import { HttpHandlerOptions as __HttpHandlerOptions } from "@aws-sdk/types" ; import { AcceptMatchCommand , AcceptMatchCommandInput , AcceptMatchCommandOutput } from "./commands/AcceptMatchCommand" ; import { ClaimGameServerCommand , ClaimGameServerCommandInput , ClaimGameServerCommandOutput , } from "./commands/ClaimGameServerCommand" ; import { CreateAliasCommand , CreateAliasCommandInput , CreateAliasCommandOutput } from "./commands/CreateAliasCommand" ; import { CreateBuildCommand , CreateBuildCommandInput , CreateBuildCommandOutput } from "./commands/CreateBuildCommand" ; import { CreateFleetCommand , CreateFleetCommandInput , CreateFleetCommandOutput } from "./commands/CreateFleetCommand" ; import { CreateFleetLocationsCommand , CreateFleetLocationsCommandInput , CreateFleetLocationsCommandOutput , } from "./commands/CreateFleetLocationsCommand" ; import { CreateGameServerGroupCommand , CreateGameServerGroupCommandInput , CreateGameServerGroupCommandOutput , } from "./commands/CreateGameServerGroupCommand" ; import { CreateGameSessionCommand , CreateGameSessionCommandInput , CreateGameSessionCommandOutput , } from "./commands/CreateGameSessionCommand" ; import { CreateGameSessionQueueCommand , CreateGameSessionQueueCommandInput , CreateGameSessionQueueCommandOutput , } from "./commands/CreateGameSessionQueueCommand" ; import { CreateMatchmakingConfigurationCommand , CreateMatchmakingConfigurationCommandInput , CreateMatchmakingConfigurationCommandOutput , } from "./commands/CreateMatchmakingConfigurationCommand" ; import { CreateMatchmakingRuleSetCommand , CreateMatchmakingRuleSetCommandInput , CreateMatchmakingRuleSetCommandOutput , } from "./commands/CreateMatchmakingRuleSetCommand" ; import { CreatePlayerSessionCommand , CreatePlayerSessionCommandInput , CreatePlayerSessionCommandOutput , } from "./commands/CreatePlayerSessionCommand" ; import { CreatePlayerSessionsCommand , CreatePlayerSessionsCommandInput , CreatePlayerSessionsCommandOutput , } from "./commands/CreatePlayerSessionsCommand" ; import { CreateScriptCommand , CreateScriptCommandInput , CreateScriptCommandOutput , } from "./commands/CreateScriptCommand" ; import { CreateVpcPeeringAuthorizationCommand , CreateVpcPeeringAuthorizationCommandInput , CreateVpcPeeringAuthorizationCommandOutput , } from "./commands/CreateVpcPeeringAuthorizationCommand" ; import { CreateVpcPeeringConnectionCommand , CreateVpcPeeringConnectionCommandInput , CreateVpcPeeringConnectionCommandOutput , } from "./commands/CreateVpcPeeringConnectionCommand" ; import { DeleteAliasCommand , DeleteAliasCommandInput , DeleteAliasCommandOutput } from "./commands/DeleteAliasCommand" ; import { DeleteBuildCommand , DeleteBuildCommandInput , DeleteBuildCommandOutput } from "./commands/DeleteBuildCommand" ; import { DeleteFleetCommand , DeleteFleetCommandInput , DeleteFleetCommandOutput } from "./commands/DeleteFleetCommand" ; import { DeleteFleetLocationsCommand , DeleteFleetLocationsCommandInput , DeleteFleetLocationsCommandOutput , } from "./commands/DeleteFleetLocationsCommand" ; import { DeleteGameServerGroupCommand , DeleteGameServerGroupCommandInput , DeleteGameServerGroupCommandOutput , } from "./commands/DeleteGameServerGroupCommand" ; import { DeleteGameSessionQueueCommand , DeleteGameSessionQueueCommandInput , DeleteGameSessionQueueCommandOutput , } from "./commands/DeleteGameSessionQueueCommand" ; import { DeleteMatchmakingConfigurationCommand , DeleteMatchmakingConfigurationCommandInput , DeleteMatchmakingConfigurationCommandOutput , } from "./commands/DeleteMatchmakingConfigurationCommand" ; import { DeleteMatchmakingRuleSetCommand , DeleteMatchmakingRuleSetCommandInput , DeleteMatchmakingRuleSetCommandOutput , } from "./commands/DeleteMatchmakingRuleSetCommand" ; import { DeleteScalingPolicyCommand , DeleteScalingPolicyCommandInput , DeleteScalingPolicyCommandOutput , } from "./commands/DeleteScalingPolicyCommand" ; import { DeleteScriptCommand , DeleteScriptCommandInput , DeleteScriptCommandOutput , } from "./commands/DeleteScriptCommand" ; import { DeleteVpcPeeringAuthorizationCommand , DeleteVpcPeeringAuthorizationCommandInput , DeleteVpcPeeringAuthorizationCommandOutput , } from "./commands/DeleteVpcPeeringAuthorizationCommand" ; import { DeleteVpcPeeringConnectionCommand , DeleteVpcPeeringConnectionCommandInput , DeleteVpcPeeringConnectionCommandOutput , } from "./commands/DeleteVpcPeeringConnectionCommand" ; import { DeregisterGameServerCommand , DeregisterGameServerCommandInput , DeregisterGameServerCommandOutput , } from "./commands/DeregisterGameServerCommand" ; import { DescribeAliasCommand , DescribeAliasCommandInput , DescribeAliasCommandOutput , } from "./commands/DescribeAliasCommand" ; import { DescribeBuildCommand , DescribeBuildCommandInput , DescribeBuildCommandOutput , } from "./commands/DescribeBuildCommand" ; import { DescribeEC2InstanceLimitsCommand , DescribeEC2InstanceLimitsCommandInput , DescribeEC2InstanceLimitsCommandOutput , } from "./commands/DescribeEC2InstanceLimitsCommand" ; import { DescribeFleetAttributesCommand , DescribeFleetAttributesCommandInput , DescribeFleetAttributesCommandOutput , } from "./commands/DescribeFleetAttributesCommand" ; import { DescribeFleetCapacityCommand , DescribeFleetCapacityCommandInput , DescribeFleetCapacityCommandOutput , } from "./commands/DescribeFleetCapacityCommand" ; import { DescribeFleetEventsCommand , DescribeFleetEventsCommandInput , DescribeFleetEventsCommandOutput , } from "./commands/DescribeFleetEventsCommand" ; import { DescribeFleetLocationAttributesCommand , DescribeFleetLocationAttributesCommandInput , DescribeFleetLocationAttributesCommandOutput , } from "./commands/DescribeFleetLocationAttributesCommand" ; import { DescribeFleetLocationCapacityCommand , DescribeFleetLocationCapacityCommandInput , DescribeFleetLocationCapacityCommandOutput , } from "./commands/DescribeFleetLocationCapacityCommand" ; import { DescribeFleetLocationUtilizationCommand , DescribeFleetLocationUtilizationCommandInput , DescribeFleetLocationUtilizationCommandOutput , } from "./commands/DescribeFleetLocationUtilizationCommand" ; import { DescribeFleetPortSettingsCommand , DescribeFleetPortSettingsCommandInput , DescribeFleetPortSettingsCommandOutput , } from "./commands/DescribeFleetPortSettingsCommand" ; import { DescribeFleetUtilizationCommand , DescribeFleetUtilizationCommandInput , DescribeFleetUtilizationCommandOutput , } from "./commands/DescribeFleetUtilizationCommand" ; import { DescribeGameServerCommand , DescribeGameServerCommandInput , DescribeGameServerCommandOutput , } from "./commands/DescribeGameServerCommand" ; import { DescribeGameServerGroupCommand , DescribeGameServerGroupCommandInput , DescribeGameServerGroupCommandOutput , } from "./commands/DescribeGameServerGroupCommand" ; import { DescribeGameServerInstancesCommand , DescribeGameServerInstancesCommandInput , DescribeGameServerInstancesCommandOutput , } from "./commands/DescribeGameServerInstancesCommand" ; import { DescribeGameSessionDetailsCommand , DescribeGameSessionDetailsCommandInput , DescribeGameSessionDetailsCommandOutput , } from "./commands/DescribeGameSessionDetailsCommand" ; import { DescribeGameSessionPlacementCommand , DescribeGameSessionPlacementCommandInput , DescribeGameSessionPlacementCommandOutput , } from "./commands/DescribeGameSessionPlacementCommand" ; import { DescribeGameSessionQueuesCommand , DescribeGameSessionQueuesCommandInput , DescribeGameSessionQueuesCommandOutput , } from "./commands/DescribeGameSessionQueuesCommand" ; import { DescribeGameSessionsCommand , DescribeGameSessionsCommandInput , DescribeGameSessionsCommandOutput , } from "./commands/DescribeGameSessionsCommand" ; import { DescribeInstancesCommand , DescribeInstancesCommandInput , DescribeInstancesCommandOutput , } from "./commands/DescribeInstancesCommand" ; import { DescribeMatchmakingCommand , DescribeMatchmakingCommandInput , DescribeMatchmakingCommandOutput , } from "./commands/DescribeMatchmakingCommand" ; import { DescribeMatchmakingConfigurationsCommand , DescribeMatchmakingConfigurationsCommandInput , DescribeMatchmakingConfigurationsCommandOutput , } from "./commands/DescribeMatchmakingConfigurationsCommand" ; import { DescribeMatchmakingRuleSetsCommand , DescribeMatchmakingRuleSetsCommandInput , DescribeMatchmakingRuleSetsCommandOutput , } from "./commands/DescribeMatchmakingRuleSetsCommand" ; import { DescribePlayerSessionsCommand , DescribePlayerSessionsCommandInput , DescribePlayerSessionsCommandOutput , } from "./commands/DescribePlayerSessionsCommand" ; import { DescribeRuntimeConfigurationCommand , DescribeRuntimeConfigurationCommandInput , DescribeRuntimeConfigurationCommandOutput , } from "./commands/DescribeRuntimeConfigurationCommand" ; import { DescribeScalingPoliciesCommand , DescribeScalingPoliciesCommandInput , DescribeScalingPoliciesCommandOutput , } from "./commands/DescribeScalingPoliciesCommand" ; import { DescribeScriptCommand , DescribeScriptCommandInput , DescribeScriptCommandOutput , } from "./commands/DescribeScriptCommand" ; import { DescribeVpcPeeringAuthorizationsCommand , DescribeVpcPeeringAuthorizationsCommandInput , DescribeVpcPeeringAuthorizationsCommandOutput , } from "./commands/DescribeVpcPeeringAuthorizationsCommand" ; import { DescribeVpcPeeringConnectionsCommand , DescribeVpcPeeringConnectionsCommandInput , DescribeVpcPeeringConnectionsCommandOutput , } from "./commands/DescribeVpcPeeringConnectionsCommand" ; import { GetGameSessionLogUrlCommand , GetGameSessionLogUrlCommandInput , GetGameSessionLogUrlCommandOutput , } from "./commands/GetGameSessionLogUrlCommand" ; import { GetInstanceAccessCommand , GetInstanceAccessCommandInput , GetInstanceAccessCommandOutput , } from "./commands/GetInstanceAccessCommand" ; import { ListAliasesCommand , ListAliasesCommandInput , ListAliasesCommandOutput } from "./commands/ListAliasesCommand" ; import { ListBuildsCommand , ListBuildsCommandInput , ListBuildsCommandOutput } from "./commands/ListBuildsCommand" ; import { ListFleetsCommand , ListFleetsCommandInput , ListFleetsCommandOutput } from "./commands/ListFleetsCommand" ; import { ListGameServerGroupsCommand , ListGameServerGroupsCommandInput , ListGameServerGroupsCommandOutput , } from "./commands/ListGameServerGroupsCommand" ; import { ListGameServersCommand , ListGameServersCommandInput , ListGameServersCommandOutput , } from "./commands/ListGameServersCommand" ; import { ListScriptsCommand , ListScriptsCommandInput , ListScriptsCommandOutput } from "./commands/ListScriptsCommand" ; import { ListTagsForResourceCommand , ListTagsForResourceCommandInput , ListTagsForResourceCommandOutput , } from "./commands/ListTagsForResourceCommand" ; import { PutScalingPolicyCommand , PutScalingPolicyCommandInput , PutScalingPolicyCommandOutput , } from "./commands/PutScalingPolicyCommand" ; import { RegisterGameServerCommand , RegisterGameServerCommandInput , RegisterGameServerCommandOutput , } from "./commands/RegisterGameServerCommand" ; import { RequestUploadCredentialsCommand , RequestUploadCredentialsCommandInput , RequestUploadCredentialsCommandOutput , } from "./commands/RequestUploadCredentialsCommand" ; import { ResolveAliasCommand , ResolveAliasCommandInput , ResolveAliasCommandOutput , } from "./commands/ResolveAliasCommand" ; import { ResumeGameServerGroupCommand , ResumeGameServerGroupCommandInput , ResumeGameServerGroupCommandOutput , } from "./commands/ResumeGameServerGroupCommand" ; import { SearchGameSessionsCommand , SearchGameSessionsCommandInput , SearchGameSessionsCommandOutput , } from "./commands/SearchGameSessionsCommand" ; import { StartFleetActionsCommand , StartFleetActionsCommandInput , StartFleetActionsCommandOutput , } from "./commands/StartFleetActionsCommand" ; import { StartGameSessionPlacementCommand , StartGameSessionPlacementCommandInput , StartGameSessionPlacementCommandOutput , } from "./commands/StartGameSessionPlacementCommand" ; import { StartMatchBackfillCommand , StartMatchBackfillCommandInput , StartMatchBackfillCommandOutput , } from "./commands/StartMatchBackfillCommand" ; import { StartMatchmakingCommand , StartMatchmakingCommandInput , StartMatchmakingCommandOutput , } from "./commands/StartMatchmakingCommand" ; import { StopFleetActionsCommand , StopFleetActionsCommandInput , StopFleetActionsCommandOutput , } from "./commands/StopFleetActionsCommand" ; import { StopGameSessionPlacementCommand , StopGameSessionPlacementCommandInput , StopGameSessionPlacementCommandOutput , } from "./commands/StopGameSessionPlacementCommand" ; import { StopMatchmakingCommand , StopMatchmakingCommandInput , StopMatchmakingCommandOutput , } from "./commands/StopMatchmakingCommand" ; import { SuspendGameServerGroupCommand , SuspendGameServerGroupCommandInput , SuspendGameServerGroupCommandOutput , } from "./commands/SuspendGameServerGroupCommand" ; import { TagResourceCommand , TagResourceCommandInput , TagResourceCommandOutput } from "./commands/TagResourceCommand" ; import { UntagResourceCommand , UntagResourceCommandInput , UntagResourceCommandOutput , } from "./commands/UntagResourceCommand" ; import { UpdateAliasCommand , UpdateAliasCommandInput , UpdateAliasCommandOutput } from "./commands/UpdateAliasCommand" ; import { UpdateBuildCommand , UpdateBuildCommandInput , UpdateBuildCommandOutput } from "./commands/UpdateBuildCommand" ; import { UpdateFleetAttributesCommand , UpdateFleetAttributesCommandInput , UpdateFleetAttributesCommandOutput , } from "./commands/UpdateFleetAttributesCommand" ; import { UpdateFleetCapacityCommand , UpdateFleetCapacityCommandInput , UpdateFleetCapacityCommandOutput , } from "./commands/UpdateFleetCapacityCommand" ; import { UpdateFleetPortSettingsCommand , UpdateFleetPortSettingsCommandInput , UpdateFleetPortSettingsCommandOutput , } from "./commands/UpdateFleetPortSettingsCommand" ; import { UpdateGameServerCommand , UpdateGameServerCommandInput , UpdateGameServerCommandOutput , } from "./commands/UpdateGameServerCommand" ; import { UpdateGameServerGroupCommand , UpdateGameServerGroupCommandInput , UpdateGameServerGroupCommandOutput , } from "./commands/UpdateGameServerGroupCommand" ; import { UpdateGameSessionCommand , UpdateGameSessionCommandInput , UpdateGameSessionCommandOutput , } from "./commands/UpdateGameSessionCommand" ; import { UpdateGameSessionQueueCommand , UpdateGameSessionQueueCommandInput , UpdateGameSessionQueueCommandOutput , } from "./commands/UpdateGameSessionQueueCommand" ; import { UpdateMatchmakingConfigurationCommand , UpdateMatchmakingConfigurationCommandInput , UpdateMatchmakingConfigurationCommandOutput , } from "./commands/UpdateMatchmakingConfigurationCommand" ; import { UpdateRuntimeConfigurationCommand , UpdateRuntimeConfigurationCommandInput , UpdateRuntimeConfigurationCommandOutput , } from "./commands/UpdateRuntimeConfigurationCommand" ; import { UpdateScriptCommand , UpdateScriptCommandInput , UpdateScriptCommandOutput , } from "./commands/UpdateScriptCommand" ; import { ValidateMatchmakingRuleSetCommand , ValidateMatchmakingRuleSetCommandInput , ValidateMatchmakingRuleSetCommandOutput , } from "./commands/ValidateMatchmakingRuleSetCommand" ; import { GameLiftClient } from "./GameLiftClient" ; /**
 * <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>
 */ export class GameLift extends GameLiftClient { /**
     * <p>Registers a player's acceptance or rejection of a proposed FlexMatch match. A
     *             matchmaking configuration may require player acceptance; if so, then matches built with
     *             that configuration cannot be completed unless all players accept the proposed match
     *             within a specified time limit. </p>
     *         <p>When FlexMatch builds a match, all the matchmaking tickets involved in the proposed
     *             match are placed into status <code>REQUIRES_ACCEPTANCE</code>. This is a trigger for
     *             your game to get acceptance from all players in the ticket. Acceptances are only valid
     *             for tickets when they are in this status; all other acceptances result in an
     *             error.</p>
     *         <p>To register acceptance, specify the ticket ID, a response, and one or more players.
     *             Once all players have registered acceptance, the matchmaking tickets advance to status
     *             <code>PLACING</code>, where a new game session is created for the match. </p>
     *         <p>If any player rejects the match, or if acceptances are not received before a specified
     *             timeout, the proposed match is dropped. The matchmaking tickets are then handled in one
     *             of two ways: For tickets where one or more players rejected the match, the ticket status
     *             is returned to <code>SEARCHING</code> to find a new match. For tickets where one or more
     *             players failed to respond, the ticket status is set to <code>CANCELLED</code>, and
     *             processing is terminated. A new matchmaking request for these players can be submitted
     *             as needed. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html">
     *                 Add FlexMatch to a game client</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html"> FlexMatch events</a> (reference)</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>StartMatchmaking</a> |
     *                     <a>DescribeMatchmaking</a> |
     *                     <a>StopMatchmaking</a> |
     *                     <a>AcceptMatch</a> |
     *                     <a>StartMatchBackfill</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public acceptMatch ( args , options ? ) ; public acceptMatch ( args , cb ) ; public acceptMatch ( args , options , cb ) ; public acceptMatch ( args , optionsOrCb ? , cb ? ) { const command = new AcceptMatchCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Locates an available game server and temporarily reserves it to host gameplay and
     *             players. This operation is called from a game client or client service (such as a
     *             matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ
     *             locates an available game server, places it in <code>CLAIMED</code> status for 60
     *             seconds, and returns connection information that players can use to connect to the game
     *             server. </p>
     *         <p>To claim a game server, identify a game server group. You can also specify a game
     *             server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally,
     *             include game data to pass to the game server at the start of a game session, such as a
     *             game map or player information. </p>
     *         <p>When a game server is successfully claimed, connection information is returned. A
     *             claimed game server's utilization status remains <code>AVAILABLE</code> while the claim
     *             status is set to <code>CLAIMED</code> for up to 60 seconds. This time period gives the
     *             game server time to update its status to <code>UTILIZED</code> (using <a>UpdateGameServer</a>) once players join. If the game server's status is not
     *             updated within 60 seconds, the game server reverts to unclaimed status and is available
     *             to be claimed by another request. The claim time period is a fixed value and is not
     *             configurable.</p>
     *         <p>If you try to claim a specific game server, this request will fail in the following
     *             cases:</p>
     *         <ul>
     *             <li>
     *                <p>If the game server utilization status is <code>UTILIZED</code>.</p>
     *             </li>
     *             <li>
     *                <p>If the game server claim status is <code>CLAIMED</code>.</p>
     *             </li>
     *          </ul>
     *         <note>
     *             <p>When claiming a specific game server, this request will succeed even if the game
     *                 server is running on an instance in <code>DRAINING</code> status. To avoid this,
     *                 first check the instance status by calling <a>DescribeGameServerInstances</a>.</p>
     *         </note>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>RegisterGameServer</a> |
     *                     <a>ListGameServers</a> |
     *                     <a>ClaimGameServer</a> |
     *                     <a>DescribeGameServer</a> |
     *                     <a>UpdateGameServer</a> |
     *                     <a>DeregisterGameServer</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public claimGameServer ( args , options ? ) ; public claimGameServer ( args , cb ) ; public claimGameServer ( args , options , cb ) ; public claimGameServer ( args , optionsOrCb ? , cb ? ) { const command = new ClaimGameServerCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Creates an alias for a fleet. In most situations, you can use an alias ID in place of
     *             a fleet ID. An alias provides a level of abstraction for a fleet that is useful when
     *             redirecting player traffic from one fleet to another, such as when updating your game
     *             build.  </p>
     *         <p>Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A
     *             simple alias points to an active fleet. A terminal alias is used to display messaging or
     *             link to a URL instead of routing players to an active fleet. For example, you might use
     *             a terminal alias when a game version is no longer supported and you want to direct
     *             players to an upgrade site. </p>
     *         <p>To create a fleet alias, specify an alias name, routing strategy, and optional
     *             description. Each simple alias can point to only one fleet, but a fleet can have
     *             multiple aliases. If successful, a new alias record is returned, including an alias ID
     *             and an ARN. You can reassign an alias to another fleet by calling
     *                 <code>UpdateAlias</code>.</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateAlias</a> |
     *                     <a>ListAliases</a> |
     *                     <a>DescribeAlias</a> |
     *                     <a>UpdateAlias</a> |
     *                     <a>DeleteAlias</a> |
     *                     <a>ResolveAlias</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createAlias ( args , options ? ) ; public createAlias ( args , cb ) ; public createAlias ( args , options , cb ) ; public createAlias ( args , optionsOrCb ? , cb ? ) { const command = new CreateAliasCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Creates a new Amazon GameLift build resource for your game server binary files. Game server
     *             binaries must be combined into a zip file for use with Amazon GameLift. </p>
     *         <important>
     *             <p>When setting up a new game build for GameLift, we recommend using the AWS CLI
     *                 command <b>
     *                   <a href="https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a>
     *                </b>. This helper command combines two tasks: (1) it
     *                 uploads your build files from a file directory to a GameLift Amazon S3 location, and (2)
     *                 it creates a new build resource. </p>
     *         </important>
     *         <p>The <code>CreateBuild</code> operation can used in the following scenarios:</p>
     *         <ul>
     *             <li>
     *                 <p>To create a new game build with build files that are in an Amazon S3 location under
     *                     an AWS account that you control. To use this option, you must first give Amazon GameLift
     *                     access to the Amazon S3 bucket. With permissions in place, call
     *                         <code>CreateBuild</code> and specify a build name, operating system, and the
     *                     Amazon S3 storage location of your game build.</p>
     *             </li>
     *             <li>
     *                 <p>To directly upload your build files to a GameLift Amazon S3 location. To use this
     *                     option, first call <code>CreateBuild</code> and specify a build name and
     *                     operating system. This operation creates a new build resource and also returns an
     *                     Amazon S3 location with temporary access credentials. Use the credentials to manually
     *                     upload your build files to the specified Amazon S3 location. For more information,
     *                     see <a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html">Uploading Objects</a> in the <i>Amazon S3 Developer
     *                         Guide</i>. Build files can be uploaded to the GameLift Amazon S3 location
     *                     once only; that can't be updated. </p>
     *             </li>
     *          </ul>
     *         <p>If successful, this operation creates a new build resource with a unique build ID and
     *             places it in <code>INITIALIZED</code> status. A build must be in <code>READY</code>
     *             status before you can create fleets with it.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">Uploading Your
     *                 Game</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build"> Create a Build with Files in Amazon S3</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateBuild</a> |
     *                     <a>ListBuilds</a> |
     *                     <a>DescribeBuild</a> |
     *                     <a>UpdateBuild</a> |
     *                     <a>DeleteBuild</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createBuild ( args , options ? ) ; public createBuild ( args , cb ) ; public createBuild ( args , options , cb ) ; public createBuild ( args , optionsOrCb ? , cb ? ) { const command = new CreateBuildCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your
     *             custom game server or Realtime Servers. Use this operation to configure the computing resources for
     *             your fleet and provide instructions for running game servers on each instance.</p>
     *         <p>Most GameLift fleets can deploy instances to multiple locations, including the home
     *             Region (where the fleet is created) and an optional set of remote locations. Fleets that
     *             are created in the following AWS Regions support multiple locations: us-east-1 (N.
     *             Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland),
     *             ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that
     *             are created in other GameLift Regions can deploy instances in the fleet's home Region
     *             only. All fleet instances use the same configuration regardless of location; however,
     *             you can adjust capacity settings and turn auto-scaling on/off for each location.</p>
     *         <p>To create a fleet, choose the hardware for your instances, specify a game server build
     *             or Realtime script to deploy, and provide a runtime configuration to direct GameLift how
     *             to start and run game servers on each instance in the fleet. Set permissions for inbound
     *             traffic to your game servers, and enable optional features as needed. When creating a
     *             multi-location fleet, provide a list of additional remote locations.</p>
     *
     *         <p>If successful, this operation creates a new Fleet resource and places it in
     *                 <code>NEW</code> status, which prompts GameLift to initiate the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creation-workflow.html">fleet creation
     *                 workflow</a>. You can track fleet creation by checking fleet status using <a>DescribeFleetAttributes</a> and <a>DescribeFleetLocationAttributes</a>/, or by monitoring fleet creation events
     *             using <a>DescribeFleetEvents</a>. As soon as the fleet status changes to
     *                 <code>ACTIVE</code>, you can enable automatic scaling for the fleet with <a>PutScalingPolicy</a> and set capacity for the home Region with <a>UpdateFleetCapacity</a>. When the status of each remote location reaches
     *                 <code>ACTIVE</code>, you can set capacity by location using <a>UpdateFleetCapacity</a>.</p>
     *
     *
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up fleets</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">Debug fleet creation issues</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Multi-location fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleet</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createFleet ( args , options ? ) ; public createFleet ( args , cb ) ; public createFleet ( args , options , cb ) ; public createFleet ( args , optionsOrCb ? , cb ? ) { const command = new CreateFleetCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Adds remote locations to a fleet and begins populating the new locations with EC2
     *             instances. The new instances conform to the fleet's instance type, auto-scaling, and
     *             other configuration settings. </p>
     *         <note>
     *             <p>This operation cannot be used with fleets that don't support remote locations. Fleets
     *                 can have multiple locations only if they reside in AWS Regions that support this
     *                 feature (see <a>CreateFleet</a> for the complete list) and were created
     *                 after the feature was released in March 2021.</p>
     *         </note>
     *         <p>To add fleet locations, specify the fleet to be updated and provide a list of one or
     *             more locations. </p>
     *         <p>If successful, this operation returns the list of added locations with their status set
     *             to <code>NEW</code>. GameLift initiates the process of starting an instance in each added
     *             location. You can track the status of each new location by monitoring location creation
     *             events using <a>DescribeFleetEvents</a>. Alternatively, you can poll location
     *             status by calling <a>DescribeFleetLocationAttributes</a>. After a location
     *             status becomes <code>ACTIVE</code>, you can adjust the location's capacity as needed
     *             with <a>UpdateFleetCapacity</a>.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up fleets</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Multi-location fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetLocationCapacity</a> |
     *                     <a>DescribeFleetLocationUtilization</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createFleetLocations ( args , options ? ) ; public createFleetLocations ( args , cb ) ; public createFleetLocations ( args , options , cb ) ; public createFleetLocations ( args , optionsOrCb ? , cb ? ) { const command = new CreateFleetLocationsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Creates a GameLift FleetIQ game server group for managing game hosting on a collection of
     *             Amazon EC2 instances for game hosting. This operation creates the game server group,
     *             creates an Auto Scaling group in your AWS account, and establishes a link between the
     *             two groups. You can view the status of your game server groups in the GameLift console.
     *             Game server group metrics and events are emitted to Amazon CloudWatch.</p>
     *         <p>Before creating a new game server group, you must have the following: </p>
     *         <ul>
     *             <li>
     *                 <p>An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances
     *                     with your game server build. For more information, see <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html"> Launching an Instance from a Launch Template</a> in the
     *                         <i>Amazon EC2 User Guide</i>. </p>
     *             </li>
     *             <li>
     *                <p>An IAM role that extends limited access to your AWS account to allow GameLift FleetIQ to create and
     *                     interact with the Auto Scaling group. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html">Create IAM roles for cross-service interaction</a> in the <i>GameLift FleetIQ Developer
     *                         Guide</i>.</p>
     *             </li>
     *          </ul>
     *         <p>To create a new game server group, specify a unique group name, IAM role and Amazon EC2
     *             launch template, and provide a list of instance types that can be used in the group. You
     *             must also set initial maximum and minimum limits on the group's instance count. You can
     *             optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ
     *             metric.</p>
     *         <p>Once the game server group and corresponding Auto Scaling group are created, you have
     *             full access to change the Auto Scaling group's configuration as needed. Several
     *             properties that are set when creating a game server group, including maximum/minimum
     *             size and auto-scaling policy settings, must be updated directly in the Auto Scaling
     *             group. Keep in mind that some Auto Scaling group properties are periodically updated by
     *             GameLift FleetIQ as part of its balancing activities to optimize for availability and
     *             cost.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameServerGroup</a> |
     *                     <a>ListGameServerGroups</a> |
     *                     <a>DescribeGameServerGroup</a> |
     *                     <a>UpdateGameServerGroup</a> |
     *                     <a>DeleteGameServerGroup</a> |
     *                     <a>ResumeGameServerGroup</a> |
     *                     <a>SuspendGameServerGroup</a> |
     *                     <a>DescribeGameServerInstances</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public createGameServerGroup ( args , options ? ) ; public createGameServerGroup ( args , cb ) ; public createGameServerGroup ( args , options , cb ) ; public createGameServerGroup ( args , optionsOrCb ? , cb ? ) { const command = new CreateGameServerGroupCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Creates a multiplayer game session for players in a specific fleet location. This
     *             operation prompts an available server process to start a game session and retrieves
     *             connection information for the new game session. As an alternative, consider using the
     *             GameLift game session placement feature with </p>
     *         <p>with <a>StartGameSessionPlacement</a>, which uses FleetIQ algorithms and
     *             queues to optimize the placement process.</p>
     *         <p>When creating a game session, you specify exactly where you want to place it and
     *             provide a set of game session configuration settings. The fleet must be in
     *                 <code>ACTIVE</code> status before a game session can be created in it. </p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To create a game session on an instance in a fleet's home Region, provide a
     *                     fleet or alias ID along with your game session configuration. </p>
     *             </li>
     *             <li>
     *                 <p>To create a game session on an instance in a fleet's remote location, provide
     *                     a fleet or alias ID and a location name, along with your game session
     *                     configuration. </p>
     *             </li>
     *          </ul>
     *         <p>If successful, a workflow is initiated to start a new game session. A
     *                 <code>GameSession</code> object is returned containing the game session
     *             configuration and status. When the status is <code>ACTIVE</code>, game session
     *             connection information is provided and player sessions can be created for the game
     *             session. By default, newly created game sessions are open to new players. You can
     *             restrict new player access by using <a>UpdateGameSession</a> to change the
     *             game session's player session creation policy.</p>
     *         <p>Game session logs are retained for all active game sessions for 14 days. To access the
     *             logs, call <a>GetGameSessionLogUrl</a> to download the log files.</p>
     *         <p>
     *             <i>Available in GameLift Local.</i>
     *          </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a game session</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSession</a> |
     *                     <a>DescribeGameSessions</a> |
     *                     <a>DescribeGameSessionDetails</a> |
     *                     <a>SearchGameSessions</a> |
     *                     <a>UpdateGameSession</a> |
     *                     <a>GetGameSessionLogUrl</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a>StopGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createGameSession ( args , options ? ) ; public createGameSession ( args , cb ) ; public createGameSession ( args , options , cb ) ; public createGameSession ( args , optionsOrCb ? , cb ? ) { const command = new CreateGameSessionCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Creates a placement queue that processes requests for new game sessions. A queue uses
     *             FleetIQ algorithms to determine the best placement locations and find an
     *             available game server there, then prompts the game server process to start a new game
     *             session. </p>
     *         <p>A game session queue is configured with a set of destinations (GameLift fleets or
     *             aliases), which determine the locations where the queue can place new game sessions.
     *             These destinations can span multiple fleet types (Spot and On-Demand), instance types,
     *             and AWS Regions. If the queue includes multi-location fleets, the queue is able to place
     *             game sessions in all of a fleet's remote locations. You can opt to filter out individual
     *             locations if needed.</p>
     *         <p>The queue configuration also determines how FleetIQ selects the best available placement
     *             for a new game session. Before searching for an available game server, FleetIQ first
     *             prioritizes the queue's destinations and locations, with the best placement locations on
     *             top. You can set up the queue to use the FleetIQ default prioritization or provide an
     *             alternate set of priorities.</p>
     *         <p>To create a new queue, provide a name, timeout value, and a list of destinations.
     *             Optionally, specify a sort configuration and/or a filter, and define a set of latency
     *             cap policies. You can also include the ARN for an Amazon Simple Notification Service
     *             (SNS) topic to receive notifications of game session placement activity. Notifications
     *             using SNS or CloudWatch events is the preferred way to track placement activity.</p>
     *         <p>If successful, a new <code>GameSessionQueue</code> object is returned with an assigned
     *             queue ARN. New game session requests, which are submitted to the  queue with <a>StartGameSessionPlacement</a> or <a>StartMatchmaking</a>,
     *             reference a queue's name or ARN. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html">
     *             Design a game session queue</a>
     *         </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html">
     *             Create a game session queue</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSessionQueue</a> |
     *                     <a>DescribeGameSessionQueues</a> |
     *                     <a>UpdateGameSessionQueue</a> |
     *                     <a>DeleteGameSessionQueue</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createGameSessionQueue ( args , options ? ) ; public createGameSessionQueue ( args , cb ) ; public createGameSessionQueue ( args , options , cb ) ; public createGameSessionQueue ( args , optionsOrCb ? , cb ? ) { const command = new CreateGameSessionQueueCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Defines a new matchmaking configuration for use with FlexMatch. Whether your are using
     *             FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking
     *             configuration sets out rules for matching players and forming teams. If you're also
     *             using GameLift hosting, it defines how to start game sessions for each match. Your
     *             matchmaking system can use multiple configurations to handle different game scenarios.
     *             All matchmaking requests (<a>StartMatchmaking</a> or <a>StartMatchBackfill</a>) identify the matchmaking configuration to use and
     *             provide player attributes consistent with that configuration. </p>
     *         <p>To create a matchmaking configuration, you must provide the following: configuration
     *             name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how
     *             to evaluate players and find acceptable matches; whether player acceptance is required;
     *             and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift
     *             hosting, you also need to identify the game session queue to use when starting a game
     *             session for the match.</p>
     *         <p>In addition, you must set up an Amazon Simple Notification Service (SNS) topic to receive matchmaking notifications.
     *             Provide the topic ARN in the matchmaking configuration. An alternative method,
     *             continuously polling ticket status with <a>DescribeMatchmaking</a>, is only
     *             suitable for games in development with low matchmaking usage.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html">
     *                 Design a FlexMatch matchmaker</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html">
     *             Set up FlexMatch event notification</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateMatchmakingConfiguration</a> |
     *                     <a>DescribeMatchmakingConfigurations</a> |
     *                     <a>UpdateMatchmakingConfiguration</a> |
     *                     <a>DeleteMatchmakingConfiguration</a> |
     *                     <a>CreateMatchmakingRuleSet</a> |
     *                     <a>DescribeMatchmakingRuleSets</a> |
     *                     <a>ValidateMatchmakingRuleSet</a> |
     *                     <a>DeleteMatchmakingRuleSet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createMatchmakingConfiguration ( args , options ? ) ; public createMatchmakingConfiguration ( args , cb ) ; public createMatchmakingConfiguration ( args , options , cb ) ; public createMatchmakingConfiguration ( args , optionsOrCb ? , cb ? ) { const command = new CreateMatchmakingConfigurationCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match
     *             to create, such as the number and size of teams. It also sets the parameters for
     *             acceptable player matches, such as minimum skill level or character type. A rule set is
     *             used by a <a>MatchmakingConfiguration</a>. </p>
     *         <p>To create a matchmaking rule set, provide unique rule set name and the rule set body
     *             in JSON format. Rule sets must be defined in the same Region as the matchmaking
     *             configuration they are used with.</p>
     *         <p>Since matchmaking rule sets cannot be edited, it is a good idea to check the rule
     *             set syntax using <a>ValidateMatchmakingRuleSet</a> before creating a new rule
     *             set.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <ul>
     *             <li>
     *                 <p>
     *                   <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build a rule
     *                         set</a>
     *                </p>
     *             </li>
     *             <li>
     *                 <p>
     *                   <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html">Design a
     *                         matchmaker</a>
     *                </p>
     *             </li>
     *             <li>
     *                 <p>
     *                   <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-intro.html">Matchmaking with
     *                         FlexMatch</a>
     *                </p>
     *             </li>
     *          </ul>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateMatchmakingConfiguration</a> |
     *                     <a>DescribeMatchmakingConfigurations</a> |
     *                     <a>UpdateMatchmakingConfiguration</a> |
     *                     <a>DeleteMatchmakingConfiguration</a> |
     *                     <a>CreateMatchmakingRuleSet</a> |
     *                     <a>DescribeMatchmakingRuleSets</a> |
     *                     <a>ValidateMatchmakingRuleSet</a> |
     *                     <a>DeleteMatchmakingRuleSet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createMatchmakingRuleSet ( args , options ? ) ; public createMatchmakingRuleSet ( args , cb ) ; public createMatchmakingRuleSet ( args , options , cb ) ; public createMatchmakingRuleSet ( args , optionsOrCb ? , cb ? ) { const command = new CreateMatchmakingRuleSetCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Reserves an open player slot in a game session for a player. New player sessions can be
     *             created in any game session with an open slot that is in <code>ACTIVE</code> status and
     *             has a player creation policy of <code>ACCEPT_ALL</code>. You can add a group of players
     *             to a game session with <a>CreatePlayerSessions</a>. </p>
     *          <p>To create a player session, specify a game session ID, player ID, and optionally a set of
     *             player data. </p>
     *         <p>If successful, a slot is reserved in the game session for the player and a new <a>PlayerSession</a> object is returned with a player session ID. The player
     *             references the player session ID when sending a connection request to the game session,
     *             and the game server can use it to validate the player reservation with the GameLift service. Player
     *             sessions cannot be updated. </p>
     *          <p>
     *             <i>Available in Amazon GameLift Local.</i>
     *          </p>
     *          <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreatePlayerSession</a> |
     *                     <a>CreatePlayerSessions</a> |
     *                     <a>DescribePlayerSessions</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createPlayerSession ( args , options ? ) ; public createPlayerSession ( args , cb ) ; public createPlayerSession ( args , options , cb ) ; public createPlayerSession ( args , optionsOrCb ? , cb ? ) { const command = new CreatePlayerSessionCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Reserves open slots in a game session for a group of players. New player sessions can be
     *             created in any game session with an open slot that is in <code>ACTIVE</code> status and
     *             has a player creation policy of <code>ACCEPT_ALL</code>.  To add a single player to a
     *             game session, use <a>CreatePlayerSession</a>. </p>
     *          <p>To create player sessions, specify a game session ID and a list of player IDs. Optionally,
     *             provide a set of player data for each player ID. </p>
     *         <p>If successful, a slot is reserved in the game session for each player, and new <a>PlayerSession</a> objects are returned with player session IDs. Each player
     *             references their player session ID when sending a connection request to the game
     *             session, and the game server can use it to validate the player reservation with the
     *             GameLift service. Player sessions cannot be updated.</p>
     *          <p>
     *             <i>Available in Amazon GameLift Local.</i>
     *          </p>
     *          <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreatePlayerSession</a> |
     *                     <a>CreatePlayerSessions</a> |
     *                     <a>DescribePlayerSessions</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createPlayerSessions ( args , options ? ) ; public createPlayerSessions ( args , cb ) ; public createPlayerSessions ( args , options , cb ) ; public createPlayerSessions ( args , optionsOrCb ? , cb ? ) { const command = new CreatePlayerSessionsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that
     *             provide configuration settings and optional custom game logic for your game. The script
     *             is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is
     *             executed during an active game session. </p>
     *         <p>To create a new script record, specify a script name and provide the script file(s).
     *             The script files and all dependencies must be zipped into a single file. You can pull
     *             the zip file from either of these locations: </p>
     *         <ul>
     *             <li>
     *                <p>A locally available directory. Use the <i>ZipFile</i> parameter for this
     *                     option.</p>
     *             </li>
     *             <li>
     *                <p>An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account. Use the
     *                         <i>StorageLocation</i> parameter for this option. You'll need
     *                     to have an Identity Access Management (IAM) role that allows the Amazon GameLift
     *                     service to access your S3 bucket. </p>
     *             </li>
     *          </ul>
     *         <p>If the call is successful, a new script record is created with a unique script ID. If the
     *             script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket
     *             and the script record's storage location reflects this location. If the script file is provided
     *             as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set Up a Role for Amazon GameLift Access</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateScript</a> |
     *                     <a>ListScripts</a> |
     *                     <a>DescribeScript</a> |
     *                     <a>UpdateScript</a> |
     *                     <a>DeleteScript</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createScript ( args , options ? ) ; public createScript ( args , cb ) ; public createScript ( args , options , cb ) ; public createScript ( args , optionsOrCb ? , cb ? ) { const command = new CreateScriptCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Requests authorization to create or delete a peer connection between the VPC for
     *             your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game
     *             servers on your fleet to communicate directly with other AWS resources. Once you've
     *             received authorization, call <a>CreateVpcPeeringConnection</a> to establish
     *             the peering connection. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon GameLift
     *                 Fleets</a>.</p>
     *         <p>You can peer with VPCs that are owned by any AWS account you have access to,
     *             including the account that you use to manage your Amazon GameLift fleets. You cannot peer with
     *             VPCs that are in different Regions.</p>
     *         <p>To request authorization to create a connection, call this operation from the AWS
     *             account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to
     *             enable your game servers to retrieve data from a DynamoDB table, use the account that
     *             manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC
     *             that you want to peer with, and (2) the ID of the AWS account that you use to manage
     *             Amazon GameLift. If successful, VPC peering is authorized for the specified VPC. </p>
     *         <p>To request authorization to delete a connection, call this operation from the AWS
     *             account with the VPC that is peered with your Amazon GameLift fleet. Identify the following
     *             values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the
     *             AWS account that you use to manage Amazon GameLift. </p>
     *         <p>The authorization remains valid for 24 hours unless it is canceled by a call to
     *                 <a>DeleteVpcPeeringAuthorization</a>. You must create or delete the
     *             peering connection while the authorization is valid. </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateVpcPeeringAuthorization</a> |
     *                     <a>DescribeVpcPeeringAuthorizations</a> |
     *                     <a>DeleteVpcPeeringAuthorization</a> |
     *                     <a>CreateVpcPeeringConnection</a> |
     *                     <a>DescribeVpcPeeringConnections</a> |
     *                     <a>DeleteVpcPeeringConnection</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createVpcPeeringAuthorization ( args , options ? ) ; public createVpcPeeringAuthorization ( args , cb ) ; public createVpcPeeringAuthorization ( args , options , cb ) ; public createVpcPeeringAuthorization ( args , optionsOrCb ? , cb ? ) { const command = new CreateVpcPeeringAuthorizationCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC
     *             for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to
     *             communicate directly with other AWS resources. You can peer with VPCs in any AWS account
     *             that you have access to, including the account that you use to manage your Amazon GameLift
     *             fleets. You cannot peer with VPCs that are in different Regions. For more information,
     *             see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon GameLift Fleets</a>.</p>
     *         <p>Before calling this operation to establish the peering connection, you first need
     *             to call <a>CreateVpcPeeringAuthorization</a> and identify the VPC you want to
     *             peer with. Once the authorization for the specified VPC is issued, you have 24 hours to
     *             establish the connection. These two operations handle all tasks necessary to peer the
     *             two VPCs, including acceptance, updating routing tables, etc. </p>
     *         <p>To establish the connection, call this operation from the AWS account that is used
     *             to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet
     *             you want to be enable a VPC peering connection for; (2) The AWS account with the VPC
     *             that you want to peer with; and (3) The ID of the VPC you want to peer with. This
     *             operation is asynchronous. If successful, a <a>VpcPeeringConnection</a>
     *             request is created. You can use continuous polling to track the request's status using
     *                 <a>DescribeVpcPeeringConnections</a>, or by monitoring fleet events for
     *             success or failure using <a>DescribeFleetEvents</a>. </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateVpcPeeringAuthorization</a> |
     *                     <a>DescribeVpcPeeringAuthorizations</a> |
     *                     <a>DeleteVpcPeeringAuthorization</a> |
     *                     <a>CreateVpcPeeringConnection</a> |
     *                     <a>DescribeVpcPeeringConnections</a> |
     *                     <a>DeleteVpcPeeringConnection</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public createVpcPeeringConnection ( args , options ? ) ; public createVpcPeeringConnection ( args , cb ) ; public createVpcPeeringConnection ( args , options , cb ) ; public createVpcPeeringConnection ( args , optionsOrCb ? , cb ? ) { const command = new CreateVpcPeeringConnectionCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Deletes an alias. This operation removes all record of the alias. Game clients
     *             attempting to access a server process using the deleted alias receive an error. To
     *             delete an alias, specify the alias ID to be deleted.</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateAlias</a> |
     *                     <a>ListAliases</a> |
     *                     <a>DescribeAlias</a> |
     *                     <a>UpdateAlias</a> |
     *                     <a>DeleteAlias</a> |
     *                     <a>ResolveAlias</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteAlias ( args , options ? ) ; public deleteAlias ( args , cb ) ; public deleteAlias ( args , options , cb ) ; public deleteAlias ( args , optionsOrCb ? , cb ? ) { const command = new DeleteAliasCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Deletes a build. This operation permanently deletes the build resource and any uploaded
     *             build files. Deleting a build does not affect the status of any active fleets using the
     *             build, but you can no longer create new fleets with the deleted build.</p>
     *         <p>To delete a build, specify the build ID. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
     *                 Upload a Custom Server Build</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateBuild</a> |
     *                     <a>ListBuilds</a> |
     *                     <a>DescribeBuild</a> |
     *                     <a>UpdateBuild</a> |
     *                     <a>DeleteBuild</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteBuild ( args , options ? ) ; public deleteBuild ( args , cb ) ; public deleteBuild ( args , options , cb ) ; public deleteBuild ( args , optionsOrCb ? , cb ? ) { const command = new DeleteBuildCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Deletes all resources and information related a fleet. Any current fleet instances,
     *             including those in remote locations, are shut down. You don't need to call
     *                 <code>DeleteFleetLocations</code> separately.</p>
     *         <note>
     *             <p>If the fleet being deleted has a VPC peering connection, you first need to get a
     *                 valid authorization (good for 24 hours) by calling <a>CreateVpcPeeringAuthorization</a>. You do not need to explicitly delete
     *                 the VPC peering connection--this is done as part of the delete fleet process.</p>
     *         </note>
     *         <p>To delete a fleet, specify the fleet ID to be terminated. During the deletion process
     *             the fleet status is changed to <code>DELETING</code>. When completed, the status
     *             switches to <code>TERMINATED</code> and the fleet event <code>FLEET_DELETED</code> is
     *             sent.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift Fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>UpdateFleetPortSettings</a> |
     *                     <a>UpdateRuntimeConfiguration</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>StartFleetActions</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a>DeleteScalingPolicy</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteFleet ( args , options ? ) ; public deleteFleet ( args , cb ) ; public deleteFleet ( args , options , cb ) ; public deleteFleet ( args , optionsOrCb ? , cb ? ) { const command = new DeleteFleetCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Removes locations from a multi-location fleet. When deleting a location, all game
     *             server process and all instances that are still active in the location are shut down. </p>
     *         <p>To delete fleet locations, identify the fleet ID and provide a list of the locations
     *             to be deleted. </p>
     *         <p>If successful, GameLift sets the location status to <code>DELETING</code>, and begins
     *             to shut down existing server processes and terminate instances in each location being
     *             deleted. When completed, the location status changes to <code>TERMINATED</code>.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetLocationCapacity</a> |
     *                     <a>DescribeFleetLocationUtilization</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteFleetLocations ( args , options ? ) ; public deleteFleetLocations ( args , cb ) ; public deleteFleetLocations ( args , options , cb ) ; public deleteFleetLocations ( args , optionsOrCb ? , cb ? ) { const command = new DeleteFleetLocationsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Terminates a game server group and permanently deletes the game server group record.
     *             You have several options for how these resources are impacted when deleting the game
     *             server group. Depending on the type of delete operation selected, this operation might
     *             affect these resources:</p>
     *             <ul>
     *             <li>
     *                <p>The game server group</p>
     *             </li>
     *             <li>
     *                <p>The corresponding Auto Scaling group</p>
     *             </li>
     *             <li>
     *                <p>All game servers that are currently running in the group</p>
     *             </li>
     *          </ul>
     *         <p>To delete a game server group, identify the game server group to delete and specify
     *             the type of delete operation to initiate. Game server groups can only be deleted if they
     *             are in <code>ACTIVE</code> or <code>ERROR</code> status.</p>
     *         <p>If the delete request is successful, a series of operations are kicked off. The game
     *             server group status is changed to <code>DELETE_SCHEDULED</code>, which prevents new game
     *             servers from being registered and stops automatic scaling activity. Once all game
     *             servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources.
     *             If any of the delete operations fail, the game server group is placed in
     *                 <code>ERROR</code> status.</p>
     *         <p>GameLift FleetIQ emits delete events to Amazon CloudWatch.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameServerGroup</a> |
     *                     <a>ListGameServerGroups</a> |
     *                     <a>DescribeGameServerGroup</a> |
     *                     <a>UpdateGameServerGroup</a> |
     *                     <a>DeleteGameServerGroup</a> |
     *                     <a>ResumeGameServerGroup</a> |
     *                     <a>SuspendGameServerGroup</a> |
     *                     <a>DescribeGameServerInstances</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public deleteGameServerGroup ( args , options ? ) ; public deleteGameServerGroup ( args , cb ) ; public deleteGameServerGroup ( args , options , cb ) ; public deleteGameServerGroup ( args , optionsOrCb ? , cb ? ) { const command = new DeleteGameServerGroupCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Deletes a game session queue. Once a queue is successfully deleted, unfulfilled <a>StartGameSessionPlacement</a> requests that reference the queue will fail.
     *             To delete a queue, specify the queue name.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html">
     *             Using Multi-Region Queues</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSessionQueue</a> |
     *                     <a>DescribeGameSessionQueues</a> |
     *                     <a>UpdateGameSessionQueue</a> |
     *                     <a>DeleteGameSessionQueue</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteGameSessionQueue ( args , options ? ) ; public deleteGameSessionQueue ( args , cb ) ; public deleteGameSessionQueue ( args , options , cb ) ; public deleteGameSessionQueue ( args , optionsOrCb ? , cb ? ) { const command = new DeleteGameSessionQueueCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Permanently removes a FlexMatch matchmaking configuration. To delete, specify the
     *             configuration name. A matchmaking configuration cannot be deleted if it is being used in
     *             any active matchmaking tickets.</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateMatchmakingConfiguration</a> |
     *                     <a>DescribeMatchmakingConfigurations</a> |
     *                     <a>UpdateMatchmakingConfiguration</a> |
     *                     <a>DeleteMatchmakingConfiguration</a> |
     *                     <a>CreateMatchmakingRuleSet</a> |
     *                     <a>DescribeMatchmakingRuleSets</a> |
     *                     <a>ValidateMatchmakingRuleSet</a> |
     *                     <a>DeleteMatchmakingRuleSet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteMatchmakingConfiguration ( args , options ? ) ; public deleteMatchmakingConfiguration ( args , cb ) ; public deleteMatchmakingConfiguration ( args , options , cb ) ; public deleteMatchmakingConfiguration ( args , optionsOrCb ? , cb ? ) { const command = new DeleteMatchmakingConfigurationCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Deletes an existing matchmaking rule set. To delete the rule set, provide the rule
     *             set name. Rule sets cannot be deleted if they are currently being used by a matchmaking
     *             configuration. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <ul>
     *             <li>
     *                 <p>
     *                   <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build a rule
     *                         set</a>
     *                </p>
     *             </li>
     *          </ul>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateMatchmakingConfiguration</a> |
     *                     <a>DescribeMatchmakingConfigurations</a> |
     *                     <a>UpdateMatchmakingConfiguration</a> |
     *                     <a>DeleteMatchmakingConfiguration</a> |
     *                     <a>CreateMatchmakingRuleSet</a> |
     *                     <a>DescribeMatchmakingRuleSets</a> |
     *                     <a>ValidateMatchmakingRuleSet</a> |
     *                     <a>DeleteMatchmakingRuleSet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteMatchmakingRuleSet ( args , options ? ) ; public deleteMatchmakingRuleSet ( args , cb ) ; public deleteMatchmakingRuleSet ( args , options , cb ) ; public deleteMatchmakingRuleSet ( args , optionsOrCb ? , cb ? ) { const command = new DeleteMatchmakingRuleSetCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Deletes a fleet scaling policy. Once deleted, the policy is no longer in
     *             force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling
     *             policy name and the fleet ID it is associated with.</p>
     *         <p>To temporarily suspend scaling policies, call <a>StopFleetActions</a>.
     *             This operation suspends all policies for the fleet.</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>DescribeFleetCapacity</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DescribeScalingPolicies</a> |
     *                     <a>DeleteScalingPolicy</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>StartFleetActions</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteScalingPolicy ( args , options ? ) ; public deleteScalingPolicy ( args , cb ) ; public deleteScalingPolicy ( args , options , cb ) ; public deleteScalingPolicy ( args , optionsOrCb ? , cb ? ) { const command = new DeleteScalingPolicyCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Deletes a Realtime script. This operation permanently deletes the script record. If
     *             script files were uploaded, they are also deleted (files stored in an S3 bucket are not
     *             deleted). </p>
     *         <p>To delete a script, specify the script ID.  Before deleting a script, be sure to
     *             terminate all fleets that are deployed with the script being deleted. Fleet instances
     *             periodically check for script updates, and if the script record no longer exists, the
     *             instance will go into an error state and be unable to host game sessions.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateScript</a> |
     *                     <a>ListScripts</a> |
     *                     <a>DescribeScript</a> |
     *                     <a>UpdateScript</a> |
     *                     <a>DeleteScript</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteScript ( args , options ? ) ; public deleteScript ( args , cb ) ; public deleteScript ( args , options , cb ) ; public deleteScript ( args , optionsOrCb ? , cb ? ) { const command = new DeleteScriptCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Cancels a pending VPC peering authorization for the specified VPC. If you need to
     *             delete an existing VPC peering connection, call <a>DeleteVpcPeeringConnection</a>. </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateVpcPeeringAuthorization</a> |
     *                     <a>DescribeVpcPeeringAuthorizations</a> |
     *                     <a>DeleteVpcPeeringAuthorization</a> |
     *                     <a>CreateVpcPeeringConnection</a> |
     *                     <a>DescribeVpcPeeringConnections</a> |
     *                     <a>DeleteVpcPeeringConnection</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteVpcPeeringAuthorization ( args , options ? ) ; public deleteVpcPeeringAuthorization ( args , cb ) ; public deleteVpcPeeringAuthorization ( args , options , cb ) ; public deleteVpcPeeringAuthorization ( args , optionsOrCb ? , cb ? ) { const command = new DeleteVpcPeeringAuthorizationCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Removes a VPC peering connection. To delete the connection, you must have a valid
     *             authorization for the VPC peering connection that you want to delete. You can check for
     *             an authorization by calling <a>DescribeVpcPeeringAuthorizations</a> or
     *             request a new one using <a>CreateVpcPeeringAuthorization</a>. </p>
     *         <p>Once a valid authorization exists, call this operation from the AWS account that is
     *             used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection
     *             ID and fleet ID. If successful, the connection is removed. </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateVpcPeeringAuthorization</a> |
     *                     <a>DescribeVpcPeeringAuthorizations</a> |
     *                     <a>DeleteVpcPeeringAuthorization</a> |
     *                     <a>CreateVpcPeeringConnection</a> |
     *                     <a>DescribeVpcPeeringConnections</a> |
     *                     <a>DeleteVpcPeeringConnection</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public deleteVpcPeeringConnection ( args , options ? ) ; public deleteVpcPeeringConnection ( args , cb ) ; public deleteVpcPeeringConnection ( args , options , cb ) ; public deleteVpcPeeringConnection ( args , optionsOrCb ? , cb ? ) { const command = new DeleteVpcPeeringConnectionCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Removes the game server from a game server group. As a result of this operation, the
     *             deregistered game server can no longer be claimed and will not be returned in a list of
     *             active game servers. </p>
     *         <p>To deregister a game server, specify the game server group and game server ID. If
     *             successful, this operation emits a CloudWatch event with termination timestamp and
     *             reason.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>RegisterGameServer</a> |
     *                     <a>ListGameServers</a> |
     *                     <a>ClaimGameServer</a> |
     *                     <a>DescribeGameServer</a> |
     *                     <a>UpdateGameServer</a> |
     *                     <a>DeregisterGameServer</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public deregisterGameServer ( args , options ? ) ; public deregisterGameServer ( args , cb ) ; public deregisterGameServer ( args , options , cb ) ; public deregisterGameServer ( args , optionsOrCb ? , cb ? ) { const command = new DeregisterGameServerCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves properties for an alias. This operation returns all alias metadata and
     *             settings. To get an alias's target fleet ID only, use <code>ResolveAlias</code>. </p>
     *         <p>To get alias properties, specify the alias ID. If successful, the requested alias
     *             record is returned.</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateAlias</a> |
     *                     <a>ListAliases</a> |
     *                     <a>DescribeAlias</a> |
     *                     <a>UpdateAlias</a> |
     *                     <a>DeleteAlias</a> |
     *                     <a>ResolveAlias</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeAlias ( args , options ? ) ; public describeAlias ( args , cb ) ; public describeAlias ( args , options , cb ) ; public describeAlias ( args , optionsOrCb ? , cb ? ) { const command = new DescribeAliasCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves properties for a custom game build. To request a build resource, specify a
     *             build ID. If successful, an object containing the build properties is returned.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
     *             Upload a Custom Server Build</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateBuild</a> |
     *                     <a>ListBuilds</a> |
     *                     <a>DescribeBuild</a> |
     *                     <a>UpdateBuild</a> |
     *                     <a>DeleteBuild</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeBuild ( args , options ? ) ; public describeBuild ( args , cb ) ; public describeBuild ( args , options , cb ) ; public describeBuild ( args , optionsOrCb ? , cb ? ) { const command = new DescribeBuildCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>The GameLift service limits and current utilization for an AWS Region or location.
     *             Instance limits control the number of instances, per instance type, per location, that
     *             your AWS account can use. Learn more at <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>. The information
     *             returned includes the maximum number of instances allowed and your account's current
     *             usage across all fleets. This information can affect your ability to scale your GameLift
     *             fleets. You can request a limit increase for your account by using the <b>Service limits</b> page in the GameLift console.</p>
     *         <p>Instance limits differ based on whether the instances are deployed in a fleet's home
     *             Region or in a remote location. For remote locations, limits also differ based on the
     *             combination of home Region and remote location. All  requests must specify an AWS Region
     *             (either explicitly or as your default settings). To get the limit for a remote location,
     *             you must also specify the location. For example, the following requests all return
     *             different results: </p>
     *         <ul>
     *             <li>
     *                 <p>Request specifies the Region <code>ap-northeast-1</code> with no location. The
     *                     result is limits and usage data on all instance types that are deployed in
     *                         <code>us-east-2</code>, by all of the fleets that reside in
     *                         <code>ap-northeast-1</code>. </p>
     *             </li>
     *             <li>
     *                 <p>Request specifies the Region <code>us-east-1</code> with location
     *                         <code>ca-central-1</code>. The result is limits and usage data on all
     *                     instance types that are deployed in <code>ca-central-1</code>, by all of the
     *                     fleets that reside in <code>us-east-2</code>. These limits do not affect fleets
     *                     in any other Regions that deploy instances to <code>ca-central-1</code>.</p>
     *             </li>
     *             <li>
     *                 <p>Request specifies the Region <code>eu-west-1</code> with location
     *                         <code>ca-central-1</code>. The result is limits and usage data on all
     *                     instance types that are deployed in <code>ca-central-1</code>, by all of the
     *                     fleets that reside in <code>eu-west-1</code>.</p>
     *             </li>
     *          </ul>
     *         <p>This operation can be used in the following ways:</p>
     *         <ul>
     *             <li>
     *                 <p>To get limit and usage data for all instance types that are deployed in an AWS
     *                     Region by fleets that reside in the same Region: Specify the Region only.
     *                     Optionally, specify a single instance type to retrieve information for.</p>
     *             </li>
     *             <li>
     *                 <p>To get limit and usage data for all instance types that are deployed to a
     *                     remote location by fleets that reside in different AWS Region: Provide both the
     *                     AWS Region and the remote location. Optionally, specify a single instance type
     *                     to retrieve information for.</p>
     *             </li>
     *          </ul>
     *         <p>If successful, an <code>EC2InstanceLimits</code> object is returned with limits and
     *             usage data for each requested instance type.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleet</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeEC2InstanceLimits ( args , options ? ) ; public describeEC2InstanceLimits ( args , cb ) ; public describeEC2InstanceLimits ( args , options , cb ) ; public describeEC2InstanceLimits ( args , optionsOrCb ? , cb ? ) { const command = new DescribeEC2InstanceLimitsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves core fleet-wide properties, including the computing hardware and deployment
     *             configuration for all instances in the fleet.</p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To get attributes for one or more specific fleets, provide a list of fleet IDs
     *                     or fleet ARNs. </p>
     *             </li>
     *             <li>
     *                 <p>To get attributes for all fleets, do not provide a fleet identifier. </p>
     *             </li>
     *          </ul>
     *         <p>When requesting attributes for multiple fleets, use the pagination parameters to
     *             retrieve results as a set of sequential pages. </p>
     *         <p>If successful, a <code>FleetAttributes</code> object is returned for each fleet
     *             requested, unless the fleet identifier is not found. </p>
     *         <note>
     *             <p>Some API operations limit the number of fleet IDs that allowed in one request. If a
     *                 request exceeds this limit, the request fails and the error message contains the
     *                 maximum allowed number.</p>
     *         </note>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>ListFleets</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetEvents</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetPortSettings</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>DescribeRuntimeConfiguration</a> |
     *                     <a>DescribeScalingPolicies</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeFleetAttributes ( args , options ? ) ; public describeFleetAttributes ( args , cb ) ; public describeFleetAttributes ( args , options , cb ) ; public describeFleetAttributes ( args , optionsOrCb ? , cb ? ) { const command = new DescribeFleetAttributesCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves the resource capacity settings for one or more fleets. The data returned
     *             includes the current fleet capacity (number of EC2 instances), and settings that can
     *             control how capacity scaling. For fleets with remote locations, this operation retrieves
     *             data for the fleet's home Region only. See <a>DescribeFleetLocationCapacity</a> to get capacity settings for a fleet's remote locations.</p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To get capacity data for one or more specific fleets, provide a list of fleet
     *                     IDs or fleet ARNs. </p>
     *             </li>
     *             <li>
     *                 <p>To get capacity data for all fleets, do not provide a fleet identifier. </p>
     *             </li>
     *          </ul>
     *         <p>When requesting multiple fleets, use the pagination parameters to retrieve results as
     *             a set of sequential pages. </p>
     *         <p>If successful, a <a>FleetCapacity</a> object is returned for each requested
     *             fleet ID. Each FleetCapacity object includes a <code>Location</code> property, which is
     *             set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects
     *             are returned only for fleets that currently exist.</p>
     *         <note>
     *             <p>Some API operations may limit the number of fleet IDs that are allowed in one
     *                 request. If a request exceeds this limit, the request fails and the error message
     *                 includes the maximum allowed.</p>
     *         </note>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift metrics for fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>ListFleets</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetEvents</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetPortSettings</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>DescribeRuntimeConfiguration</a> |
     *                     <a>DescribeScalingPolicies</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeFleetCapacity ( args , options ? ) ; public describeFleetCapacity ( args , cb ) ; public describeFleetCapacity ( args , options , cb ) ; public describeFleetCapacity ( args , optionsOrCb ? , cb ? ) { const command = new DescribeFleetCapacityCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves entries from a fleet's event log. Fleet events are initiated by changes in
     *             status, such as during fleet creation and termination, changes in capacity, etc. If a
     *             fleet has multiple locations, events are also initiated by changes to status and
     *             capacity in remote locations. </p>
     *         <p>You can specify a time range to limit the result set. Use the pagination parameters to
     *             retrieve results as a set of sequential pages. </p>
     *         <p>If successful, a collection of event log entries matching the request are
     *             returned.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>ListFleets</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetEvents</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetPortSettings</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>DescribeRuntimeConfiguration</a> |
     *                     <a>DescribeScalingPolicies</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeFleetEvents ( args , options ? ) ; public describeFleetEvents ( args , cb ) ; public describeFleetEvents ( args , options , cb ) ; public describeFleetEvents ( args , optionsOrCb ? , cb ? ) { const command = new DescribeFleetEventsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves information on a fleet's remote locations, including life-cycle status and
     *             any suspended fleet activity. </p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To get data for specific locations, provide a fleet identifier and a list of
     *                     locations. Location data is returned in the order that it is requested. </p>
     *             </li>
     *             <li>
     *                 <p>To get data for all locations, provide a fleet identifier only. Location data
     *                     is returned in no particular order. </p>
     *             </li>
     *          </ul>
     *         <p>When requesting attributes for multiple locations, use the pagination parameters to
     *             retrieve results as a set of sequential pages. </p>
     *         <p>If successful, a <code>LocationAttributes</code> object is returned for each requested
     *             location. If the fleet does not have a requested location, no information is returned.
     *             This operation does not return the home Region. To get information on a fleet's home
     *             Region, call <code>DescribeFleetAttributes</code>.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetLocationCapacity</a> |
     *                     <a>DescribeFleetLocationUtilization</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeFleetLocationAttributes ( args , options ? ) ; public describeFleetLocationAttributes ( args , cb ) ; public describeFleetLocationAttributes ( args , options , cb ) ; public describeFleetLocationAttributes ( args , optionsOrCb ? , cb ? ) { const command = new DescribeFleetLocationAttributesCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves the resource capacity settings for a fleet location. The data returned
     *             includes the current capacity (number of EC2 instances) and some scaling settings for
     *             the requested fleet location. Use this operation to retrieve capacity information for a
     *             fleet's remote location or home Region (you can also retrieve home Region capacity by
     *             calling <code>DescribeFleetCapacity</code>).</p>
     *         <p>To retrieve capacity data, identify a fleet and location. </p>
     *         <p>If successful, a <code>FleetCapacity</code> object is returned for the requested fleet
     *             location. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift metrics for fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetLocationCapacity</a> |
     *                     <a>DescribeFleetLocationUtilization</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeFleetLocationCapacity ( args , options ? ) ; public describeFleetLocationCapacity ( args , cb ) ; public describeFleetLocationCapacity ( args , options , cb ) ; public describeFleetLocationCapacity ( args , optionsOrCb ? , cb ? ) { const command = new DescribeFleetLocationCapacityCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves current usage data for a fleet location. Utilization data provides a
     *             snapshot of current game hosting activity at the requested location. Use this operation
     *             to retrieve utilization information for a fleet's remote location or home Region (you
     *             can also retrieve home Region utilization by calling
     *                 <code>DescribeFleetUtilization</code>).</p>
     *         <p>To retrieve utilization data, identify a fleet and location. </p>
     *         <p>If successful, a <code>FleetUtilization</code> object is returned for the requested
     *             fleet location. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift metrics for fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetLocationCapacity</a> |
     *                     <a>DescribeFleetLocationUtilization</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeFleetLocationUtilization ( args , options ? ) ; public describeFleetLocationUtilization ( args , cb ) ; public describeFleetLocationUtilization ( args , options , cb ) ; public describeFleetLocationUtilization ( args , optionsOrCb ? , cb ? ) { const command = new DescribeFleetLocationUtilizationCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves a fleet's inbound connection permissions. Connection permissions specify the
     *             range of IP addresses and port settings that incoming traffic can use to access server
     *             processes in the fleet. Game sessions that are running on instances in the fleet must
     *             use connections that fall in this range.</p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To retrieve the inbound connection permissions for a fleet, identify the
     *                     fleet's unique identifier. </p>
     *             </li>
     *             <li>
     *                 <p>To check the status of recent updates to a fleet remote location, specify
     *                     the fleet ID and a location. Port setting updates can take time to
     *                     propagate across all locations. </p>
     *             </li>
     *          </ul>
     *         <p>If successful, a set of <a>IpPermission</a> objects is returned for the
     *             requested fleet ID. When a location is specified, a pending status is included. If the
     *             requested fleet has been deleted, the result set is empty.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>ListFleets</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetEvents</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetPortSettings</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>DescribeRuntimeConfiguration</a> |
     *                     <a>DescribeScalingPolicies</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeFleetPortSettings ( args , options ? ) ; public describeFleetPortSettings ( args , cb ) ; public describeFleetPortSettings ( args , options , cb ) ; public describeFleetPortSettings ( args , optionsOrCb ? , cb ? ) { const command = new DescribeFleetPortSettingsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves utilization statistics for one or more fleets. Utilization data provides a
     *             snapshot of how the fleet's hosting resources are currently being used. For fleets with
     *             remote locations, this operation retrieves data for the fleet's home Region only. See <a>DescribeFleetLocationUtilization</a> to get utilization statistics for a
     *             fleet's remote locations.</p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To get utilization data for one or more specific fleets, provide a list of
     *                     fleet IDs or fleet ARNs. </p>
     *             </li>
     *             <li>
     *                 <p>To get utilization data for all fleets, do not provide a fleet identifier.
     *                 </p>
     *             </li>
     *          </ul>
     *         <p>When requesting multiple fleets, use the pagination parameters to retrieve results as
     *             a set of sequential pages. </p>
     *         <p>If successful, a <a>FleetUtilization</a> object is returned for each
     *             requested fleet ID, unless the fleet identifier is not found. Each fleet utilization
     *             object includes a <code>Location</code> property, which is set to the fleet's home
     *             Region. </p>
     *         <note>
     *             <p>Some API operations may limit the number of fleet IDs allowed in one request. If a
     *                 request exceeds this limit, the request fails and the error message includes the
     *                 maximum allowed.</p>
     *         </note>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift Fleets</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift Metrics for Fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>ListFleets</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetEvents</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetPortSettings</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>DescribeRuntimeConfiguration</a> |
     *                     <a>DescribeScalingPolicies</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeFleetUtilization ( args , options ? ) ; public describeFleetUtilization ( args , cb ) ; public describeFleetUtilization ( args , options , cb ) ; public describeFleetUtilization ( args , optionsOrCb ? , cb ? ) { const command = new DescribeFleetUtilizationCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Retrieves information for a registered game server. Information includes game server
     *             status, health check info, and the instance that the game server is running on. </p>
     *         <p>To retrieve game server information, specify the game server ID. If successful, the
     *             requested game server object is returned. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>RegisterGameServer</a> |
     *                     <a>ListGameServers</a> |
     *                     <a>ClaimGameServer</a> |
     *                     <a>DescribeGameServer</a> |
     *                     <a>UpdateGameServer</a> |
     *                     <a>DeregisterGameServer</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public describeGameServer ( args , options ? ) ; public describeGameServer ( args , cb ) ; public describeGameServer ( args , options , cb ) ; public describeGameServer ( args , optionsOrCb ? , cb ? ) { const command = new DescribeGameServerCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Retrieves information on a game server group. This operation returns only properties
     *             related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group,
     *             such as launch template, auto scaling policies, and maximum/minimum group size, access
     *             the Auto Scaling group directly.</p>
     *         <p>To get attributes for a game server group, provide a group name or ARN value. If
     *             successful, a <a>GameServerGroup</a> object is returned.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameServerGroup</a> |
     *                     <a>ListGameServerGroups</a> |
     *                     <a>DescribeGameServerGroup</a> |
     *                     <a>UpdateGameServerGroup</a> |
     *                     <a>DeleteGameServerGroup</a> |
     *                     <a>ResumeGameServerGroup</a> |
     *                     <a>SuspendGameServerGroup</a> |
     *                     <a>DescribeGameServerInstances</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public describeGameServerGroup ( args , options ? ) ; public describeGameServerGroup ( args , cb ) ; public describeGameServerGroup ( args , options , cb ) ; public describeGameServerGroup ( args , optionsOrCb ? , cb ? ) { const command = new DescribeGameServerGroupCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ
     *             game server group. Use this operation to detect when instances are active or not
     *             available to host new game servers. If you are looking for instance configuration
     *             information, call <a>DescribeGameServerGroup</a> or access the corresponding
     *             Auto Scaling group properties.</p>
     *         <p>To request status for all instances in the game server group, provide a game server
     *             group ID only. To request status for specific instances, provide the game server group
     *             ID and one or more instance IDs. Use the pagination parameters to retrieve results in
     *             sequential segments. If successful, a collection of <code>GameServerInstance</code>
     *             objects is returned.
     *
     *         </p>
     *         <p>This operation is not designed to be called with every game server claim request; this
     *             practice can cause you to exceed your API limit, which results in errors. Instead, as a
     *             best practice, cache the results and refresh your cache no more than once every 10
     *             seconds.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameServerGroup</a> |
     *                     <a>ListGameServerGroups</a> |
     *                     <a>DescribeGameServerGroup</a> |
     *                     <a>UpdateGameServerGroup</a> |
     *                     <a>DeleteGameServerGroup</a> |
     *                     <a>ResumeGameServerGroup</a> |
     *                     <a>SuspendGameServerGroup</a> |
     *                     <a>DescribeGameServerInstances</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public describeGameServerInstances ( args , options ? ) ; public describeGameServerInstances ( args , cb ) ; public describeGameServerInstances ( args , options , cb ) ; public describeGameServerInstances ( args , optionsOrCb ? , cb ? ) { const command = new DescribeGameServerInstancesCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves additional game session properties, including the game session protection
     *             policy in force, a set of one or more game sessions in a specific fleet location. You
     *             can optionally filter the results by current game session status. Alternatively, use
     *                 <a>SearchGameSessions</a> to request a set of active game sessions that
     *             are filtered by certain criteria. To retrieve all game session properties, use <a>DescribeGameSessions</a>. </p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To retrieve details for all game sessions that are currently running on all
     *                     locations in a fleet, provide a fleet or alias ID, with an optional status
     *                     filter. This approach returns details from the fleet's home Region and all
     *                     remote locations.</p>
     *             </li>
     *             <li>
     *                 <p>To retrieve details for all game sessions that are currently running on a
     *                     specific fleet location, provide a fleet or alias ID and a location name, with
     *                     optional status filter. The location can be the fleet's home Region or any
     *                     remote location.</p>
     *             </li>
     *             <li>
     *                 <p>To retrieve details for a specific game session, provide the game session ID.
     *                     This approach looks for the game session ID in all fleets that reside in the AWS
     *                     Region defined in the request.</p>
     *             </li>
     *          </ul>
     *         <p>Use the pagination parameters to retrieve results as a set of sequential pages. </p>
     *         <p>If successful, a <code>GameSessionDetail</code> object is returned for each game
     *             session that matches the request.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find">Find a game session</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSession</a> |
     *                     <a>DescribeGameSessions</a> |
     *                     <a>DescribeGameSessionDetails</a> |
     *                     <a>SearchGameSessions</a> |
     *                     <a>UpdateGameSession</a> |
     *                     <a>GetGameSessionLogUrl</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a>StopGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeGameSessionDetails ( args , options ? ) ; public describeGameSessionDetails ( args , cb ) ; public describeGameSessionDetails ( args , options , cb ) ; public describeGameSessionDetails ( args , optionsOrCb ? , cb ? ) { const command = new DescribeGameSessionDetailsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves information, including current status, about a game session placement request. </p>
     *         <p>To get game session placement details, specify the placement ID.</p>
     *         <p>If successful, a <a>GameSessionPlacement</a> object is returned.</p>
     *          <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSession</a> |
     *                     <a>DescribeGameSessions</a> |
     *                     <a>DescribeGameSessionDetails</a> |
     *                     <a>SearchGameSessions</a> |
     *                     <a>UpdateGameSession</a> |
     *                     <a>GetGameSessionLogUrl</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a>StopGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeGameSessionPlacement ( args , options ? ) ; public describeGameSessionPlacement ( args , cb ) ; public describeGameSessionPlacement ( args , options , cb ) ; public describeGameSessionPlacement ( args , optionsOrCb ? , cb ? ) { const command = new DescribeGameSessionPlacementCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves the properties for one or more game session queues. When requesting
     *             multiple queues, use the pagination parameters to retrieve results as a set of
     *             sequential pages. If successful, a <a>GameSessionQueue</a> object is returned
     *             for each requested queue. When specifying a list of queues, objects are returned only
     *             for queues that currently exist in the Region.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html">
     *            View Your Queues</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSessionQueue</a> |
     *                     <a>DescribeGameSessionQueues</a> |
     *                     <a>UpdateGameSessionQueue</a> |
     *                     <a>DeleteGameSessionQueue</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeGameSessionQueues ( args , options ? ) ; public describeGameSessionQueues ( args , cb ) ; public describeGameSessionQueues ( args , options , cb ) ; public describeGameSessionQueues ( args , optionsOrCb ? , cb ? ) { const command = new DescribeGameSessionQueuesCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves a set of one or more game sessions in a specific fleet location. You can
     *             optionally filter the results by current game session status. Alternatively, use <a>SearchGameSessions</a> to request a set of active game sessions that are
     *             filtered by certain criteria. To retrieve the protection policy for game sessions, use
     *                 <a>DescribeGameSessionDetails</a>.</p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To retrieve all game sessions that are currently running on all locations in a
     *                     fleet, provide a fleet or alias ID, with an optional status filter. This
     *                     approach returns all game sessions in the fleet's home Region and all remote
     *                     locations.</p>
     *             </li>
     *             <li>
     *                 <p>To retrieve all game sessions that are currently running on a specific fleet
     *                     location, provide a fleet or alias ID and a location name, with optional status
     *                     filter. The location can be the fleet's home Region or any remote
     *                     location.</p>
     *             </li>
     *             <li>
     *                 <p>To retrieve a specific game session, provide the game session ID. This
     *                     approach looks for the game session ID in all fleets that reside in the AWS
     *                     Region defined in the request.</p>
     *             </li>
     *          </ul>
     *         <p>Use the pagination parameters to retrieve results as a set of sequential pages. </p>
     *         <p>If successful, a <code>GameSession</code> object is returned for each game session
     *             that matches the request.</p>
     *         <p>
     *             <i>Available in GameLift Local.</i>
     *          </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find">Find a game session</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSession</a> |
     *                     <a>DescribeGameSessions</a> |
     *                     <a>DescribeGameSessionDetails</a> |
     *                     <a>SearchGameSessions</a> |
     *                     <a>UpdateGameSession</a> |
     *                     <a>GetGameSessionLogUrl</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a>StopGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeGameSessions ( args , options ? ) ; public describeGameSessions ( args , cb ) ; public describeGameSessions ( args , options , cb ) ; public describeGameSessions ( args , optionsOrCb ? , cb ? ) { const command = new DescribeGameSessionsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves information about a fleet's instances, including instance IDs, connection
     *             data, and status. </p>
     *         <p>This operation can be used in the following ways:</p>
     *         <ul>
     *             <li>
     *                 <p>To get information on all instances that are deployed to a fleet's home
     *                     Region, provide the fleet ID.</p>
     *             </li>
     *             <li>
     *                 <p>To get information on all instances that are deployed to a fleet's remote
     *                     location, provide the fleet ID and location name.</p>
     *             </li>
     *             <li>
     *                 <p>To get information on a specific instance in a fleet, provide the fleet ID and
     *                     instance ID.</p>
     *             </li>
     *          </ul>
     *         <p>Use the pagination parameters to retrieve results as a set of sequential pages. </p>
     *         <p>If successful, an <code>Instance</code> object is returned for each requested
     *             instance. Instances are not returned in any particular order. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely Access Fleet Instances</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug Fleet Issues</a>
     *          </p>
     *
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>DescribeInstances</a> |
     *                     <a>GetInstanceAccess</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeInstances ( args , options ? ) ; public describeInstances ( args , cb ) ; public describeInstances ( args , options , cb ) ; public describeInstances ( args , optionsOrCb ? , cb ? ) { const command = new DescribeInstancesCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket
     *             information, including--after a successful match is made--connection information for the
     *             resulting new game session. </p>
     *         <p>To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the
     *             request is successful, a ticket object is returned for each requested ID that currently
     *             exists.</p>
     *         <p>This operation is not designed to be continually called to track matchmaking ticket
     *             status. This practice can cause you to exceed your API limit, which results in errors.
     *             Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide
     *             the topic ARN in the matchmaking configuration. Continuously poling ticket status with
     *                 <a>DescribeMatchmaking</a> should only be used for games in development
     *             with low matchmaking usage.</p>
     *         <p></p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html">
     *             Add FlexMatch to a game client</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html">
     *             Set Up FlexMatch event notification</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>StartMatchmaking</a> |
     *                     <a>DescribeMatchmaking</a> |
     *                     <a>StopMatchmaking</a> |
     *                     <a>AcceptMatch</a> |
     *                     <a>StartMatchBackfill</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeMatchmaking ( args , options ? ) ; public describeMatchmaking ( args , cb ) ; public describeMatchmaking ( args , options , cb ) ; public describeMatchmaking ( args , optionsOrCb ? , cb ? ) { const command = new DescribeMatchmakingCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves the details of FlexMatch matchmaking configurations. </p>
     *         <p>This operation offers the following options: (1) retrieve all matchmaking
     *             configurations, (2) retrieve configurations for a specified list, or (3) retrieve all
     *             configurations that use a specified rule set name. When requesting multiple items, use
     *             the pagination parameters to retrieve results as a set of sequential pages. </p>
     *         <p>If successful, a configuration is returned for each requested name. When specifying a
     *             list of names, only configurations that currently exist are returned. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html"> Setting up FlexMatch
     *                 matchmakers</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateMatchmakingConfiguration</a> |
     *                     <a>DescribeMatchmakingConfigurations</a> |
     *                     <a>UpdateMatchmakingConfiguration</a> |
     *                     <a>DeleteMatchmakingConfiguration</a> |
     *                     <a>CreateMatchmakingRuleSet</a> |
     *                     <a>DescribeMatchmakingRuleSets</a> |
     *                     <a>ValidateMatchmakingRuleSet</a> |
     *                     <a>DeleteMatchmakingRuleSet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeMatchmakingConfigurations ( args , options ? ) ; public describeMatchmakingConfigurations ( args , cb ) ; public describeMatchmakingConfigurations ( args , options , cb ) ; public describeMatchmakingConfigurations ( args , optionsOrCb ? , cb ? ) { const command = new DescribeMatchmakingConfigurationsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves the details for FlexMatch matchmaking rule sets. You can request all
     *             existing rule sets for the Region, or provide a list of one or more rule set names. When
     *             requesting multiple items, use the pagination parameters to retrieve results as a set of
     *             sequential pages. If successful, a rule set is returned for each requested name. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <ul>
     *             <li>
     *                 <p>
     *                   <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build a rule
     *                         set</a>
     *                </p>
     *             </li>
     *          </ul>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateMatchmakingConfiguration</a> |
     *                     <a>DescribeMatchmakingConfigurations</a> |
     *                     <a>UpdateMatchmakingConfiguration</a> |
     *                     <a>DeleteMatchmakingConfiguration</a> |
     *                     <a>CreateMatchmakingRuleSet</a> |
     *                     <a>DescribeMatchmakingRuleSets</a> |
     *                     <a>ValidateMatchmakingRuleSet</a> |
     *                     <a>DeleteMatchmakingRuleSet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeMatchmakingRuleSets ( args , options ? ) ; public describeMatchmakingRuleSets ( args , cb ) ; public describeMatchmakingRuleSets ( args , options , cb ) ; public describeMatchmakingRuleSets ( args , optionsOrCb ? , cb ? ) { const command = new DescribeMatchmakingRuleSetsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves properties for one or more player sessions. </p>
     *         <p>This action can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To retrieve a specific player session, provide the player session ID
     *                     only.</p>
     *             </li>
     *             <li>
     *                 <p>To retrieve all player sessions in a game session, provide the game session ID
     *                     only.</p>
     *             </li>
     *             <li>
     *                 <p>To retrieve all player sessions for a specific player, provide a player ID
     *                     only.</p>
     *             </li>
     *          </ul>
     *          <p>To request player sessions, specify either a player session ID, game session ID, or player
     *             ID. You can filter this request by player session status. Use the pagination parameters
     *             to retrieve results as a set of sequential pages. </p>
     *         <p>If successful, a <code>PlayerSession</code> object is returned for each session that
     *             matches the request.</p>
     *          <p>
     *             <i>Available in Amazon GameLift Local.</i>
     *          </p>
     *          <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreatePlayerSession</a> |
     *                     <a>CreatePlayerSessions</a> |
     *                     <a>DescribePlayerSessions</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describePlayerSessions ( args , options ? ) ; public describePlayerSessions ( args , cb ) ; public describePlayerSessions ( args , options , cb ) ; public describePlayerSessions ( args , optionsOrCb ? , cb ? ) { const command = new DescribePlayerSessionsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves a fleet's runtime configuration settings. The runtime configuration tells
     *             GameLift which server processes to run (and how) on each instance in the fleet.</p>
     *         <p>To get the runtime configuration that is currently in forces for a fleet, provide the
     *             fleet ID. </p>
     *         <p>If successful, a <a>RuntimeConfiguration</a> object is returned for the
     *             requested fleet. If the requested fleet has been deleted, the result set is
     *             empty.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html">Running multiple
     *                 processes on a fleet</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>ListFleets</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetCapacity</a> |
     *                     <a>DescribeFleetEvents</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>DescribeFleetPortSettings</a> |
     *                     <a>DescribeFleetUtilization</a> |
     *                     <a>DescribeRuntimeConfiguration</a> |
     *                     <a>DescribeScalingPolicies</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeRuntimeConfiguration ( args , options ? ) ; public describeRuntimeConfiguration ( args , cb ) ; public describeRuntimeConfiguration ( args , options , cb ) ; public describeRuntimeConfiguration ( args , optionsOrCb ? , cb ? ) { const command = new DescribeRuntimeConfigurationCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves all scaling policies applied to a fleet.</p>
     *         <p>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 <a>ScalingPolicy</a> objects is returned for the fleet.</p>
     *         <p>A fleet may have all of its scaling policies suspended (<a>StopFleetActions</a>). This operation does not affect the status of the scaling
     *             policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force
     *             or suspended, call <a>DescribeFleetAttributes</a> and check the stopped
     *             actions.</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>DescribeFleetCapacity</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DescribeScalingPolicies</a> |
     *                     <a>DeleteScalingPolicy</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>StartFleetActions</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeScalingPolicies ( args , options ? ) ; public describeScalingPolicies ( args , cb ) ; public describeScalingPolicies ( args , options , cb ) ; public describeScalingPolicies ( args , optionsOrCb ? , cb ? ) { const command = new DescribeScalingPoliciesCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves properties for a Realtime script. </p>
     *         <p>To request a script record, specify the script ID. If successful, an object containing the script properties
     *         is returned.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateScript</a> |
     *                     <a>ListScripts</a> |
     *                     <a>DescribeScript</a> |
     *                     <a>UpdateScript</a> |
     *                     <a>DeleteScript</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeScript ( args , options ? ) ; public describeScript ( args , cb ) ; public describeScript ( args , options , cb ) ; public describeScript ( args , optionsOrCb ? , cb ? ) { const command = new DescribeScriptCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves valid VPC peering authorizations that are pending for the AWS account.
     *             This operation returns all VPC peering authorizations and requests for peering. This
     *             includes those initiated and received by this account. </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateVpcPeeringAuthorization</a> |
     *                     <a>DescribeVpcPeeringAuthorizations</a> |
     *                     <a>DeleteVpcPeeringAuthorization</a> |
     *                     <a>CreateVpcPeeringConnection</a> |
     *                     <a>DescribeVpcPeeringConnections</a> |
     *                     <a>DeleteVpcPeeringConnection</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeVpcPeeringAuthorizations ( args , options ? ) ; public describeVpcPeeringAuthorizations ( args , cb ) ; public describeVpcPeeringAuthorizations ( args , options , cb ) ; public describeVpcPeeringAuthorizations ( args , optionsOrCb ? , cb ? ) { const command = new DescribeVpcPeeringAuthorizationsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves information on VPC peering connections. Use this operation to get peering
     *             information for all fleets or for one specific fleet ID. </p>
     *         <p>To retrieve connection information, call this operation from the AWS account that
     *             is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty
     *             to retrieve all connection records. If successful, the retrieved information includes
     *             both active and pending connections. Active connections identify the IpV4 CIDR block
     *             that the VPC uses to connect. </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateVpcPeeringAuthorization</a> |
     *                     <a>DescribeVpcPeeringAuthorizations</a> |
     *                     <a>DeleteVpcPeeringAuthorization</a> |
     *                     <a>CreateVpcPeeringConnection</a> |
     *                     <a>DescribeVpcPeeringConnections</a> |
     *                     <a>DeleteVpcPeeringConnection</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public describeVpcPeeringConnections ( args , options ? ) ; public describeVpcPeeringConnections ( args , cb ) ; public describeVpcPeeringConnections ( args , options , cb ) ; public describeVpcPeeringConnections ( args , optionsOrCb ? , cb ? ) { const command = new DescribeVpcPeeringConnectionsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves the location of stored game session logs for a specified game session.
     *             When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and
     *             retains them for 14 days. Use this URL to download the logs.</p>
     *         <note>
     *             <p>See the <a href="https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift">AWS Service
     *                     Limits</a> page for maximum log file sizes. Log files that exceed this limit
     *                 are not saved.</p>
     *         </note>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSession</a> |
     *                     <a>DescribeGameSessions</a> |
     *                     <a>DescribeGameSessionDetails</a> |
     *                     <a>SearchGameSessions</a> |
     *                     <a>UpdateGameSession</a> |
     *                     <a>GetGameSessionLogUrl</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a>StopGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public getGameSessionLogUrl ( args , options ? ) ; public getGameSessionLogUrl ( args , cb ) ; public getGameSessionLogUrl ( args , options , cb ) ; public getGameSessionLogUrl ( args , optionsOrCb ? , cb ? ) { const command = new GetGameSessionLogUrlCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Requests remote access to a fleet instance. Remote access is useful for debugging,
     *             gathering benchmarking data, or observing activity in real time. </p>
     *         <p>To remotely access an instance, you need credentials that match the operating system
     *             of the instance. For a Windows instance, GameLift returns a user name and password as
     *             strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift
     *             returns a user name and RSA private key, also as strings, for use with an SSH client.
     *             The private key must be saved in the proper format to a <code>.pem</code> file before
     *             using. If you're making this request using the AWS CLI, saving the secret can be handled
     *             as part of the <code>GetInstanceAccess</code> request, as shown in one of the examples
     *             for this operation. </p>
     *         <p>To request access to a specific instance, specify the IDs of both the instance and the
     *             fleet it belongs to. You can retrieve a fleet's instance IDs by calling <a>DescribeInstances</a>. If successful, an <a>InstanceAccess</a>
     *             object is returned that contains the instance's IP address and a set of
     *             credentials.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely Access Fleet
     *                 Instances</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug Fleet
     *                 Issues</a>
     *          </p>
     *
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>DescribeInstances</a> |
     *                     <a>GetInstanceAccess</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public getInstanceAccess ( args , options ? ) ; public getInstanceAccess ( args , cb ) ; public getInstanceAccess ( args , options , cb ) ; public getInstanceAccess ( args , optionsOrCb ? , cb ? ) { const command = new GetInstanceAccessCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves all aliases 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.</p>
     *         <note>
     *             <p>Returned aliases are not listed in any particular order.</p>
     *         </note>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateAlias</a> |
     *                     <a>ListAliases</a> |
     *                     <a>DescribeAlias</a> |
     *                     <a>UpdateAlias</a> |
     *                     <a>DeleteAlias</a> |
     *                     <a>ResolveAlias</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public listAliases ( args , options ? ) ; public listAliases ( args , cb ) ; public listAliases ( args , options , cb ) ; public listAliases ( args , optionsOrCb ? , cb ? ) { const command = new ListAliasesCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves build resources 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
     *                 <code>Status</code> parameter. Use the pagination parameters to retrieve results in
     *             a set of sequential pages. </p>
     *         <note>
     *             <p>Build resources are not listed in any particular order.</p>
     *         </note>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
     *             Upload a Custom Server Build</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateBuild</a> |
     *                     <a>ListBuilds</a> |
     *                     <a>DescribeBuild</a> |
     *                     <a>UpdateBuild</a> |
     *                     <a>DeleteBuild</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public listBuilds ( args , options ? ) ; public listBuilds ( args , cb ) ; public listBuilds ( args , options , cb ) ; public listBuilds ( args , optionsOrCb ? , cb ? ) { const command = new ListBuildsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves a collection of fleet resources in an AWS Region. You can call this operation
     *             to get fleets in a previously selected default Region (see <a href="https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html">https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html</a>or specify a Region in your
     *             request. You can filter the result set to find only those fleets that are deployed with
     *             a specific build or script. For fleets that have multiple locations, this operation
     *             retrieves fleets based on their home Region only.</p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To get a list of all fleets in a Region, don't provide a build or script
     *                     identifier. </p>
     *             </li>
     *             <li>
     *                 <p>To get a list of all fleets where a specific custom game build is deployed,
     *                     provide the build ID.</p>
     *             </li>
     *             <li>
     *                 <p>To get a list of all Realtime Servers fleets with a specific configuration script,
     *                     provide the script ID. </p>
     *             </li>
     *          </ul>
     *         <p>Use the pagination parameters to retrieve results as a set of sequential pages. </p>
     *         <p>If successful, a list of fleet IDs that match the request parameters is returned. A
     *             NextToken value is also returned if there are more result pages to retrieve.</p>
     *         <note>
     *             <p>Fleet resources are not listed in a particular order.</p>
     *         </note>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleet</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public listFleets ( args , options ? ) ; public listFleets ( args , cb ) ; public listFleets ( args , options , cb ) ; public listFleets ( args , optionsOrCb ? , cb ? ) { const command = new ListFleetsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Retrieves information on all game servers groups that exist in the current AWS
     *             account for the selected Region. Use the pagination parameters to retrieve results in a
     *             set of sequential segments. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameServerGroup</a> |
     *                     <a>ListGameServerGroups</a> |
     *                     <a>DescribeGameServerGroup</a> |
     *                     <a>UpdateGameServerGroup</a> |
     *                     <a>DeleteGameServerGroup</a> |
     *                     <a>ResumeGameServerGroup</a> |
     *                     <a>SuspendGameServerGroup</a> |
     *                     <a>DescribeGameServerInstances</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public listGameServerGroups ( args , options ? ) ; public listGameServerGroups ( args , cb ) ; public listGameServerGroups ( args , options , cb ) ; public listGameServerGroups ( args , optionsOrCb ? , cb ? ) { const command = new ListGameServerGroupsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Retrieves information on all game servers that are currently active in a specified
     *             game server group. You can opt to sort the list by game server age. Use the
     *             pagination parameters to retrieve results in a set of sequential segments. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>RegisterGameServer</a> |
     *                     <a>ListGameServers</a> |
     *                     <a>ClaimGameServer</a> |
     *                     <a>DescribeGameServer</a> |
     *                     <a>UpdateGameServer</a> |
     *                     <a>DeregisterGameServer</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public listGameServers ( args , options ? ) ; public listGameServers ( args , cb ) ; public listGameServers ( args , options , cb ) ; public listGameServers ( args , optionsOrCb ? , cb ? ) { const command = new ListGameServersCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves script records for all Realtime scripts that are associated with the AWS account in use. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateScript</a> |
     *                     <a>ListScripts</a> |
     *                     <a>DescribeScript</a> |
     *                     <a>UpdateScript</a> |
     *                     <a>DeleteScript</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public listScripts ( args , options ? ) ; public listScripts ( args , cb ) ; public listScripts ( args , options , cb ) ; public listScripts ( args , optionsOrCb ? , cb ? ) { const command = new ListScriptsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             Retrieves all tags that are assigned to a GameLift resource.
     *             Resource tags are used to organize AWS resources for a range of purposes.
     *             This operation handles the permissions necessary to manage tags for the following
     *             GameLift resource types:</p>
     *         <ul>
     *             <li>
     *                 <p>Build</p>
     *             </li>
     *             <li>
     *                 <p>Script</p>
     *             </li>
     *             <li>
     *                 <p>Fleet</p>
     *             </li>
     *             <li>
     *                 <p>Alias</p>
     *             </li>
     *             <li>
     *                 <p>GameSessionQueue</p>
     *             </li>
     *             <li>
     *                 <p>MatchmakingConfiguration</p>
     *             </li>
     *             <li>
     *                 <p>MatchmakingRuleSet</p>
     *             </li>
     *          </ul>
     *         <p>To list tags for a resource, specify the unique ARN value for the resource.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging AWS Resources</a> in the
     *             <i>AWS General Reference</i>
     *          </p>
     *         <p>
     *             <a href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
     *             AWS Tagging Strategies</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>TagResource</a> |
     *                     <a>UntagResource</a> |
     *                     <a>ListTagsForResource</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public listTagsForResource ( args , options ? ) ; public listTagsForResource ( args , cb ) ; public listTagsForResource ( args , options , cb ) ; public listTagsForResource ( args , optionsOrCb ? , cb ? ) { const command = new ListTagsForResourceCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Creates or updates a scaling policy for a fleet. Scaling policies are used to
     *             automatically scale a fleet's hosting capacity to meet player demand. An active scaling
     *             policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's
     *             capacity when a certain threshold is reached. There are two types of scaling policies:
     *             target-based and rule-based. Use a target-based policy to quickly and efficiently manage
     *             fleet scaling; this option is the most commonly used. Use rule-based policies when you
     *             need to exert fine-grained control over auto-scaling. </p>
     *         <p>Fleets can have multiple scaling policies of each type in force at the same time;
     *             you can have one target-based policy, one or multiple rule-based scaling policies, or
     *             both. We recommend caution, however, because multiple auto-scaling policies can have
     *             unintended consequences.</p>
     *         <p>You can temporarily suspend all scaling policies for a fleet by calling <a>StopFleetActions</a> with the fleet action AUTO_SCALING. To resume scaling
     *             policies, call <a>StartFleetActions</a> with the same fleet action. To stop
     *             just one scaling policy--or to permanently remove it, you must delete the policy with
     *                 <a>DeleteScalingPolicy</a>.</p>
     *         <p>Learn more about how to work with auto-scaling in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html">Set Up Fleet Automatic
     *                 Scaling</a>.</p>
     *         <p>
     *             <b>Target-based policy</b>
     *          </p>
     *         <p>A target-based policy tracks a single metric: PercentAvailableGameSessions. This
     *             metric tells us how much of a fleet's hosting capacity is ready to host game sessions
     *             but is not currently in use. This is the fleet's buffer; it measures the additional
     *             player demand that the fleet could handle at current capacity. With a target-based
     *             policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action
     *             is needed to maintain that target. </p>
     *         <p>For example, you might choose to maintain a 10% buffer for a fleet that has the
     *             capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take
     *             action whenever the fleet's available capacity falls below or rises above 10 game
     *             sessions. Amazon GameLift will start new instances or stop unused instances in order to return
     *             to the 10% buffer. </p>
     *         <p>To create or update a target-based policy, specify a fleet ID and name, and set the
     *             policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions)
     *             and reference a <a>TargetConfiguration</a> object with your desired buffer
     *             value. Exclude all other parameters. On a successful request, the policy name is
     *             returned. The scaling policy is automatically in force as soon as it's successfully
     *             created. If the fleet's auto-scaling actions are temporarily suspended, the new policy
     *             will be in force once the fleet actions are restarted.</p>
     *         <p>
     *             <b>Rule-based policy</b>
     *          </p>
     *         <p>A rule-based policy tracks specified fleet metric, sets a threshold value, and
     *             specifies the type of action to initiate when triggered. With a rule-based policy, you
     *             can select from several available fleet metrics. Each policy specifies whether to scale
     *             up or scale down (and by how much), so you need one policy for each type of action. </p>
     *         <p>For example, a policy may make the following statement: "If the percentage of idle
     *             instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity
     *             by 10%."</p>
     *         <p>A policy's rule statement has the following structure:</p>
     *         <p>If <code>[MetricName]</code> is <code>[ComparisonOperator]</code>
     *             <code>[Threshold]</code> for <code>[EvaluationPeriods]</code> minutes, then
     *                 <code>[ScalingAdjustmentType]</code> to/by
     *             <code>[ScalingAdjustment]</code>.</p>
     *         <p>To implement the example, the rule statement would look like this:</p>
     *         <p>If <code>[PercentIdleInstances]</code> is <code>[GreaterThanThreshold]</code>
     *             <code>[20]</code> for <code>[15]</code> minutes, then
     *                 <code>[PercentChangeInCapacity]</code> to/by <code>[10]</code>.</p>
     *         <p>To create or update a scaling policy, specify a unique combination of name and
     *             fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a
     *             policy rule statement. On a successful request, the policy name is returned. Scaling
     *             policies are automatically in force as soon as they're successfully created. If the
     *             fleet's auto-scaling actions are temporarily suspended, the new policy will be in force
     *             once the fleet actions are restarted.</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>DescribeFleetCapacity</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DescribeScalingPolicies</a> |
     *                     <a>DeleteScalingPolicy</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>StartFleetActions</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public putScalingPolicy ( args , options ? ) ; public putScalingPolicy ( args , cb ) ; public putScalingPolicy ( args , options , cb ) ; public putScalingPolicy ( args , optionsOrCb ? , cb ? ) { const command = new PutScalingPolicyCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to
     *             host gameplay and players. This operation is called by a game server process that is
     *             running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to
     *             track available game servers and enables game clients and services to claim a game
     *             server for a new game session. </p>
     *         <p>To register a game server, identify the game server group and instance where the game
     *             server is running, and provide a unique identifier for the game server. You can also
     *             include connection and game server data. When a game client or service requests a game
     *             server by calling <a>ClaimGameServer</a>, this information is returned in the
     *             response.</p>
     *         <p>Once a game server is successfully registered, it is put in status
     *                 <code>AVAILABLE</code>. A request to register a game server may fail if the instance
     *             it is running on is in the process of shutting down as part of instance balancing or
     *             scale-down activity. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>RegisterGameServer</a> |
     *                     <a>ListGameServers</a> |
     *                     <a>ClaimGameServer</a> |
     *                     <a>DescribeGameServer</a> |
     *                     <a>UpdateGameServer</a> |
     *                     <a>DeregisterGameServer</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public registerGameServer ( args , options ? ) ; public registerGameServer ( args , cb ) ; public registerGameServer ( args , options , cb ) ; public registerGameServer ( args , optionsOrCb ? , cb ? ) { const command = new RegisterGameServerCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves a fresh set of credentials for use when uploading a new set of game build
     *             files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see
     *                 <a>CreateBuild</a>.</p>
     *         <p>To request new credentials, specify the build ID as returned with an initial
     *                 <code>CreateBuild</code> request. If successful, a new set of credentials are
     *             returned, along with the S3 storage location associated with the build ID.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build">
     *             Create a Build with Files in S3</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateBuild</a> |
     *                     <a>ListBuilds</a> |
     *                     <a>DescribeBuild</a> |
     *                     <a>UpdateBuild</a> |
     *                     <a>DeleteBuild</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public requestUploadCredentials ( args , options ? ) ; public requestUploadCredentials ( args , cb ) ; public requestUploadCredentials ( args , options , cb ) ; public requestUploadCredentials ( args , optionsOrCb ? , cb ? ) { const command = new RequestUploadCredentialsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves the fleet ID that an alias is currently pointing to.</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateAlias</a> |
     *                     <a>ListAliases</a> |
     *                     <a>DescribeAlias</a> |
     *                     <a>UpdateAlias</a> |
     *                     <a>DeleteAlias</a> |
     *                     <a>ResolveAlias</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public resolveAlias ( args , options ? ) ; public resolveAlias ( args , cb ) ; public resolveAlias ( args , options , cb ) ; public resolveAlias ( args , optionsOrCb ? , cb ? ) { const command = new ResolveAliasCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Reinstates activity on a game server group after it has been suspended. A game server
     *             group might be suspended by the<a>SuspendGameServerGroup</a> operation, or it
     *             might be suspended involuntarily due to a configuration problem. In the second case, you
     *             can manually resume activity on the group once the configuration problem has been
     *             resolved. Refer to the game server group status and status reason for more information
     *             on why group activity is suspended.</p>
     *         <p>To resume activity, specify a game server group ARN and the type of activity to be
     *             resumed. If successful, a <a>GameServerGroup</a> object is returned showing
     *             that the resumed activity is no longer listed in <code>SuspendedActions</code>. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameServerGroup</a> |
     *                     <a>ListGameServerGroups</a> |
     *                     <a>DescribeGameServerGroup</a> |
     *                     <a>UpdateGameServerGroup</a> |
     *                     <a>DeleteGameServerGroup</a> |
     *                     <a>ResumeGameServerGroup</a> |
     *                     <a>SuspendGameServerGroup</a> |
     *                     <a>DescribeGameServerInstances</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public resumeGameServerGroup ( args , options ? ) ; public resumeGameServerGroup ( args , cb ) ; public resumeGameServerGroup ( args , options , cb ) ; public resumeGameServerGroup ( args , optionsOrCb ? , cb ? ) { const command = new ResumeGameServerGroupCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Retrieves all active game sessions that match a set of search criteria and sorts them
     *             into a specified order. </p>
     *         <p>When searching for game sessions, you specify exactly where you want to search and
     *             provide a search filter expression, a sort expression, or both. A search request can
     *             search only one fleet, but it can search all of a fleet's locations.  </p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To search all game sessions that are currently running on all locations in a
     *                     fleet, provide a fleet or alias ID. This approach returns game sessions in the
     *                     fleet's home Region and all remote locations that fit the search
     *                     criteria.</p>
     *             </li>
     *             <li>
     *                 <p>To search all game sessions that are currently running on a specific fleet
     *                     location, provide a fleet or alias ID and a location name. For location, you can
     *                     specify a fleet's home Region or any remote location.</p>
     *             </li>
     *          </ul>
     *         <p>Use the pagination parameters to retrieve results as a set of sequential pages. </p>
     *         <p>If successful, a <code>GameSession</code> object is returned for each game session
     *             that matches the request. Search finds game sessions that are in <code>ACTIVE</code>
     *             status only. To retrieve information on game sessions in other statuses, use <a>DescribeGameSessions</a>.</p>
     *         <p>You can search or sort by the following game session attributes:</p>
     *         <ul>
     *             <li>
     *                 <p>
     *                   <b>gameSessionId</b> -- A unique identifier for the game session. You can use
     *                     either a <code>GameSessionId</code> or <code>GameSessionArn</code> value.
     *                 </p>
     *             </li>
     *             <li>
     *                 <p>
     *                   <b>gameSessionName</b> -- Name assigned to a game
     *                     session. This value is set when requesting a new game session with <a>CreateGameSession</a> or updating with <a>UpdateGameSession</a>. Game session names do not need to be unique
     *                     to a game session.</p>
     *             </li>
     *             <li>
     *                 <p>
     *                   <b>gameSessionProperties</b> -- Custom data
     *                     defined in a game session's <code>GameProperty</code> parameter.
     *                         <code>GameProperty</code> values are stored as key:value pairs; the filter
     *                     expression must indicate the key and a string to search the data values for. For
     *                     example, to search for game sessions with custom data containing the key:value
     *                     pair "gameMode:brawl", specify the following:
     *                         <code>gameSessionProperties.gameMode = "brawl"</code>. All custom data
     *                     values are searched as strings.</p>
     *             </li>
     *             <li>
     *                 <p>
     *                   <b>maximumSessions</b> -- Maximum number of
     *                     player sessions allowed for a game session. This value is set when requesting a
     *                     new game session with <a>CreateGameSession</a> or updating with <a>UpdateGameSession</a>.</p>
     *             </li>
     *             <li>
     *                 <p>
     *                   <b>creationTimeMillis</b> -- Value indicating
     *                     when a game session was created. It is expressed in Unix time as
     *                     milliseconds.</p>
     *             </li>
     *             <li>
     *                 <p>
     *                   <b>playerSessionCount</b> -- Number of players
     *                     currently connected to a game session. This value changes rapidly as players
     *                     join the session or drop out.</p>
     *             </li>
     *             <li>
     *                 <p>
     *                   <b>hasAvailablePlayerSessions</b> -- Boolean
     *                     value indicating whether a game session has reached its maximum number of
     *                     players. It is highly recommended that all search requests include this filter
     *                     attribute to optimize search performance and return only sessions that players
     *                     can join. </p>
     *             </li>
     *          </ul>
     *         <note>
     *             <p>Returned values for <code>playerSessionCount</code> and
     *                     <code>hasAvailablePlayerSessions</code> 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. </p>
     *         </note>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSession</a> |
     *                     <a>DescribeGameSessions</a> |
     *                     <a>DescribeGameSessionDetails</a> |
     *                     <a>SearchGameSessions</a> |
     *                     <a>UpdateGameSession</a> |
     *                     <a>GetGameSessionLogUrl</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a>StopGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public searchGameSessions ( args , options ? ) ; public searchGameSessions ( args , cb ) ; public searchGameSessions ( args , options , cb ) ; public searchGameSessions ( args , optionsOrCb ? , cb ? ) { const command = new SearchGameSessionsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Resumes certain types of activity on fleet instances that were suspended with <a>StopFleetActions</a>. For multi-location fleets, fleet actions are managed
     *             separately for each location. Currently, this operation is used to restart a fleet's
     *             auto-scaling activity.</p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To restart actions on instances in the fleet's home Region, provide a fleet ID
     *                     and the type of actions to resume. </p>
     *             </li>
     *             <li>
     *                 <p>To restart actions on instances in one of the fleet's remote locations,
     *                     provide a fleet ID, a location name, and the type of actions to resume.  </p>
     *             </li>
     *          </ul>
     *         <p>If successful, GameLift once again initiates scaling events as triggered by the fleet's
     *             scaling policies. If actions on the fleet location were never stopped, this operation
     *             will have no effect. You can view a fleet's stopped actions using <a>DescribeFleetAttributes</a> or <a>DescribeFleetLocationAttributes</a>.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleet</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public startFleetActions ( args , options ? ) ; public startFleetActions ( args , cb ) ; public startFleetActions ( args , options , cb ) ; public startFleetActions ( args , optionsOrCb ? , cb ? ) { const command = new StartFleetActionsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Places a request for a new game session in a queue (see <a>CreateGameSessionQueue</a>). When processing a placement request, Amazon GameLift
     *         searches for available resources on the queue's destinations, scanning each until it
     *         finds resources or the placement request times out.</p>
     *          <p>A game session placement request can also request player sessions. When a new game
     *         session is successfully created, Amazon GameLift creates a player session for each player
     *         included in the request.</p>
     *          <p>When placing a game session, by default Amazon GameLift tries each fleet in the order they
     *         are listed in the queue configuration. Ideally, a queue's destinations are listed in
     *         preference order.</p>
     *          <p>Alternatively, when requesting a game session with players, you can also provide
     *         latency data for each player in relevant Regions. Latency data indicates the performance
     *         lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency
     *         data to reorder the list of destinations to place the game session in a Region with
     *         minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each
     *         Region's average lag for all players and reorders to get the best game play across all
     *         players. </p>
     *          <p>To place a new game session request, specify the following:</p>
     *          <ul>
     *             <li>
     *                <p>The queue name and a set of game session properties and settings</p>
     *             </li>
     *             <li>
     *                <p>A unique ID (such as a UUID) for the placement. You use this ID to track
     *                 the status of the placement request</p>
     *             </li>
     *             <li>
     *                <p>(Optional) A set of player data and a unique player ID for each player that
     *                 you are joining to the new game session (player data is optional, but if you
     *                 include it, you must also provide a unique ID for each player)</p>
     *             </li>
     *             <li>
     *                <p>Latency data for all players (if you want to optimize game play for the
     *                 players)</p>
     *             </li>
     *          </ul>
     *          <p>If successful, a new game session placement is created.</p>
     *          <p>To track the status of a placement request, call <a>DescribeGameSessionPlacement</a> and check the request's status. If the
     *         status is <code>FULFILLED</code>, a new game session has been created and a game session
     *         ARN and Region are referenced. If the placement request times out, you can resubmit the
     *         request or retry it with a different queue. </p>
     *          <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSession</a> |
     *                     <a>DescribeGameSessions</a> |
     *                     <a>DescribeGameSessionDetails</a> |
     *                     <a>SearchGameSessions</a> |
     *                     <a>UpdateGameSession</a> |
     *                     <a>GetGameSessionLogUrl</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a>StopGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public startGameSessionPlacement ( args , options ? ) ; public startGameSessionPlacement ( args , cb ) ; public startGameSessionPlacement ( args , options , cb ) ; public startGameSessionPlacement ( args , optionsOrCb ? , cb ? ) { const command = new StartGameSessionPlacementCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Finds new players to fill open slots in currently running game sessions.
     *             The backfill match process is essentially identical to the process of forming new
     *             matches. Backfill
     *             requests use the same matchmaker that was used to make the original match, and they provide
     *             matchmaking data for all players currently in the game session. FlexMatch uses this information
     *             to select new players so that backfilled match continues to meet the original match requirements. </p>
     *         <p>When using FlexMatch with GameLift managed hosting, you can request a backfill match from
     *             a client service by calling this operation with a <a>GameSession</a>
     *             identifier. You also have the option of making backfill requests directly from your game
     *             server. In response to a request, FlexMatch creates player sessions for the new players,
     *             updates the <code>GameSession</code> resource, and sends updated matchmaking data to the
     *             game server. You can request a backfill match at any point after a game session is
     *             started. Each game session can have only one active backfill request at a time; a
     *             subsequent request automatically replaces the earlier request.</p>
     *         <p>When using FlexMatch as a standalone component, request a backfill match by calling this operation
     *         without a game session identifier. As with newly formed matches, matchmaking results are returned
     *         in a matchmaking event so that your game can update the game session that is being backfilled.</p>
     *         <p>To request a backfill match, specify a unique ticket ID, the original matchmaking
     *             configuration, and matchmaking data for all current players in the game session being
     *             backfilled. Optionally, specify the <code>GameSession</code> ARN. If successful, a match
     *             backfill ticket is created and returned with status set to QUEUED. Track the status of
     *             backfill tickets using the same method for tracking tickets for new matches.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html">
     *             Backfill existing games with FlexMatch</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html">
     *             Matchmaking events</a> (reference)</p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html">
     *                 How GameLift FlexMatch works</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>StartMatchmaking</a> |
     *                     <a>DescribeMatchmaking</a> |
     *                     <a>StopMatchmaking</a> |
     *                     <a>AcceptMatch</a> |
     *                     <a>StartMatchBackfill</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public startMatchBackfill ( args , options ? ) ; public startMatchBackfill ( args , cb ) ; public startMatchBackfill ( args , options , cb ) ; public startMatchBackfill ( args , optionsOrCb ? , cb ? ) { const command = new StartMatchBackfillCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Uses FlexMatch to create a game match for a group of players based on custom matchmaking
     *             rules. With games that use GameLift managed hosting, this operation also triggers GameLift
     *             to find hosting resources and start a new game session for the new match. Each
     *             matchmaking request includes information on one or more players and specifies the
     *             FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to
     *             build a match that includes all players in the request, placing them in the same team
     *             and finding additional players as needed to fill the match. </p>
     *         <p>To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration,
     *             and include the players to be matched. You must also include any player attributes that
     *             are required by the matchmaking configuration's rule set. If successful, a matchmaking
     *             ticket is returned with status set to <code>QUEUED</code>. </p>
     *         <p>Track matchmaking events to respond as needed and acquire game session connection
     *             information for successfully completed matches. Ticket status updates are tracked using
     *             event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking
     *             configuration.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html">
     *             Add FlexMatch to a game client</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html">
     *             Set Up FlexMatch event notification</a>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html">
     *             How GameLift FlexMatch works</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>StartMatchmaking</a> |
     *                     <a>DescribeMatchmaking</a> |
     *                     <a>StopMatchmaking</a> |
     *                     <a>AcceptMatch</a> |
     *                     <a>StartMatchBackfill</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public startMatchmaking ( args , options ? ) ; public startMatchmaking ( args , cb ) ; public startMatchmaking ( args , options , cb ) ; public startMatchmaking ( args , optionsOrCb ? , cb ? ) { const command = new StartMatchmakingCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Suspends certain types of activity in a fleet location. Currently, this operation is
     *             used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed
     *             separately for each location. </p>
     *         <p>Stopping fleet actions has several potential purposes. It allows you to temporarily
     *             stop auto-scaling activity but retain your scaling policies for use in the future. For
     *             multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it
     *             for certain locations. </p>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To stop actions on instances in the fleet's home Region, provide a fleet ID
     *                     and the type of actions to suspend. </p>
     *             </li>
     *             <li>
     *                 <p>To stop actions on instances in one of the fleet's remote locations, provide a
     *                     fleet ID, a location name, and the type of actions to suspend. </p>
     *             </li>
     *          </ul>
     *         <p>If successful, GameLift no longer initiates scaling events except in response to manual
     *             changes using <a>UpdateFleetCapacity</a>. You can view a fleet's stopped
     *             actions using <a>DescribeFleetAttributes</a> or <a>DescribeFleetLocationAttributes</a>. Suspended activity can be restarted
     *             using <a>StartFleetActions</a>.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift Fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleet</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DescribeEC2InstanceLimits</a> |
     *                     <a>DescribeFleetAttributes</a> |
     *                     <a>DescribeFleetLocationAttributes</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public stopFleetActions ( args , options ? ) ; public stopFleetActions ( args , cb ) ; public stopFleetActions ( args , options , cb ) ; public stopFleetActions ( args , optionsOrCb ? , cb ? ) { const command = new StopFleetActionsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Cancels a game session placement that is in <code>PENDING</code> status. To stop a
     *         placement, provide the placement ID values. If successful, the placement is moved to
     *         <code>CANCELLED</code> status.</p>
     *          <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSession</a> |
     *                     <a>DescribeGameSessions</a> |
     *                     <a>DescribeGameSessionDetails</a> |
     *                     <a>SearchGameSessions</a> |
     *                     <a>UpdateGameSession</a> |
     *                     <a>GetGameSessionLogUrl</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a>StopGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public stopGameSessionPlacement ( args , options ? ) ; public stopGameSessionPlacement ( args , cb ) ; public stopGameSessionPlacement ( args , options , cb ) ; public stopGameSessionPlacement ( args , optionsOrCb ? , cb ? ) { const command = new StopGameSessionPlacementCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Cancels a matchmaking ticket or match backfill ticket that is currently being
     *             processed. To stop the matchmaking operation, specify the ticket ID. If successful, work
     *             on the ticket is stopped, and the ticket status is changed to
     *             <code>CANCELLED</code>.</p>
     *         <p>This call is also used to turn off automatic backfill for an individual game session.
     *             This is for game sessions that are created with a matchmaking configuration that has
     *             automatic backfill enabled. The ticket ID is included in the <code>MatchmakerData</code>
     *             of an updated game session object, which is provided to the game server.</p>
     *         <note>
     *             <p>If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response
     *         (not an empty HTTP body).</p>
     *          </note>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html">
     *                 Add FlexMatch to a game client</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>StartMatchmaking</a> |
     *                     <a>DescribeMatchmaking</a> |
     *                     <a>StopMatchmaking</a> |
     *                     <a>AcceptMatch</a> |
     *                     <a>StartMatchBackfill</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public stopMatchmaking ( args , options ? ) ; public stopMatchmaking ( args , cb ) ; public stopMatchmaking ( args , options , cb ) ; public stopMatchmaking ( args , optionsOrCb ? , cb ? ) { const command = new StopMatchmakingCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Temporarily stops activity on a game server group without terminating instances or the
     *             game server group. You can restart activity by calling <a>ResumeGameServerGroup</a>. You can suspend the following activity:</p>
     *         <ul>
     *             <li>
     *                 <p>
     *                   <b>Instance type replacement</b> - This activity
     *                     evaluates the current game hosting viability of all Spot instance types that are
     *                     defined for the game server group. It updates the Auto Scaling group to remove
     *                     nonviable Spot Instance types, which have a higher chance of game server
     *                     interruptions. It then balances capacity across the remaining viable Spot
     *                     Instance types. When this activity is suspended, the Auto Scaling group
     *                     continues with its current balance, regardless of viability. Instance
     *                     protection, utilization metrics, and capacity scaling activities continue to be
     *                     active. </p>
     *             </li>
     *          </ul>
     *         <p>To suspend activity, specify a game server group ARN and the type of activity to be
     *             suspended. If successful, a <a>GameServerGroup</a> object is returned showing
     *             that the activity is listed in <code>SuspendedActions</code>.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameServerGroup</a> |
     *                     <a>ListGameServerGroups</a> |
     *                     <a>DescribeGameServerGroup</a> |
     *                     <a>UpdateGameServerGroup</a> |
     *                     <a>DeleteGameServerGroup</a> |
     *                     <a>ResumeGameServerGroup</a> |
     *                     <a>SuspendGameServerGroup</a> |
     *                     <a>DescribeGameServerInstances</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public suspendGameServerGroup ( args , options ? ) ; public suspendGameServerGroup ( args , cb ) ; public suspendGameServerGroup ( args , options , cb ) ; public suspendGameServerGroup ( args , optionsOrCb ? , cb ? ) { const command = new SuspendGameServerGroupCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p> Assigns a tag to a GameLift resource. AWS resource tags provide an additional
     *             management tool set. You can use tags to organize resources, create IAM permissions
     *             policies to manage access to groups of resources, customize AWS cost breakdowns, etc.
     *             This operation handles the permissions necessary to manage tags for the following GameLift
     *             resource types:</p>
     *         <ul>
     *             <li>
     *                 <p>Build</p>
     *             </li>
     *             <li>
     *                 <p>Script</p>
     *             </li>
     *             <li>
     *                 <p>Fleet</p>
     *             </li>
     *             <li>
     *                 <p>Alias</p>
     *             </li>
     *             <li>
     *                 <p>GameSessionQueue</p>
     *             </li>
     *             <li>
     *                 <p>MatchmakingConfiguration</p>
     *             </li>
     *             <li>
     *                 <p>MatchmakingRuleSet</p>
     *             </li>
     *          </ul>
     *         <p>To add a tag to a resource, specify the unique ARN value for the resource and provide
     *             a tag list containing one or more tags. The operation succeeds even if the list includes
     *             tags that are already assigned to the specified resource. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging AWS Resources</a> in the
     *             <i>AWS General Reference</i>
     *          </p>
     *         <p>
     *             <a href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
     *             AWS Tagging Strategies</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>TagResource</a> |
     *                     <a>UntagResource</a> |
     *                     <a>ListTagsForResource</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public tagResource ( args , options ? ) ; public tagResource ( args , cb ) ; public tagResource ( args , options , cb ) ; public tagResource ( args , optionsOrCb ? , cb ? ) { const command = new TagResourceCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Removes a tag that is assigned to a GameLift resource.
     *             Resource tags are used to organize AWS resources for a range of purposes.
     *             This operation handles the permissions necessary to manage tags for the following
     *             GameLift resource types:</p>
     *         <ul>
     *             <li>
     *                 <p>Build</p>
     *             </li>
     *             <li>
     *                 <p>Script</p>
     *             </li>
     *             <li>
     *                 <p>Fleet</p>
     *             </li>
     *             <li>
     *                 <p>Alias</p>
     *             </li>
     *             <li>
     *                 <p>GameSessionQueue</p>
     *             </li>
     *             <li>
     *                 <p>MatchmakingConfiguration</p>
     *             </li>
     *             <li>
     *                 <p>MatchmakingRuleSet</p>
     *             </li>
     *          </ul>
     *         <p>To remove a tag from a resource, specify the unique ARN value for the resource and provide
     *             a string list containing one or more tags to be removed.
     *             This operation succeeds even if the list includes tags that are not currently assigned to the
     *             specified resource.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging AWS Resources</a> in the
     *             <i>AWS General Reference</i>
     *          </p>
     *         <p>
     *             <a href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
     *             AWS Tagging Strategies</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>TagResource</a> |
     *                     <a>UntagResource</a> |
     *                     <a>ListTagsForResource</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public untagResource ( args , options ? ) ; public untagResource ( args , cb ) ; public untagResource ( args , options , cb ) ; public untagResource ( args , optionsOrCb ? , cb ? ) { const command = new UntagResourceCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>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.</p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateAlias</a> |
     *                     <a>ListAliases</a> |
     *                     <a>DescribeAlias</a> |
     *                     <a>UpdateAlias</a> |
     *                     <a>DeleteAlias</a> |
     *                     <a>ResolveAlias</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateAlias ( args , options ? ) ; public updateAlias ( args , cb ) ; public updateAlias ( args , options , cb ) ; public updateAlias ( args , optionsOrCb ? , cb ? ) { const command = new UpdateAliasCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Updates metadata in a build resource, 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.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
     *             Upload a Custom Server Build</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateBuild</a> |
     *                     <a>ListBuilds</a> |
     *                     <a>DescribeBuild</a> |
     *                     <a>UpdateBuild</a> |
     *                     <a>DeleteBuild</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateBuild ( args , options ? ) ; public updateBuild ( args , cb ) ; public updateBuild ( args , options , cb ) ; public updateBuild ( args , optionsOrCb ? , cb ? ) { const command = new UpdateBuildCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Updates a fleet's mutable attributes, including game session protection and resource
     *             creation limits.</p>
     *         <p>To update fleet attributes, specify the fleet ID and the property values that you want
     *             to change. </p>
     *         <p>If successful, an updated <code>FleetAttributes</code> object is returned.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>UpdateFleetPortSettings</a> |
     *                     <a>UpdateRuntimeConfiguration</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>StartFleetActions</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a>DeleteScalingPolicy</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateFleetAttributes ( args , options ? ) ; public updateFleetAttributes ( args , cb ) ; public updateFleetAttributes ( args , options , cb ) ; public updateFleetAttributes ( args , optionsOrCb ? , cb ? ) { const command = new UpdateFleetAttributesCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Updates capacity settings for a fleet. For fleets with multiple locations, use this
     *             operation to manage capacity settings in each location individually. Fleet capacity
     *             determines the number of game sessions and players that can be hosted based on the fleet
     *             configuration. Use this operation to set the following fleet capacity properties: </p>
     *         <ul>
     *             <li>
     *                 <p>Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set
     *                     the fleet's capacity to a value outside of this range, whether the capacity is
     *                     changed manually or through automatic scaling. </p>
     *             </li>
     *             <li>
     *                 <p>Desired capacity: Manually set the number of EC2 instances to be maintained
     *                     in a fleet location. Before changing a fleet's desired capacity, you may want to
     *                     call <a>DescribeEC2InstanceLimits</a> to get the maximum capacity of
     *                     the fleet's EC2 instance type. Alternatively, consider using automatic scaling
     *                     to adjust capacity based on player demand.</p>
     *             </li>
     *          </ul>
     *         <p>This operation can be used in the following ways: </p>
     *         <ul>
     *             <li>
     *                 <p>To update capacity for a fleet's home Region, or if the fleet has no remote
     *                     locations, omit the <code>Location</code> parameter. The fleet must be in
     *                     <code>ACTIVE</code> status. </p>
     *             </li>
     *             <li>
     *                 <p>To update capacity for a fleet's remote location, include the
     *                         <code>Location</code> parameter set to the location to be updated. The
     *                     location must be in <code>ACTIVE</code> status.</p>
     *             </li>
     *          </ul>
     *         <p>If successful, capacity settings are updated immediately. In response a change in
     *             desired capacity, GameLift initiates steps to start new instances or terminate existing
     *             instances in the requested fleet location. This continues until the location's active
     *             instance count matches the new desired instance count. You can track a fleet's current
     *             capacity by calling <a>DescribeFleetCapacity</a> or <a>DescribeFleetLocationCapacity</a>. If the requested desired instance count
     *             is higher than the instance type's limit, the <code>LimitExceeded</code> exception
     *             occurs.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-manage-capacity.html">Scaling fleet capacity</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>UpdateFleetPortSettings</a> |
     *                     <a>UpdateRuntimeConfiguration</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>StartFleetActions</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a>DeleteScalingPolicy</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateFleetCapacity ( args , options ? ) ; public updateFleetCapacity ( args , cb ) ; public updateFleetCapacity ( args , options , cb ) ; public updateFleetCapacity ( args , optionsOrCb ? , cb ? ) { const command = new UpdateFleetCapacityCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Updates permissions that allow inbound traffic to connect to game sessions that are
     *             being hosted on instances in the fleet. </p>
     *         <p>To update settings, specify the fleet ID to be updated and specify the changes to be
     *             made. List the permissions you want to add in
     *                 <code>InboundPermissionAuthorizations</code>, and permissions you want to remove in
     *                 <code>InboundPermissionRevocations</code>. Permissions to be removed must match
     *             existing fleet permissions. </p>
     *         <p>If successful, the fleet ID for the updated fleet is returned. For fleets with remote
     *             locations, port setting updates can take time to propagate across all locations. You can
     *             check the status of updates in each location by calling
     *                 <code>DescribeFleetPortSettings</code> with a location name.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>UpdateFleetPortSettings</a> |
     *                     <a>UpdateRuntimeConfiguration</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>StartFleetActions</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a>DeleteScalingPolicy</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateFleetPortSettings ( args , options ? ) ; public updateFleetPortSettings ( args , cb ) ; public updateFleetPortSettings ( args , options , cb ) ; public updateFleetPortSettings ( args , optionsOrCb ? , cb ? ) { const command = new UpdateFleetPortSettingsCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Updates information about a registered game server to help GameLift FleetIQ to track game server
     *             availability. This operation is called by a game server process that is running on an
     *             instance in a game server group. </p>
     *         <p>Use this operation to update the following types of game server information. You can
     *             make all three types of updates in the same request:</p>
     *         <ul>
     *             <li>
     *                <p>To update the game server's utilization status, identify the game server and game server group
     *                     and specify the current utilization status. Use this status to identify when
     *                     game servers are currently hosting games and when they are available to be
     *                     claimed.</p>
     *             </li>
     *             <li>
     *                <p>To report health status, identify the game server and game server group and set health check
     *                     to <code>HEALTHY</code>. If a game server does not report health status for a
     *                     certain length of time, the game server is no longer considered healthy. As a
     *                     result, it will be eventually deregistered from the game server group to avoid
     *                     affecting utilization metrics. The best practice is to report health every 60
     *                     seconds.</p>
     *             </li>
     *             <li>
     *                <p>To change game server metadata, provide updated game server data.</p>
     *             </li>
     *          </ul>
     *         <p>Once a game server is successfully updated, the relevant statuses and timestamps are updated.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>RegisterGameServer</a> |
     *                     <a>ListGameServers</a> |
     *                     <a>ClaimGameServer</a> |
     *                     <a>DescribeGameServer</a> |
     *                     <a>UpdateGameServer</a> |
     *                     <a>DeregisterGameServer</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public updateGameServer ( args , options ? ) ; public updateGameServer ( args , cb ) ; public updateGameServer ( args , options , cb ) ; public updateGameServer ( args , optionsOrCb ? , cb ? ) { const command = new UpdateGameServerCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>
     *             <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
     *          </p>
     *         <p>Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group
     *             properties are updated on the Auto Scaling group directly, including the launch
     *             template, Auto Scaling policies, and maximum/minimum/desired instance counts.</p>
     *         <p>To update the game server group, specify the game server group ID and provide the
     *             updated values. Before applying the updates, the new values are validated to ensure that
     *             GameLift FleetIQ can continue to perform instance balancing activity. If successful, a <a>GameServerGroup</a> object is returned.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a>
     *         </p>
     *
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameServerGroup</a> |
     *                     <a>ListGameServerGroups</a> |
     *                     <a>DescribeGameServerGroup</a> |
     *                     <a>UpdateGameServerGroup</a> |
     *                     <a>DeleteGameServerGroup</a> |
     *                     <a>ResumeGameServerGroup</a> |
     *                     <a>SuspendGameServerGroup</a> |
     *                     <a>DescribeGameServerInstances</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
     *          </p>
     */ public updateGameServerGroup ( args , options ? ) ; public updateGameServerGroup ( args , cb ) ; public updateGameServerGroup ( args , options , cb ) ; public updateGameServerGroup ( args , optionsOrCb ? , cb ? ) { const command = new UpdateGameServerGroupCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Updates the mutable properties of a game session. </p>
     *         <p>To update a game session, specify the game session ID and the values you want to
     *             change. </p>
     *         <p>If successful, the updated <code>GameSession</code> object is returned. </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSession</a> |
     *                     <a>DescribeGameSessions</a> |
     *                     <a>DescribeGameSessionDetails</a> |
     *                     <a>SearchGameSessions</a> |
     *                     <a>UpdateGameSession</a> |
     *                     <a>GetGameSessionLogUrl</a> |
     *                     <a>StartGameSessionPlacement</a> |
     *                     <a>DescribeGameSessionPlacement</a> |
     *                     <a>StopGameSessionPlacement</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateGameSession ( args , options ? ) ; public updateGameSession ( args , cb ) ; public updateGameSession ( args , options , cb ) ; public updateGameSession ( args , optionsOrCb ? , cb ? ) { const command = new UpdateGameSessionCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Updates the configuration of a game session queue, which determines how the queue
     *             processes new game session requests. To update settings, specify the queue name to be
     *             updated and provide the new settings. When updating destinations, provide a complete
     *             list of destinations. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html">
     *             Using Multi-Region Queues</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateGameSessionQueue</a> |
     *                     <a>DescribeGameSessionQueues</a> |
     *                     <a>UpdateGameSessionQueue</a> |
     *                     <a>DeleteGameSessionQueue</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateGameSessionQueue ( args , options ? ) ; public updateGameSessionQueue ( args , cb ) ; public updateGameSessionQueue ( args , options , cb ) ; public updateGameSessionQueue ( args , optionsOrCb ? , cb ? ) { const command = new UpdateGameSessionQueueCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions
     *             that are created after the update. To update settings,
     *             specify the configuration name to be updated and provide the new settings. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html">
     *             Design a FlexMatch matchmaker</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateMatchmakingConfiguration</a> |
     *                     <a>DescribeMatchmakingConfigurations</a> |
     *                     <a>UpdateMatchmakingConfiguration</a> |
     *                     <a>DeleteMatchmakingConfiguration</a> |
     *                     <a>CreateMatchmakingRuleSet</a> |
     *                     <a>DescribeMatchmakingRuleSets</a> |
     *                     <a>ValidateMatchmakingRuleSet</a> |
     *                     <a>DeleteMatchmakingRuleSet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateMatchmakingConfiguration ( args , options ? ) ; public updateMatchmakingConfiguration ( args , cb ) ; public updateMatchmakingConfiguration ( args , options , cb ) ; public updateMatchmakingConfiguration ( args , optionsOrCb ? , cb ? ) { const command = new UpdateMatchmakingConfigurationCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Updates the current runtime configuration for the specified fleet, which tells GameLift
     *             how to launch server processes on all instances in the fleet. You can update a fleet's
     *             runtime configuration at any time after the fleet is created; it does not need to be in
     *                 <code>ACTIVE</code> status.</p>
     *         <p>To update runtime configuration, specify the fleet ID and provide a
     *                 <code>RuntimeConfiguration</code> with an updated set of server process
     *             configurations.</p>
     *         <p>If successful, the fleet's runtime configuration settings are updated. Each instance
     *             in the fleet regularly checks for and retrieves updated runtime configurations.
     *             Instances immediately begin complying with the new configuration by launching new server
     *             processes or not replacing existing processes when they shut down. Updating a fleet's
     *             runtime configuration never affects existing server processes.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a>
     *          </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateFleetLocations</a> |
     *                     <a>UpdateFleetAttributes</a> |
     *                     <a>UpdateFleetCapacity</a> |
     *                     <a>UpdateFleetPortSettings</a> |
     *                     <a>UpdateRuntimeConfiguration</a> |
     *                     <a>StopFleetActions</a> |
     *                     <a>StartFleetActions</a> |
     *                     <a>PutScalingPolicy</a> |
     *                     <a>DeleteFleet</a> |
     *                     <a>DeleteFleetLocations</a> |
     *                     <a>DeleteScalingPolicy</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateRuntimeConfiguration ( args , options ? ) ; public updateRuntimeConfiguration ( args , cb ) ; public updateRuntimeConfiguration ( args , options , cb ) ; public updateRuntimeConfiguration ( args , optionsOrCb ? , cb ? ) { const command = new UpdateRuntimeConfigurationCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Updates Realtime script metadata and content.</p>
     *         <p>To update script metadata, specify the script ID and provide updated name and/or
     *             version values. </p>
     *         <p>To update script content, provide an updated zip file by pointing to either a local
     *             file or an Amazon S3 bucket location. You can use either method regardless of how the
     *             original script was uploaded. Use the <i>Version</i> parameter to track
     *             updates to the script.</p>
     *         <p>If the call is successful, the updated metadata is stored in the script record and a
     *             revised script is uploaded to the Amazon GameLift service. Once the script is updated and
     *             acquired by a fleet instance, the new version is used for all new game sessions. </p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <p>
     *             <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
     *         </p>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateScript</a> |
     *                     <a>ListScripts</a> |
     *                     <a>DescribeScript</a> |
     *                     <a>UpdateScript</a> |
     *                     <a>DeleteScript</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public updateScript ( args , options ? ) ; public updateScript ( args , cb ) ; public updateScript ( args , options , cb ) ; public updateScript ( args , optionsOrCb ? , cb ? ) { const command = new UpdateScriptCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } /**
     * <p>Validates the syntax of a matchmaking rule or rule set. This operation checks that
     *             the rule set is using syntactically correct JSON and that it conforms to allowed
     *             property expressions. To validate syntax, provide a rule set JSON string.</p>
     *         <p>
     *             <b>Learn more</b>
     *          </p>
     *         <ul>
     *             <li>
     *                 <p>
     *                   <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build a rule
     *                         set</a>
     *                </p>
     *             </li>
     *          </ul>
     *         <p>
     *             <b>Related actions</b>
     *          </p>
     *                     <p>
     *             <a>CreateMatchmakingConfiguration</a> |
     *                     <a>DescribeMatchmakingConfigurations</a> |
     *                     <a>UpdateMatchmakingConfiguration</a> |
     *                     <a>DeleteMatchmakingConfiguration</a> |
     *                     <a>CreateMatchmakingRuleSet</a> |
     *                     <a>DescribeMatchmakingRuleSets</a> |
     *                     <a>ValidateMatchmakingRuleSet</a> |
     *                     <a>DeleteMatchmakingRuleSet</a> |
     *                     <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
     *          </p>
     */ public validateMatchmakingRuleSet ( args , options ? ) ; public validateMatchmakingRuleSet ( args , cb ) ; public validateMatchmakingRuleSet ( args , options , cb ) ; public validateMatchmakingRuleSet ( args , optionsOrCb ? , cb ? ) { const command = new ValidateMatchmakingRuleSetCommand ( args ) ; if ( typeof optionsOrCb === "function" ) { this . send ( command , optionsOrCb ) ; } else if ( typeof cb === "function" ) { if ( typeof optionsOrCb !== "object" ) throw new Error ( `Expect http options but get ${ typeof optionsOrCb }` ) ; this . send ( command , optionsOrCb || { } , cb ) ; } else { return this . send ( command , optionsOrCb ) ; } } }