations that this crate can perform.
/// Output structures for operations.
/// Paginators for the service
/// Crate version number.
pub static PKG_VERSION: &str = env!;
/// Re-exported types from supporting crates.
static API_METADATA: ApiMetadata =
new;
pub use Endpoint;
pub use RetryConfig;
pub use AppName;
pub use Region;
pub use Credentials;
pub use Client;