libZSservicesZSamazonka-gameliftZSamazonka-gamelift
Copyright(c) 2013-2021 Brendan Hay
LicenseMozilla Public License, v. 2.0.
MaintainerBrendan Hay <brendan.g.hay+amazonka@gmail.com>
Stabilityauto-generated
Portabilitynon-portable (GHC extensions)
Safe HaskellNone

Amazonka.GameLift.Lens

Contents

Description

 
Synopsis

Operations

StopMatchmaking

stopMatchmaking_ticketId :: Lens' StopMatchmaking Text Source #

A unique identifier for a matchmaking ticket.

DescribeGameServerInstances

describeGameServerInstances_nextToken :: Lens' DescribeGameServerInstances (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeGameServerInstances_instanceIds :: Lens' DescribeGameServerInstances (Maybe (NonEmpty Text)) Source #

The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. To retrieve all instances in the game server group, leave this parameter empty.

describeGameServerInstances_limit :: Lens' DescribeGameServerInstances (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

describeGameServerInstances_gameServerGroupName :: Lens' DescribeGameServerInstances Text Source #

A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.

describeGameServerInstancesResponse_nextToken :: Lens' DescribeGameServerInstancesResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

CreateGameSession

createGameSession_idempotencyToken :: Lens' CreateGameSession (Maybe Text) Source #

Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original GameSession object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

createGameSession_gameProperties :: Lens' CreateGameSession (Maybe [GameProperty]) Source #

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session.

createGameSession_location :: Lens' CreateGameSession (Maybe Text) Source #

A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an AWS Region code such as us-west-2.

createGameSession_gameSessionId :: Lens' CreateGameSession (Maybe Text) Source #

/This parameter is no longer preferred. Please use IdempotencyToken instead./ Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.

createGameSession_aliasId :: Lens' CreateGameSession (Maybe Text) Source #

A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

createGameSession_name :: Lens' CreateGameSession (Maybe Text) Source #

A descriptive label that is associated with a game session. Session names do not need to be unique.

createGameSession_gameSessionData :: Lens' CreateGameSession (Maybe Text) Source #

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

createGameSession_fleetId :: Lens' CreateGameSession (Maybe Text) Source #

A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

createGameSession_creatorId :: Lens' CreateGameSession (Maybe Text) Source #

A unique identifier for a player or entity creating the game session. This parameter is required when requesting a new game session on a fleet with a resource creation limit policy. This type of policy limits the number of concurrent active game sessions that one player can create within a certain time span. GameLift uses the CreatorId to evaluate the new request against the policy.

createGameSession_maximumPlayerSessionCount :: Lens' CreateGameSession Natural Source #

The maximum number of players that can be connected simultaneously to the game session.

createGameSessionResponse_gameSession :: Lens' CreateGameSessionResponse (Maybe GameSession) Source #

Object that describes the newly created game session record.

DeleteScalingPolicy

deleteScalingPolicy_name :: Lens' DeleteScalingPolicy Text Source #

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

deleteScalingPolicy_fleetId :: Lens' DeleteScalingPolicy Text Source #

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

PutScalingPolicy

putScalingPolicy_scalingAdjustmentType :: Lens' PutScalingPolicy (Maybe ScalingAdjustmentType) Source #

The type of adjustment to make to a fleet's instance count (see FleetCapacity):

  • ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
  • ExactCapacity -- set the instance count to the scaling adjustment value.
  • PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.

putScalingPolicy_evaluationPeriods :: Lens' PutScalingPolicy (Maybe Natural) Source #

Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

putScalingPolicy_policyType :: Lens' PutScalingPolicy (Maybe PolicyType) Source #

The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

putScalingPolicy_comparisonOperator :: Lens' PutScalingPolicy (Maybe ComparisonOperatorType) Source #

Comparison operator to use when measuring the metric against the threshold value.

putScalingPolicy_threshold :: Lens' PutScalingPolicy (Maybe Double) Source #

Metric value used to trigger a scaling event.

putScalingPolicy_scalingAdjustment :: Lens' PutScalingPolicy (Maybe Int) Source #

Amount of adjustment to make, based on the scaling adjustment type.

putScalingPolicy_targetConfiguration :: Lens' PutScalingPolicy (Maybe TargetConfiguration) Source #

An object that contains settings for a target-based scaling policy.

putScalingPolicy_name :: Lens' PutScalingPolicy Text Source #

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

putScalingPolicy_fleetId :: Lens' PutScalingPolicy Text Source #

A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.

putScalingPolicy_metricName :: Lens' PutScalingPolicy MetricName Source #

Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.

  • ActivatingGameSessions -- Game sessions in the process of being created.
  • ActiveGameSessions -- Game sessions that are currently running.
  • ActiveInstances -- Fleet instances that are currently running at least one game session.
  • AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
  • AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
  • CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
  • IdleInstances -- Active instances that are currently hosting zero game sessions.
  • PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
  • PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
  • QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
  • WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.

putScalingPolicyResponse_name :: Lens' PutScalingPolicyResponse (Maybe Text) Source #

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

ListBuilds

listBuilds_status :: Lens' ListBuilds (Maybe BuildStatus) Source #

Build status to filter results by. To retrieve all builds, leave this parameter empty.

Possible build statuses include the following:

  • INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
  • READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
  • FAILED -- The game build upload failed. You cannot create new fleets for this build.

listBuilds_nextToken :: Lens' ListBuilds (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

listBuilds_limit :: Lens' ListBuilds (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

listBuildsResponse_builds :: Lens' ListBuildsResponse (Maybe [Build]) Source #

A collection of build resources that match the request.

listBuildsResponse_nextToken :: Lens' ListBuildsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

DeleteFleet

deleteFleet_fleetId :: Lens' DeleteFleet Text Source #

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

CreateBuild

createBuild_storageLocation :: Lens' CreateBuild (Maybe S3Location) Source #

Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.

createBuild_operatingSystem :: Lens' CreateBuild (Maybe OperatingSystem) Source #

The operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.

createBuild_name :: Lens' CreateBuild (Maybe Text) Source #

A descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.

createBuild_version :: Lens' CreateBuild (Maybe Text) Source #

Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateBuild to change this value later.

createBuild_tags :: Lens' CreateBuild (Maybe [Tag]) Source #

A list of labels to assign to the new build resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

createBuildResponse_storageLocation :: Lens' CreateBuildResponse (Maybe S3Location) Source #

Amazon S3 location for your game build file, including bucket name and key.

createBuildResponse_uploadCredentials :: Lens' CreateBuildResponse (Maybe AwsCredentials) Source #

This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.

createBuildResponse_build :: Lens' CreateBuildResponse (Maybe Build) Source #

The newly created build resource, including a unique build IDs and status.

RequestUploadCredentials

requestUploadCredentials_buildId :: Lens' RequestUploadCredentials Text Source #

A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.

requestUploadCredentialsResponse_storageLocation :: Lens' RequestUploadCredentialsResponse (Maybe S3Location) Source #

Amazon S3 path and key, identifying where the game build files are stored.

requestUploadCredentialsResponse_uploadCredentials :: Lens' RequestUploadCredentialsResponse (Maybe AwsCredentials) Source #

AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.

CreateAlias

createAlias_description :: Lens' CreateAlias (Maybe Text) Source #

A human-readable description of the alias.

createAlias_tags :: Lens' CreateAlias (Maybe [Tag]) Source #

A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

createAlias_name :: Lens' CreateAlias Text Source #

A descriptive label that is associated with an alias. Alias names do not need to be unique.

createAlias_routingStrategy :: Lens' CreateAlias RoutingStrategy Source #

The routing configuration, including routing type and fleet target, for the alias.

createAliasResponse_alias :: Lens' CreateAliasResponse (Maybe Alias) Source #

The newly created alias resource.

ListGameServers

listGameServers_nextToken :: Lens' ListGameServers (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

listGameServers_sortOrder :: Lens' ListGameServers (Maybe SortOrder) Source #

Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.

listGameServers_limit :: Lens' ListGameServers (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

listGameServers_gameServerGroupName :: Lens' ListGameServers Text Source #

An identifier for the game server group to retrieve a list of game servers from. Use either the GameServerGroup name or ARN value.

listGameServersResponse_gameServers :: Lens' ListGameServersResponse (Maybe [GameServer]) Source #

A collection of game server objects that match the request.

listGameServersResponse_nextToken :: Lens' ListGameServersResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

ResolveAlias

resolveAlias_aliasId :: Lens' ResolveAlias Text Source #

The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.

resolveAliasResponse_fleetArn :: Lens' ResolveAliasResponse (Maybe Text) Source #

The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to.

resolveAliasResponse_fleetId :: Lens' ResolveAliasResponse (Maybe Text) Source #

The fleet identifier that the alias is pointing to.

ListTagsForResource

listTagsForResource_resourceARN :: Lens' ListTagsForResource Text Source #

The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to retrieve tags for. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.

listTagsForResourceResponse_tags :: Lens' ListTagsForResourceResponse (Maybe [Tag]) Source #

The collection of tags that have been assigned to the specified resource.

RegisterGameServer

registerGameServer_gameServerData :: Lens' RegisterGameServer (Maybe Text) Source #

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

registerGameServer_connectionInfo :: Lens' RegisterGameServer (Maybe Text) Source #

Information that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.

registerGameServer_gameServerGroupName :: Lens' RegisterGameServer Text Source #

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

registerGameServer_gameServerId :: Lens' RegisterGameServer Text Source #

A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your AWS account.

registerGameServer_instanceId :: Lens' RegisterGameServer Text Source #

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

registerGameServerResponse_gameServer :: Lens' RegisterGameServerResponse (Maybe GameServer) Source #

Object that describes the newly registered game server.

ListAliases

listAliases_routingStrategyType :: Lens' ListAliases (Maybe RoutingStrategyType) Source #

The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty.

Possible routing types include the following:

  • SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.
  • TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

listAliases_nextToken :: Lens' ListAliases (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

listAliases_name :: Lens' ListAliases (Maybe Text) Source #

A descriptive label that is associated with an alias. Alias names do not need to be unique.

listAliases_limit :: Lens' ListAliases (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

listAliasesResponse_aliases :: Lens' ListAliasesResponse (Maybe [Alias]) Source #

A collection of alias resources that match the request parameters.

listAliasesResponse_nextToken :: Lens' ListAliasesResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

UpdateRuntimeConfiguration

updateRuntimeConfiguration_fleetId :: Lens' UpdateRuntimeConfiguration Text Source #

A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.

updateRuntimeConfiguration_runtimeConfiguration :: Lens' UpdateRuntimeConfiguration RuntimeConfiguration Source #

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance, how to launch them, and the number of processes to run concurrently.

updateRuntimeConfigurationResponse_runtimeConfiguration :: Lens' UpdateRuntimeConfigurationResponse (Maybe RuntimeConfiguration) Source #

The runtime configuration currently in use by all instances in the fleet. If the update was successful, all property changes are shown.

CreateVpcPeeringConnection

createVpcPeeringConnection_fleetId :: Lens' CreateVpcPeeringConnection Text Source #

A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.

createVpcPeeringConnection_peerVpcAwsAccountId :: Lens' CreateVpcPeeringConnection Text Source #

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.

createVpcPeeringConnection_peerVpcId :: Lens' CreateVpcPeeringConnection Text Source #

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

ListGameServerGroups

listGameServerGroups_nextToken :: Lens' ListGameServerGroups (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

listGameServerGroups_limit :: Lens' ListGameServerGroups (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

listGameServerGroupsResponse_gameServerGroups :: Lens' ListGameServerGroupsResponse (Maybe [GameServerGroup]) Source #

A collection of game server group objects that match the request.

listGameServerGroupsResponse_nextToken :: Lens' ListGameServerGroupsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

CreateGameSessionQueue

createGameSessionQueue_playerLatencyPolicies :: Lens' CreateGameSessionQueue (Maybe [PlayerLatencyPolicy]) Source #

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

createGameSessionQueue_filterConfiguration :: Lens' CreateGameSessionQueue (Maybe FilterConfiguration) Source #

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

createGameSessionQueue_notificationTarget :: Lens' CreateGameSessionQueue (Maybe Text) Source #

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

createGameSessionQueue_timeoutInSeconds :: Lens' CreateGameSessionQueue (Maybe Natural) Source #

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

createGameSessionQueue_destinations :: Lens' CreateGameSessionQueue (Maybe [GameSessionQueueDestination]) Source #

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

createGameSessionQueue_customEventData :: Lens' CreateGameSessionQueue (Maybe Text) Source #

Information to be added to all events that are related to this game session queue.

createGameSessionQueue_priorityConfiguration :: Lens' CreateGameSessionQueue (Maybe PriorityConfiguration) Source #

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

createGameSessionQueue_tags :: Lens' CreateGameSessionQueue (Maybe [Tag]) Source #

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

createGameSessionQueue_name :: Lens' CreateGameSessionQueue Text Source #

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

SearchGameSessions

searchGameSessions_filterExpression :: Lens' SearchGameSessions (Maybe Text) Source #

String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status.

A filter expression can contain one or multiple conditions. Each condition consists of the following:

  • Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions.
  • Comparator -- Valid comparators are: =, <>, <, >, <=, >=.
  • Value -- Value to be searched for. Values may be numbers, boolean values (true/false) or strings depending on the operand. String values are case sensitive and must be enclosed in single quotes. Special characters must be escaped. Boolean and string values can only be used with the comparators = and <>. For example, the following filter expression searches on gameSessionName: "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'".

To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y).

Session search evaluates conditions from left to right using the following precedence rules:

  1. =, <>, <, >, <=, >=
  2. Parentheses
  3. NOT
  4. AND
  5. OR

For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true".

searchGameSessions_location :: Lens' SearchGameSessions (Maybe Text) Source #

A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as us-west-2.

searchGameSessions_sortExpression :: Lens' SearchGameSessions (Maybe Text) Source #

Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:

  • Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions.
  • Order -- Valid sort orders are ASC (ascending) and DESC (descending).

For example, this sort expression returns the oldest active sessions first: "SortExpression": "creationTimeMillis ASC". Results with a null value for the sort operand are returned at the end of the list.

searchGameSessions_aliasId :: Lens' SearchGameSessions (Maybe Text) Source #

A unique identifier for the alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

searchGameSessions_nextToken :: Lens' SearchGameSessions (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

searchGameSessions_limit :: Lens' SearchGameSessions (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.

searchGameSessions_fleetId :: Lens' SearchGameSessions (Maybe Text) Source #

A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

searchGameSessionsResponse_gameSessions :: Lens' SearchGameSessionsResponse (Maybe [GameSession]) Source #

A collection of objects containing game session properties for each session that matches the request.

searchGameSessionsResponse_nextToken :: Lens' SearchGameSessionsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

CreateVpcPeeringAuthorization

createVpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' CreateVpcPeeringAuthorization Text Source #

A unique identifier for the AWS account that you use to manage your GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

createVpcPeeringAuthorization_peerVpcId :: Lens' CreateVpcPeeringAuthorization Text Source #

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

UpdateGameSessionQueue

updateGameSessionQueue_playerLatencyPolicies :: Lens' UpdateGameSessionQueue (Maybe [PlayerLatencyPolicy]) Source #

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value. When updating policies, provide a complete collection of policies.

updateGameSessionQueue_filterConfiguration :: Lens' UpdateGameSessionQueue (Maybe FilterConfiguration) Source #

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.

updateGameSessionQueue_notificationTarget :: Lens' UpdateGameSessionQueue (Maybe Text) Source #

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

updateGameSessionQueue_timeoutInSeconds :: Lens' UpdateGameSessionQueue (Maybe Natural) Source #

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

updateGameSessionQueue_destinations :: Lens' UpdateGameSessionQueue (Maybe [GameSessionQueueDestination]) Source #

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.

updateGameSessionQueue_customEventData :: Lens' UpdateGameSessionQueue (Maybe Text) Source #

Information to be added to all events that are related to this game session queue.

updateGameSessionQueue_priorityConfiguration :: Lens' UpdateGameSessionQueue (Maybe PriorityConfiguration) Source #

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.

updateGameSessionQueue_name :: Lens' UpdateGameSessionQueue Text Source #

A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

DeleteGameSessionQueue

deleteGameSessionQueue_name :: Lens' DeleteGameSessionQueue Text Source #

A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

CreateGameServerGroup

createGameServerGroup_vpcSubnets :: Lens' CreateGameServerGroup (Maybe (NonEmpty Text)) Source #

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.

createGameServerGroup_balancingStrategy :: Lens' CreateGameServerGroup (Maybe BalancingStrategy) Source #

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.
  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.
  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

createGameServerGroup_autoScalingPolicy :: Lens' CreateGameServerGroup (Maybe GameServerGroupAutoScalingPolicy) Source #

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

createGameServerGroup_gameServerProtectionPolicy :: Lens' CreateGameServerGroup (Maybe GameServerProtectionPolicy) Source #

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.

createGameServerGroup_tags :: Lens' CreateGameServerGroup (Maybe [Tag]) Source #

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is useful for resource management, access management, and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

createGameServerGroup_gameServerGroupName :: Lens' CreateGameServerGroup Text Source #

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.

createGameServerGroup_roleArn :: Lens' CreateGameServerGroup Text Source #

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

createGameServerGroup_minSize :: Lens' CreateGameServerGroup Natural Source #

The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

createGameServerGroup_maxSize :: Lens' CreateGameServerGroup Natural Source #

The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

createGameServerGroup_launchTemplate :: Lens' CreateGameServerGroup LaunchTemplateSpecification Source #

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC.

createGameServerGroup_instanceDefinitions :: Lens' CreateGameServerGroup (NonEmpty InstanceDefinition) Source #

The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

createGameServerGroupResponse_gameServerGroup :: Lens' CreateGameServerGroupResponse (Maybe GameServerGroup) Source #

The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server group and the object's status. The EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.

DeleteVpcPeeringConnection

deleteVpcPeeringConnection_fleetId :: Lens' DeleteVpcPeeringConnection Text Source #

A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.

deleteVpcPeeringConnection_vpcPeeringConnectionId :: Lens' DeleteVpcPeeringConnection Text Source #

A unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.

StartFleetActions

startFleetActions_location :: Lens' StartFleetActions (Maybe Text) Source #

The fleet location to restart fleet actions for. Specify a location in the form of an AWS Region code, such as us-west-2.

startFleetActions_fleetId :: Lens' StartFleetActions Text Source #

A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.

startFleetActions_actions :: Lens' StartFleetActions (NonEmpty FleetAction) Source #

List of actions to restart on the fleet.

startFleetActionsResponse_fleetArn :: Lens' StartFleetActionsResponse (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

startFleetActionsResponse_fleetId :: Lens' StartFleetActionsResponse (Maybe Text) Source #

A unique identifier for the fleet to restart actions on.

DeregisterGameServer

deregisterGameServer_gameServerGroupName :: Lens' DeregisterGameServer Text Source #

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

deregisterGameServer_gameServerId :: Lens' DeregisterGameServer Text Source #

A custom string that uniquely identifies the game server to deregister.

GetInstanceAccess

getInstanceAccess_fleetId :: Lens' GetInstanceAccess Text Source #

A unique identifier for the fleet that contains the instance you want access to. You can use either the fleet ID or ARN value. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status may be accessible for a short time before they are deleted.

getInstanceAccess_instanceId :: Lens' GetInstanceAccess Text Source #

A unique identifier for the instance you want to get access to. You can access an instance in any status.

getInstanceAccessResponse_instanceAccess :: Lens' GetInstanceAccessResponse (Maybe InstanceAccess) Source #

The connection information for a fleet instance, including IP address and access credentials.

DescribeScalingPolicies

describeScalingPolicies_nextToken :: Lens' DescribeScalingPolicies (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeScalingPolicies_statusFilter :: Lens' DescribeScalingPolicies (Maybe ScalingStatusType) Source #

Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE status.

  • ACTIVE -- The scaling policy is currently in force.
  • UPDATEREQUESTED -- A request to update the scaling policy has been received.
  • UPDATING -- A change is being made to the scaling policy.
  • DELETEREQUESTED -- A request to delete the scaling policy has been received.
  • DELETING -- The scaling policy is being deleted.
  • DELETED -- The scaling policy has been deleted.
  • ERROR -- An error occurred in creating the policy. It should be removed and recreated.

describeScalingPolicies_limit :: Lens' DescribeScalingPolicies (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

describeScalingPolicies_fleetId :: Lens' DescribeScalingPolicies Text Source #

A unique identifier for the fleet to retrieve scaling policies for. You can use either the fleet ID or ARN value.

describeScalingPoliciesResponse_nextToken :: Lens' DescribeScalingPoliciesResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

describeScalingPoliciesResponse_scalingPolicies :: Lens' DescribeScalingPoliciesResponse (Maybe [ScalingPolicy]) Source #

A collection of objects containing the scaling policies matching the request.

DescribeMatchmakingRuleSets

describeMatchmakingRuleSets_nextToken :: Lens' DescribeMatchmakingRuleSets (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeMatchmakingRuleSets_names :: Lens' DescribeMatchmakingRuleSets (Maybe (NonEmpty Text)) Source #

A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.

describeMatchmakingRuleSets_limit :: Lens' DescribeMatchmakingRuleSets (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

describeMatchmakingRuleSetsResponse_nextToken :: Lens' DescribeMatchmakingRuleSetsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

DescribeGameSessions

describeGameSessions_location :: Lens' DescribeGameSessions (Maybe Text) Source #

A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as us-west-2.

describeGameSessions_gameSessionId :: Lens' DescribeGameSessions (Maybe Text) Source #

A unique identifier for the game session to retrieve.

describeGameSessions_aliasId :: Lens' DescribeGameSessions (Maybe Text) Source #

A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.

describeGameSessions_nextToken :: Lens' DescribeGameSessions (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeGameSessions_statusFilter :: Lens' DescribeGameSessions (Maybe Text) Source #

Game session status to filter results on. You can filter on the following states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are transitory and used for only very brief periods of time.

describeGameSessions_limit :: Lens' DescribeGameSessions (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

describeGameSessions_fleetId :: Lens' DescribeGameSessions (Maybe Text) Source #

A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.

describeGameSessionsResponse_gameSessions :: Lens' DescribeGameSessionsResponse (Maybe [GameSession]) Source #

A collection of properties for each game session that matches the request.

describeGameSessionsResponse_nextToken :: Lens' DescribeGameSessionsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

DescribeGameServer

describeGameServer_gameServerGroupName :: Lens' DescribeGameServer Text Source #

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

describeGameServer_gameServerId :: Lens' DescribeGameServer Text Source #

A custom string that uniquely identifies the game server information to be retrieved.

UpdateScript

updateScript_storageLocation :: Lens' UpdateScript (Maybe S3Location) Source #

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

updateScript_zipFile :: Lens' UpdateScript (Maybe ByteString) Source #

A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.-- -- Note: This Lens automatically encodes and decodes Base64 data. -- The underlying isomorphism will encode to Base64 representation during -- serialisation, and decode from Base64 representation during deserialisation. -- This Lens accepts and returns only raw unencoded data.

updateScript_name :: Lens' UpdateScript (Maybe Text) Source #

A descriptive label that is associated with a script. Script names do not need to be unique.

updateScript_version :: Lens' UpdateScript (Maybe Text) Source #

Version information that is associated with a build or script. Version strings do not need to be unique.

updateScript_scriptId :: Lens' UpdateScript Text Source #

A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.

updateScriptResponse_script :: Lens' UpdateScriptResponse (Maybe Script) Source #

The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

DeleteScript

deleteScript_scriptId :: Lens' DeleteScript Text Source #

A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.

StartGameSessionPlacement

startGameSessionPlacement_gameProperties :: Lens' StartGameSessionPlacement (Maybe [GameProperty]) Source #

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

startGameSessionPlacement_gameSessionName :: Lens' StartGameSessionPlacement (Maybe Text) Source #

A descriptive label that is associated with a game session. Session names do not need to be unique.

startGameSessionPlacement_playerLatencies :: Lens' StartGameSessionPlacement (Maybe [PlayerLatency]) Source #

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

startGameSessionPlacement_gameSessionData :: Lens' StartGameSessionPlacement (Maybe Text) Source #

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

startGameSessionPlacement_desiredPlayerSessions :: Lens' StartGameSessionPlacement (Maybe [DesiredPlayerSession]) Source #

Set of information on each player to create a player session for.

startGameSessionPlacement_placementId :: Lens' StartGameSessionPlacement Text Source #

A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.

startGameSessionPlacement_gameSessionQueueName :: Lens' StartGameSessionPlacement Text Source #

Name of the queue to use to place the new game session. You can use either the queue name or ARN value.

startGameSessionPlacement_maximumPlayerSessionCount :: Lens' StartGameSessionPlacement Natural Source #

The maximum number of players that can be connected simultaneously to the game session.

startGameSessionPlacementResponse_gameSessionPlacement :: Lens' StartGameSessionPlacementResponse (Maybe GameSessionPlacement) Source #

Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.

DescribeFleetUtilization

describeFleetUtilization_nextToken :: Lens' DescribeFleetUtilization (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

describeFleetUtilization_limit :: Lens' DescribeFleetUtilization (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

describeFleetUtilization_fleetIds :: Lens' DescribeFleetUtilization (Maybe (NonEmpty Text)) Source #

A unique identifier for the fleet(s) to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

describeFleetUtilizationResponse_nextToken :: Lens' DescribeFleetUtilizationResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

describeFleetUtilizationResponse_fleetUtilization :: Lens' DescribeFleetUtilizationResponse (Maybe [FleetUtilization]) Source #

A collection of objects containing utilization information for each requested fleet ID. Utilization objects are returned only for fleets that currently exist.

DescribeRuntimeConfiguration

describeRuntimeConfiguration_fleetId :: Lens' DescribeRuntimeConfiguration Text Source #

A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.

describeRuntimeConfigurationResponse_runtimeConfiguration :: Lens' DescribeRuntimeConfigurationResponse (Maybe RuntimeConfiguration) Source #

Instructions that describe how server processes should be launched and maintained on each instance in the fleet.

GetGameSessionLogUrl

getGameSessionLogUrl_gameSessionId :: Lens' GetGameSessionLogUrl Text Source #

A unique identifier for the game session to get logs for.

getGameSessionLogUrlResponse_preSignedUrl :: Lens' GetGameSessionLogUrlResponse (Maybe Text) Source #

Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.

DescribeFleetAttributes

describeFleetAttributes_nextToken :: Lens' DescribeFleetAttributes (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

describeFleetAttributes_limit :: Lens' DescribeFleetAttributes (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

describeFleetAttributes_fleetIds :: Lens' DescribeFleetAttributes (Maybe (NonEmpty Text)) Source #

A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

describeFleetAttributesResponse_nextToken :: Lens' DescribeFleetAttributesResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

describeFleetAttributesResponse_fleetAttributes :: Lens' DescribeFleetAttributesResponse (Maybe [FleetAttributes]) Source #

A collection of objects containing attribute metadata for each requested fleet ID. Attribute objects are returned only for fleets that currently exist.

DescribeGameSessionPlacement

describeGameSessionPlacement_placementId :: Lens' DescribeGameSessionPlacement Text Source #

A unique identifier for a game session placement to retrieve.

DescribeFleetEvents

describeFleetEvents_startTime :: Lens' DescribeFleetEvents (Maybe UTCTime) Source #

The earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").

describeFleetEvents_nextToken :: Lens' DescribeFleetEvents (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeFleetEvents_endTime :: Lens' DescribeFleetEvents (Maybe UTCTime) Source #

The most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").

describeFleetEvents_limit :: Lens' DescribeFleetEvents (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

describeFleetEvents_fleetId :: Lens' DescribeFleetEvents Text Source #

A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.

describeFleetEventsResponse_nextToken :: Lens' DescribeFleetEventsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

describeFleetEventsResponse_events :: Lens' DescribeFleetEventsResponse (Maybe [Event]) Source #

A collection of objects containing event log entries for the specified fleet.

CreateFleetLocations

createFleetLocations_fleetId :: Lens' CreateFleetLocations Text Source #

A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.

createFleetLocations_locations :: Lens' CreateFleetLocations (NonEmpty LocationConfiguration) Source #

A list of locations to deploy additional instances to and manage as part of the fleet. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2.

createFleetLocationsResponse_fleetArn :: Lens' CreateFleetLocationsResponse (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

createFleetLocationsResponse_locationStates :: Lens' CreateFleetLocationsResponse (Maybe [LocationState]) Source #

The remote locations that are being added to the fleet, and the life-cycle status of each location. For new locations, the status is set to NEW. During location creation, GameLift updates each location's status as instances are deployed there and prepared for game hosting. This list does not include the fleet home Region or any remote locations that were already added to the fleet.

createFleetLocationsResponse_fleetId :: Lens' CreateFleetLocationsResponse (Maybe Text) Source #

A unique identifier for the fleet that was updated with new locations.

StartMatchmaking

startMatchmaking_ticketId :: Lens' StartMatchmaking (Maybe Text) Source #

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

startMatchmaking_configurationName :: Lens' StartMatchmaking Text Source #

Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.

startMatchmaking_players :: Lens' StartMatchmaking [Player] Source #

Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.

startMatchmakingResponse_matchmakingTicket :: Lens' StartMatchmakingResponse (Maybe MatchmakingTicket) Source #

Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.

CreateMatchmakingRuleSet

createMatchmakingRuleSet_tags :: Lens' CreateMatchmakingRuleSet (Maybe [Tag]) Source #

A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

createMatchmakingRuleSet_name :: Lens' CreateMatchmakingRuleSet Text Source #

A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional name field in the rule set body.

createMatchmakingRuleSet_ruleSetBody :: Lens' CreateMatchmakingRuleSet Text Source #

A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

DescribeFleetLocationUtilization

describeFleetLocationUtilization_fleetId :: Lens' DescribeFleetLocationUtilization Text Source #

A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.

describeFleetLocationUtilization_location :: Lens' DescribeFleetLocationUtilization Text Source #

The fleet location to retrieve utilization information for. Specify a location in the form of an AWS Region code, such as us-west-2.

describeFleetLocationUtilizationResponse_fleetUtilization :: Lens' DescribeFleetLocationUtilizationResponse (Maybe FleetUtilization) Source #

Utilization information for the requested fleet location. Utilization objects are returned only for fleets and locations that currently exist.

DescribeFleetCapacity

describeFleetCapacity_nextToken :: Lens' DescribeFleetCapacity (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

describeFleetCapacity_limit :: Lens' DescribeFleetCapacity (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

describeFleetCapacity_fleetIds :: Lens' DescribeFleetCapacity (Maybe (NonEmpty Text)) Source #

A unique identifier for the fleet(s) to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.

describeFleetCapacityResponse_nextToken :: Lens' DescribeFleetCapacityResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

describeFleetCapacityResponse_fleetCapacity :: Lens' DescribeFleetCapacityResponse (Maybe [FleetCapacity]) Source #

A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist.

DeleteBuild

deleteBuild_buildId :: Lens' DeleteBuild Text Source #

A unique identifier for the build to delete. You can use either the build ID or ARN value.

UpdateBuild

updateBuild_name :: Lens' UpdateBuild (Maybe Text) Source #

A descriptive label that is associated with a build. Build names do not need to be unique.

updateBuild_version :: Lens' UpdateBuild (Maybe Text) Source #

Version information that is associated with a build or script. Version strings do not need to be unique.

updateBuild_buildId :: Lens' UpdateBuild Text Source #

A unique identifier for the build to update. You can use either the build ID or ARN value.

ListFleets

listFleets_buildId :: Lens' ListFleets (Maybe Text) Source #

A unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.

listFleets_nextToken :: Lens' ListFleets (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

listFleets_scriptId :: Lens' ListFleets (Maybe Text) Source #

A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a specified script. Use either the script ID or ARN value.

listFleets_limit :: Lens' ListFleets (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

listFleetsResponse_nextToken :: Lens' ListFleetsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

listFleetsResponse_fleetIds :: Lens' ListFleetsResponse (Maybe (NonEmpty Text)) Source #

A set of fleet IDs that match the list request. You can retrieve additional information about all returned fleets by passing this result set to a DescribeFleetAttributes, DescribeFleetCapacity, or DescribeFleetUtilization call.

DeleteAlias

deleteAlias_aliasId :: Lens' DeleteAlias Text Source #

A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.

UpdateAlias

updateAlias_routingStrategy :: Lens' UpdateAlias (Maybe RoutingStrategy) Source #

The routing configuration, including routing type and fleet target, for the alias.

updateAlias_name :: Lens' UpdateAlias (Maybe Text) Source #

A descriptive label that is associated with an alias. Alias names do not need to be unique.

updateAlias_description :: Lens' UpdateAlias (Maybe Text) Source #

A human-readable description of the alias.

updateAlias_aliasId :: Lens' UpdateAlias Text Source #

A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.

StartMatchBackfill

startMatchBackfill_ticketId :: Lens' StartMatchBackfill (Maybe Text) Source #

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

startMatchBackfill_gameSessionArn :: Lens' StartMatchBackfill (Maybe Text) Source #

A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.

startMatchBackfill_configurationName :: Lens' StartMatchBackfill Text Source #

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

startMatchBackfill_players :: Lens' StartMatchBackfill [Player] Source #

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

  • PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.
  • LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

startMatchBackfillResponse_matchmakingTicket :: Lens' StartMatchBackfillResponse (Maybe MatchmakingTicket) Source #

Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.

DescribeInstances

describeInstances_instanceId :: Lens' DescribeInstances (Maybe Text) Source #

A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.

describeInstances_location :: Lens' DescribeInstances (Maybe Text) Source #

The name of a location to retrieve instance information for, in the form of an AWS Region code such as us-west-2.

describeInstances_nextToken :: Lens' DescribeInstances (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeInstances_limit :: Lens' DescribeInstances (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

describeInstances_fleetId :: Lens' DescribeInstances Text Source #

A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.

describeInstancesResponse_nextToken :: Lens' DescribeInstancesResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

describeInstancesResponse_instances :: Lens' DescribeInstancesResponse (Maybe [Instance]) Source #

A collection of objects containing properties for each instance returned.

DescribeGameSessionDetails

describeGameSessionDetails_location :: Lens' DescribeGameSessionDetails (Maybe Text) Source #

A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as us-west-2.

describeGameSessionDetails_gameSessionId :: Lens' DescribeGameSessionDetails (Maybe Text) Source #

A unique identifier for the game session to retrieve.

describeGameSessionDetails_aliasId :: Lens' DescribeGameSessionDetails (Maybe Text) Source #

A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.

describeGameSessionDetails_nextToken :: Lens' DescribeGameSessionDetails (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeGameSessionDetails_statusFilter :: Lens' DescribeGameSessionDetails (Maybe Text) Source #

Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).

describeGameSessionDetails_limit :: Lens' DescribeGameSessionDetails (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

describeGameSessionDetails_fleetId :: Lens' DescribeGameSessionDetails (Maybe Text) Source #

A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.

describeGameSessionDetailsResponse_gameSessionDetails :: Lens' DescribeGameSessionDetailsResponse (Maybe [GameSessionDetail]) Source #

A collection of properties for each game session that matches the request.

describeGameSessionDetailsResponse_nextToken :: Lens' DescribeGameSessionDetailsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

DescribeFleetPortSettings

describeFleetPortSettings_location :: Lens' DescribeFleetPortSettings (Maybe Text) Source #

A remote location to check for status of port setting updates. Use the AWS Region code format, such as us-west-2.

describeFleetPortSettings_fleetId :: Lens' DescribeFleetPortSettings Text Source #

A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.

describeFleetPortSettingsResponse_location :: Lens' DescribeFleetPortSettingsResponse (Maybe Text) Source #

The requested fleet location, expressed as an AWS Region code, such as us-west-2.

describeFleetPortSettingsResponse_fleetArn :: Lens' DescribeFleetPortSettingsResponse (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

describeFleetPortSettingsResponse_updateStatus :: Lens' DescribeFleetPortSettingsResponse (Maybe LocationUpdateStatus) Source #

The current status of updates to the fleet's port settings in the requested fleet location. A status of PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.

describeFleetPortSettingsResponse_fleetId :: Lens' DescribeFleetPortSettingsResponse (Maybe Text) Source #

A unique identifier for the fleet that was requested.

DescribeGameSessionQueues

describeGameSessionQueues_nextToken :: Lens' DescribeGameSessionQueues (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeGameSessionQueues_names :: Lens' DescribeGameSessionQueues (Maybe [Text]) Source #

A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.

describeGameSessionQueues_limit :: Lens' DescribeGameSessionQueues (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. You can request up to 50 results.

describeGameSessionQueuesResponse_nextToken :: Lens' DescribeGameSessionQueuesResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

describeGameSessionQueuesResponse_gameSessionQueues :: Lens' DescribeGameSessionQueuesResponse (Maybe [GameSessionQueue]) Source #

A collection of objects that describe the requested game session queues.

DescribeVpcPeeringConnections

describeVpcPeeringConnections_fleetId :: Lens' DescribeVpcPeeringConnections (Maybe Text) Source #

A unique identifier for the fleet. You can use either the fleet ID or ARN value.

DescribeScript

describeScript_scriptId :: Lens' DescribeScript Text Source #

A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN value.

describeScriptResponse_script :: Lens' DescribeScriptResponse (Maybe Script) Source #

A set of properties describing the requested script.

CreatePlayerSessions

createPlayerSessions_playerDataMap :: Lens' CreatePlayerSessions (Maybe (HashMap Text Text)) Source #

Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds parameter are ignored.

createPlayerSessions_gameSessionId :: Lens' CreatePlayerSessions Text Source #

A unique identifier for the game session to add players to.

createPlayerSessions_playerIds :: Lens' CreatePlayerSessions (NonEmpty Text) Source #

List of unique identifiers for the players to be added.

createPlayerSessionsResponse_playerSessions :: Lens' CreatePlayerSessionsResponse (Maybe [PlayerSession]) Source #

A collection of player session objects created for the added players.

DescribeMatchmakingConfigurations

describeMatchmakingConfigurations_ruleSetName :: Lens' DescribeMatchmakingConfigurations (Maybe Text) Source #

A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.

describeMatchmakingConfigurations_nextToken :: Lens' DescribeMatchmakingConfigurations (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeMatchmakingConfigurations_names :: Lens' DescribeMatchmakingConfigurations (Maybe [Text]) Source #

A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.

describeMatchmakingConfigurations_limit :: Lens' DescribeMatchmakingConfigurations (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.

describeMatchmakingConfigurationsResponse_nextToken :: Lens' DescribeMatchmakingConfigurationsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

DescribeVpcPeeringAuthorizations

describeVpcPeeringAuthorizationsResponse_vpcPeeringAuthorizations :: Lens' DescribeVpcPeeringAuthorizationsResponse (Maybe [VpcPeeringAuthorization]) Source #

A collection of objects that describe all valid VPC peering operations for the current AWS account.

UpdateGameServer

updateGameServer_healthCheck :: Lens' UpdateGameServer (Maybe GameServerHealthCheck) Source #

Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.

updateGameServer_gameServerData :: Lens' UpdateGameServer (Maybe Text) Source #

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

updateGameServer_utilizationStatus :: Lens' UpdateGameServer (Maybe GameServerUtilizationStatus) Source #

Indicates whether the game server is available or is currently hosting gameplay.

updateGameServer_gameServerGroupName :: Lens' UpdateGameServer Text Source #

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

updateGameServer_gameServerId :: Lens' UpdateGameServer Text Source #

A custom string that uniquely identifies the game server to update.

updateGameServerResponse_gameServer :: Lens' UpdateGameServerResponse (Maybe GameServer) Source #

Object that describes the newly updated game server.

CreateFleet

createFleet_serverLaunchParameters :: Lens' CreateFleet (Maybe Text) Source #

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

createFleet_logPaths :: Lens' CreateFleet (Maybe [Text]) Source #

This parameter is no longer used. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

createFleet_peerVpcId :: Lens' CreateFleet (Maybe Text) Source #

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

createFleet_buildId :: Lens' CreateFleet (Maybe Text) Source #

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

createFleet_fleetType :: Lens' CreateFleet (Maybe FleetType) Source #

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

createFleet_peerVpcAwsAccountId :: Lens' CreateFleet (Maybe Text) Source #

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

createFleet_eC2InboundPermissions :: Lens' CreateFleet (Maybe [IpPermission]) Source #

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

createFleet_runtimeConfiguration :: Lens' CreateFleet (Maybe RuntimeConfiguration) Source #

Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

createFleet_newGameSessionProtectionPolicy :: Lens' CreateFleet (Maybe ProtectionPolicy) Source #

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

createFleet_scriptId :: Lens' CreateFleet (Maybe Text) Source #

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

createFleet_certificateConfiguration :: Lens' CreateFleet (Maybe CertificateConfiguration) Source #

Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.

createFleet_serverLaunchPath :: Lens' CreateFleet (Maybe Text) Source #

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

createFleet_instanceRoleArn :: Lens' CreateFleet (Maybe Text) Source #

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.

createFleet_metricGroups :: Lens' CreateFleet (Maybe [Text]) Source #

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

createFleet_description :: Lens' CreateFleet (Maybe Text) Source #

A human-readable description of the fleet.

createFleet_resourceCreationLimitPolicy :: Lens' CreateFleet (Maybe ResourceCreationLimitPolicy) Source #

A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

createFleet_locations :: Lens' CreateFleet (Maybe (NonEmpty LocationConfiguration)) Source #

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

createFleet_tags :: Lens' CreateFleet (Maybe [Tag]) Source #

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the fleet is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the /AWS General Reference/ for actual tagging limits.

createFleet_name :: Lens' CreateFleet Text Source #

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

createFleet_eC2InstanceType :: Lens' CreateFleet EC2InstanceType Source #

The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.

createFleetResponse_locationStates :: Lens' CreateFleetResponse (Maybe [LocationState]) Source #

The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.

createFleetResponse_fleetAttributes :: Lens' CreateFleetResponse (Maybe FleetAttributes) Source #

The properties for the new fleet, including the current status. All fleets are placed in NEW status on creation.

DescribeFleetLocationCapacity

describeFleetLocationCapacity_fleetId :: Lens' DescribeFleetLocationCapacity Text Source #

A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.

describeFleetLocationCapacity_location :: Lens' DescribeFleetLocationCapacity Text Source #

The fleet location to retrieve capacity information for. Specify a location in the form of an AWS Region code, such as us-west-2.

describeFleetLocationCapacityResponse_fleetCapacity :: Lens' DescribeFleetLocationCapacityResponse (Maybe FleetCapacity) Source #

Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist.

DeleteMatchmakingConfiguration

deleteMatchmakingConfiguration_name :: Lens' DeleteMatchmakingConfiguration Text Source #

A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.

UpdateMatchmakingConfiguration

updateMatchmakingConfiguration_backfillMode :: Lens' UpdateMatchmakingConfiguration (Maybe BackfillMode) Source #

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

updateMatchmakingConfiguration_gameProperties :: Lens' UpdateMatchmakingConfiguration (Maybe [GameProperty]) Source #

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

updateMatchmakingConfiguration_ruleSetName :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

updateMatchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural) Source #

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

updateMatchmakingConfiguration_requestTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural) Source #

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

updateMatchmakingConfiguration_notificationTarget :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

updateMatchmakingConfiguration_flexMatchMode :: Lens' UpdateMatchmakingConfiguration (Maybe FlexMatchMode) Source #

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

updateMatchmakingConfiguration_gameSessionQueueArns :: Lens' UpdateMatchmakingConfiguration (Maybe [Text]) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

updateMatchmakingConfiguration_customEventData :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #

Information to add to all events related to the matchmaking configuration.

updateMatchmakingConfiguration_acceptanceRequired :: Lens' UpdateMatchmakingConfiguration (Maybe Bool) Source #

A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

updateMatchmakingConfiguration_gameSessionData :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

updateMatchmakingConfiguration_description :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #

A descriptive label that is associated with matchmaking configuration.

updateMatchmakingConfiguration_additionalPlayerCount :: Lens' UpdateMatchmakingConfiguration (Maybe Natural) Source #

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

updateMatchmakingConfiguration_name :: Lens' UpdateMatchmakingConfiguration Text Source #

A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.

DeleteGameServerGroup

deleteGameServerGroup_deleteOption :: Lens' DeleteGameServerGroup (Maybe GameServerGroupDeleteOption) Source #

The type of delete to perform. Options include the following:

  • SAFE_DELETE – (default) Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that are in UTILIZED status.
  • FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their utilization status, and the EC2 Auto Scaling group.
  • RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.

deleteGameServerGroup_gameServerGroupName :: Lens' DeleteGameServerGroup Text Source #

A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.

deleteGameServerGroupResponse_gameServerGroup :: Lens' DeleteGameServerGroupResponse (Maybe GameServerGroup) Source #

An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED.

UpdateGameServerGroup

updateGameServerGroup_instanceDefinitions :: Lens' UpdateGameServerGroup (Maybe (NonEmpty InstanceDefinition)) Source #

An updated list of EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

updateGameServerGroup_balancingStrategy :: Lens' UpdateGameServerGroup (Maybe BalancingStrategy) Source #

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.
  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.
  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

updateGameServerGroup_gameServerProtectionPolicy :: Lens' UpdateGameServerGroup (Maybe GameServerProtectionPolicy) Source #

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.

updateGameServerGroup_roleArn :: Lens' UpdateGameServerGroup (Maybe Text) Source #

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

updateGameServerGroup_gameServerGroupName :: Lens' UpdateGameServerGroup Text Source #

A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.

updateGameServerGroupResponse_gameServerGroup :: Lens' UpdateGameServerGroupResponse (Maybe GameServerGroup) Source #

An object that describes the game server group resource with updated properties.

ResumeGameServerGroup

resumeGameServerGroup_gameServerGroupName :: Lens' ResumeGameServerGroup Text Source #

A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.

resumeGameServerGroupResponse_gameServerGroup :: Lens' ResumeGameServerGroupResponse (Maybe GameServerGroup) Source #

An object that describes the game server group resource, with the SuspendedActions property updated to reflect the resumed activity.

DeleteVpcPeeringAuthorization

deleteVpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' DeleteVpcPeeringAuthorization Text Source #

A unique identifier for the AWS account that you use to manage your GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

deleteVpcPeeringAuthorization_peerVpcId :: Lens' DeleteVpcPeeringAuthorization Text Source #

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

UpdateFleetAttributes

updateFleetAttributes_newGameSessionProtectionPolicy :: Lens' UpdateFleetAttributes (Maybe ProtectionPolicy) Source #

The game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession.

  • NoProtection -- The game session can be terminated during a scale-down event.
  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

updateFleetAttributes_name :: Lens' UpdateFleetAttributes (Maybe Text) Source #

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

updateFleetAttributes_metricGroups :: Lens' UpdateFleetAttributes (Maybe [Text]) Source #

The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.

updateFleetAttributes_description :: Lens' UpdateFleetAttributes (Maybe Text) Source #

A human-readable description of a fleet.

updateFleetAttributes_resourceCreationLimitPolicy :: Lens' UpdateFleetAttributes (Maybe ResourceCreationLimitPolicy) Source #

Policy settings that limit the number of game sessions an individual player can create over a span of time.

updateFleetAttributes_fleetId :: Lens' UpdateFleetAttributes Text Source #

A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.

updateFleetAttributesResponse_fleetId :: Lens' UpdateFleetAttributesResponse (Maybe Text) Source #

A unique identifier for the fleet that was updated.

TagResource

tagResource_resourceARN :: Lens' TagResource Text Source #

The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to assign tags to. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.

tagResource_tags :: Lens' TagResource [Tag] Source #

A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging AWS Resources for actual tagging limits.

CreateMatchmakingConfiguration

createMatchmakingConfiguration_backfillMode :: Lens' CreateMatchmakingConfiguration (Maybe BackfillMode) Source #

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

createMatchmakingConfiguration_gameProperties :: Lens' CreateMatchmakingConfiguration (Maybe [GameProperty]) Source #

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

createMatchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' CreateMatchmakingConfiguration (Maybe Natural) Source #

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

createMatchmakingConfiguration_notificationTarget :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

createMatchmakingConfiguration_flexMatchMode :: Lens' CreateMatchmakingConfiguration (Maybe FlexMatchMode) Source #

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

createMatchmakingConfiguration_gameSessionQueueArns :: Lens' CreateMatchmakingConfiguration (Maybe [Text]) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

createMatchmakingConfiguration_customEventData :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #

Information to be added to all events related to this matchmaking configuration.

createMatchmakingConfiguration_gameSessionData :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

createMatchmakingConfiguration_description :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #

A human-readable description of the matchmaking configuration.

createMatchmakingConfiguration_tags :: Lens' CreateMatchmakingConfiguration (Maybe [Tag]) Source #

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

createMatchmakingConfiguration_additionalPlayerCount :: Lens' CreateMatchmakingConfiguration (Maybe Natural) Source #

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

createMatchmakingConfiguration_name :: Lens' CreateMatchmakingConfiguration Text Source #

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

createMatchmakingConfiguration_requestTimeoutSeconds :: Lens' CreateMatchmakingConfiguration Natural Source #

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

createMatchmakingConfiguration_acceptanceRequired :: Lens' CreateMatchmakingConfiguration Bool Source #

A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

createMatchmakingConfiguration_ruleSetName :: Lens' CreateMatchmakingConfiguration Text Source #

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

DescribePlayerSessions

describePlayerSessions_gameSessionId :: Lens' DescribePlayerSessions (Maybe Text) Source #

A unique identifier for the game session to retrieve player sessions for.

describePlayerSessions_nextToken :: Lens' DescribePlayerSessions (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

describePlayerSessions_limit :: Lens' DescribePlayerSessions (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

describePlayerSessions_playerSessionId :: Lens' DescribePlayerSessions (Maybe Text) Source #

A unique identifier for a player session to retrieve.

describePlayerSessions_playerId :: Lens' DescribePlayerSessions (Maybe Text) Source #

A unique identifier for a player to retrieve player sessions for.

describePlayerSessions_playerSessionStatusFilter :: Lens' DescribePlayerSessions (Maybe Text) Source #

Player session status to filter results on.

Possible player session statuses include the following:

  • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
  • ACTIVE -- The player has been validated by the server process and is currently connected.
  • COMPLETED -- The player connection has been dropped.
  • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).

describePlayerSessionsResponse_nextToken :: Lens' DescribePlayerSessionsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

describePlayerSessionsResponse_playerSessions :: Lens' DescribePlayerSessionsResponse (Maybe [PlayerSession]) Source #

A collection of objects containing properties for each player session that matches the request.

StopFleetActions

stopFleetActions_location :: Lens' StopFleetActions (Maybe Text) Source #

The fleet location to stop fleet actions for. Specify a location in the form of an AWS Region code, such as us-west-2.

stopFleetActions_fleetId :: Lens' StopFleetActions Text Source #

A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.

stopFleetActions_actions :: Lens' StopFleetActions (NonEmpty FleetAction) Source #

List of actions to suspend on the fleet.

stopFleetActionsResponse_fleetArn :: Lens' StopFleetActionsResponse (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

stopFleetActionsResponse_fleetId :: Lens' StopFleetActionsResponse (Maybe Text) Source #

A unique identifier for the fleet to stop actions on.

DescribeBuild

describeBuild_buildId :: Lens' DescribeBuild Text Source #

A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.

describeBuildResponse_build :: Lens' DescribeBuildResponse (Maybe Build) Source #

Set of properties describing the requested build.

UpdateFleetPortSettings

updateFleetPortSettings_inboundPermissionRevocations :: Lens' UpdateFleetPortSettings (Maybe [IpPermission]) Source #

A collection of port settings to be removed from the fleet resource.

updateFleetPortSettings_inboundPermissionAuthorizations :: Lens' UpdateFleetPortSettings (Maybe [IpPermission]) Source #

A collection of port settings to be added to the fleet resource.

updateFleetPortSettings_fleetId :: Lens' UpdateFleetPortSettings Text Source #

A unique identifier for the fleet to update port settings for. You can use either the fleet ID or ARN value.

updateFleetPortSettingsResponse_fleetId :: Lens' UpdateFleetPortSettingsResponse (Maybe Text) Source #

A unique identifier for the fleet that was updated.

UpdateFleetCapacity

updateFleetCapacity_location :: Lens' UpdateFleetCapacity (Maybe Text) Source #

The name of a remote location to update fleet capacity settings for, in the form of an AWS Region code such as us-west-2.

updateFleetCapacity_maxSize :: Lens' UpdateFleetCapacity (Maybe Natural) Source #

The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.

updateFleetCapacity_minSize :: Lens' UpdateFleetCapacity (Maybe Natural) Source #

The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.

updateFleetCapacity_desiredInstances :: Lens' UpdateFleetCapacity (Maybe Natural) Source #

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

updateFleetCapacity_fleetId :: Lens' UpdateFleetCapacity Text Source #

A unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.

updateFleetCapacityResponse_location :: Lens' UpdateFleetCapacityResponse (Maybe Text) Source #

The remote location being updated, expressed as an AWS Region code, such as us-west-2.

updateFleetCapacityResponse_fleetArn :: Lens' UpdateFleetCapacityResponse (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

updateFleetCapacityResponse_fleetId :: Lens' UpdateFleetCapacityResponse (Maybe Text) Source #

A unique identifier for the fleet that was updated.

CreateScript

createScript_storageLocation :: Lens' CreateScript (Maybe S3Location) Source #

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

createScript_zipFile :: Lens' CreateScript (Maybe ByteString) Source #

A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.-- -- Note: This Lens automatically encodes and decodes Base64 data. -- The underlying isomorphism will encode to Base64 representation during -- serialisation, and decode from Base64 representation during deserialisation. -- This Lens accepts and returns only raw unencoded data.

createScript_name :: Lens' CreateScript (Maybe Text) Source #

A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.

createScript_version :: Lens' CreateScript (Maybe Text) Source #

Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.

createScript_tags :: Lens' CreateScript (Maybe [Tag]) Source #

A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

createScriptResponse_script :: Lens' CreateScriptResponse (Maybe Script) Source #

The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

AcceptMatch

acceptMatch_ticketId :: Lens' AcceptMatch Text Source #

A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.

acceptMatch_playerIds :: Lens' AcceptMatch [Text] Source #

A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.

acceptMatch_acceptanceType :: Lens' AcceptMatch AcceptanceType Source #

Player response to the proposed match.

UntagResource

untagResource_resourceARN :: Lens' UntagResource Text Source #

The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to remove tags from. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.

untagResource_tagKeys :: Lens' UntagResource [Text] Source #

A list of one or more tag keys to remove from the specified GameLift resource. An AWS resource can have only one tag with a specific tag key, so specifying the tag key identifies which tag to remove.

DescribeAlias

describeAlias_aliasId :: Lens' DescribeAlias Text Source #

The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.

ValidateMatchmakingRuleSet

validateMatchmakingRuleSet_ruleSetBody :: Lens' ValidateMatchmakingRuleSet Text Source #

A collection of matchmaking rules to validate, formatted as a JSON string.

ListScripts

listScripts_nextToken :: Lens' ListScripts (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

listScripts_limit :: Lens' ListScripts (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

listScriptsResponse_scripts :: Lens' ListScriptsResponse (Maybe [Script]) Source #

A set of properties describing the requested script.

listScriptsResponse_nextToken :: Lens' ListScriptsResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

DescribeEC2InstanceLimits

describeEC2InstanceLimits_location :: Lens' DescribeEC2InstanceLimits (Maybe Text) Source #

The name of a remote location to request instance limits for, in the form of an AWS Region code such as us-west-2.

describeEC2InstanceLimits_eC2InstanceType :: Lens' DescribeEC2InstanceLimits (Maybe EC2InstanceType) Source #

Name of an EC2 instance type that is supported in GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.

SuspendGameServerGroup

suspendGameServerGroup_gameServerGroupName :: Lens' SuspendGameServerGroup Text Source #

A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.

suspendGameServerGroupResponse_gameServerGroup :: Lens' SuspendGameServerGroupResponse (Maybe GameServerGroup) Source #

An object that describes the game server group resource, with the SuspendedActions property updated to reflect the suspended activity.

DeleteFleetLocations

deleteFleetLocations_fleetId :: Lens' DeleteFleetLocations Text Source #

A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.

deleteFleetLocations_locations :: Lens' DeleteFleetLocations (NonEmpty Text) Source #

The list of fleet locations to delete. Specify locations in the form of an AWS Region code, such as us-west-2.

deleteFleetLocationsResponse_fleetArn :: Lens' DeleteFleetLocationsResponse (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

deleteFleetLocationsResponse_locationStates :: Lens' DeleteFleetLocationsResponse (Maybe [LocationState]) Source #

The remote locations that are being deleted, with each location status set to DELETING.

deleteFleetLocationsResponse_fleetId :: Lens' DeleteFleetLocationsResponse (Maybe Text) Source #

A unique identifier for the fleet that location attributes are being deleted for.

DeleteMatchmakingRuleSet

deleteMatchmakingRuleSet_name :: Lens' DeleteMatchmakingRuleSet Text Source #

A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.

StopGameSessionPlacement

stopGameSessionPlacement_placementId :: Lens' StopGameSessionPlacement Text Source #

A unique identifier for a game session placement to cancel.

stopGameSessionPlacementResponse_gameSessionPlacement :: Lens' StopGameSessionPlacementResponse (Maybe GameSessionPlacement) Source #

Object that describes the canceled game session placement, with CANCELLED status and an end time stamp.

ClaimGameServer

claimGameServer_gameServerData :: Lens' ClaimGameServer (Maybe Text) Source #

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

claimGameServer_gameServerId :: Lens' ClaimGameServer (Maybe Text) Source #

A custom string that uniquely identifies the game server to claim. If this parameter is left empty, GameLift FleetIQ searches for an available game server in the specified game server group.

claimGameServer_gameServerGroupName :: Lens' ClaimGameServer Text Source #

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim.

claimGameServerResponse_gameServer :: Lens' ClaimGameServerResponse (Maybe GameServer) Source #

Object that describes the newly claimed game server.

UpdateGameSession

updateGameSession_maximumPlayerSessionCount :: Lens' UpdateGameSession (Maybe Natural) Source #

The maximum number of players that can be connected simultaneously to the game session.

updateGameSession_playerSessionCreationPolicy :: Lens' UpdateGameSession (Maybe PlayerSessionCreationPolicy) Source #

A policy that determines whether the game session is accepting new players.

updateGameSession_name :: Lens' UpdateGameSession (Maybe Text) Source #

A descriptive label that is associated with a game session. Session names do not need to be unique.

updateGameSession_protectionPolicy :: Lens' UpdateGameSession (Maybe ProtectionPolicy) Source #

Game session protection policy to apply to this game session only.

  • NoProtection -- The game session can be terminated during a scale-down event.
  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

updateGameSession_gameSessionId :: Lens' UpdateGameSession Text Source #

A unique identifier for the game session to update.

DescribeFleetLocationAttributes

describeFleetLocationAttributes_nextToken :: Lens' DescribeFleetLocationAttributes (Maybe Text) Source #

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

describeFleetLocationAttributes_limit :: Lens' DescribeFleetLocationAttributes (Maybe Natural) Source #

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This limit is not currently enforced.

describeFleetLocationAttributes_locations :: Lens' DescribeFleetLocationAttributes (Maybe (NonEmpty Text)) Source #

A list of fleet locations to retrieve information for. Specify locations in the form of an AWS Region code, such as us-west-2.

describeFleetLocationAttributes_fleetId :: Lens' DescribeFleetLocationAttributes Text Source #

A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.

describeFleetLocationAttributesResponse_fleetArn :: Lens' DescribeFleetLocationAttributesResponse (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

describeFleetLocationAttributesResponse_nextToken :: Lens' DescribeFleetLocationAttributesResponse (Maybe Text) Source #

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

describeFleetLocationAttributesResponse_fleetId :: Lens' DescribeFleetLocationAttributesResponse (Maybe Text) Source #

A unique identifier for the fleet that location attributes were requested for.

DescribeMatchmaking

describeMatchmaking_ticketIds :: Lens' DescribeMatchmaking [Text] Source #

A unique identifier for a matchmaking ticket. You can include up to 10 ID values.

describeMatchmakingResponse_ticketList :: Lens' DescribeMatchmakingResponse (Maybe [MatchmakingTicket]) Source #

A collection of existing matchmaking ticket objects matching the request.

CreatePlayerSession

createPlayerSession_playerData :: Lens' CreatePlayerSession (Maybe Text) Source #

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

createPlayerSession_gameSessionId :: Lens' CreatePlayerSession Text Source #

A unique identifier for the game session to add a player to.

createPlayerSession_playerId :: Lens' CreatePlayerSession Text Source #

A unique identifier for a player. Player IDs are developer-defined.

createPlayerSessionResponse_playerSession :: Lens' CreatePlayerSessionResponse (Maybe PlayerSession) Source #

Object that describes the newly created player session record.

DescribeGameServerGroup

describeGameServerGroup_gameServerGroupName :: Lens' DescribeGameServerGroup Text Source #

A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.

describeGameServerGroupResponse_gameServerGroup :: Lens' DescribeGameServerGroupResponse (Maybe GameServerGroup) Source #

An object with the property settings for the requested game server group resource.

Types

Alias

alias_creationTime :: Lens' Alias (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

alias_lastUpdatedTime :: Lens' Alias (Maybe UTCTime) Source #

The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

alias_aliasId :: Lens' Alias (Maybe Text) Source #

A unique identifier for the alias. Alias IDs are unique within a Region.

alias_routingStrategy :: Lens' Alias (Maybe RoutingStrategy) Source #

The routing configuration, including routing type and fleet target, for the alias.

alias_name :: Lens' Alias (Maybe Text) Source #

A descriptive label that is associated with an alias. Alias names do not need to be unique.

alias_aliasArn :: Lens' Alias (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift alias ARN, the resource ID matches the alias ID value.

alias_description :: Lens' Alias (Maybe Text) Source #

A human-readable description of an alias.

AttributeValue

attributeValue_sl :: Lens' AttributeValue (Maybe [Text]) Source #

For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

attributeValue_sdm :: Lens' AttributeValue (Maybe (HashMap Text Double)) Source #

For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

attributeValue_n :: Lens' AttributeValue (Maybe Double) Source #

For number values, expressed as double.

attributeValue_s :: Lens' AttributeValue (Maybe Text) Source #

For single string values. Maximum string length is 100 characters.

AwsCredentials

awsCredentials_secretAccessKey :: Lens' AwsCredentials (Maybe Text) Source #

Temporary secret key allowing access to the Amazon GameLift S3 account.

awsCredentials_sessionToken :: Lens' AwsCredentials (Maybe Text) Source #

Token used to associate a specific build ID with the files uploaded using these credentials.

awsCredentials_accessKeyId :: Lens' AwsCredentials (Maybe Text) Source #

Temporary key allowing access to the Amazon GameLift S3 account.

Build

build_creationTime :: Lens' Build (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

build_status :: Lens' Build (Maybe BuildStatus) Source #

Current status of the build.

Possible build statuses include the following:

  • INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
  • READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
  • FAILED -- The game build upload failed. You cannot create new fleets for this build.

build_operatingSystem :: Lens' Build (Maybe OperatingSystem) Source #

Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.

build_buildId :: Lens' Build (Maybe Text) Source #

A unique identifier for the build.

build_name :: Lens' Build (Maybe Text) Source #

A descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

build_version :: Lens' Build (Maybe Text) Source #

Version information that is associated with a build or script. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.

build_buildArn :: Lens' Build (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift build ARN, the resource ID matches the BuildId value.

build_sizeOnDisk :: Lens' Build (Maybe Natural) Source #

File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.

CertificateConfiguration

certificateConfiguration_certificateType :: Lens' CertificateConfiguration CertificateType Source #

Indicates whether a TLS/SSL certificate is generated for a fleet.

Valid values include:

  • GENERATED - Generate a TLS/SSL certificate for this fleet.
  • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.

DesiredPlayerSession

desiredPlayerSession_playerData :: Lens' DesiredPlayerSession (Maybe Text) Source #

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

desiredPlayerSession_playerId :: Lens' DesiredPlayerSession (Maybe Text) Source #

A unique identifier for a player to associate with the player session.

EC2InstanceCounts

eC2InstanceCounts_idle :: Lens' EC2InstanceCounts (Maybe Natural) Source #

Number of active instances that are not currently hosting a game session.

eC2InstanceCounts_terminating :: Lens' EC2InstanceCounts (Maybe Natural) Source #

Number of instances that are no longer active but haven't yet been terminated.

eC2InstanceCounts_pending :: Lens' EC2InstanceCounts (Maybe Natural) Source #

Number of instances that are starting but not yet active.

eC2InstanceCounts_maximum :: Lens' EC2InstanceCounts (Maybe Natural) Source #

The maximum instance count value allowed.

eC2InstanceCounts_desired :: Lens' EC2InstanceCounts (Maybe Natural) Source #

Ideal number of active instances. GameLift will always try to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances.

eC2InstanceCounts_minimum :: Lens' EC2InstanceCounts (Maybe Natural) Source #

The minimum instance count value allowed.

eC2InstanceCounts_active :: Lens' EC2InstanceCounts (Maybe Natural) Source #

Actual number of instances that are ready to host game sessions.

EC2InstanceLimit

eC2InstanceLimit_location :: Lens' EC2InstanceLimit (Maybe Text) Source #

An AWS Region code, such as us-west-2.

eC2InstanceLimit_eC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType) Source #

The name of an EC2 instance type. See Amazon EC2 Instance Types for detailed descriptions.

eC2InstanceLimit_currentInstances :: Lens' EC2InstanceLimit (Maybe Natural) Source #

The number of instances for the specified type and location that are currently being used by the AWS account.

eC2InstanceLimit_instanceLimit :: Lens' EC2InstanceLimit (Maybe Natural) Source #

The number of instances that is allowed for the specified instance type and location.

Event

event_resourceId :: Lens' Event (Maybe Text) Source #

A unique identifier for an event resource, such as a fleet ID.

event_preSignedLogUrl :: Lens' Event (Maybe Text) Source #

Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the GameLift console.

event_eventTime :: Lens' Event (Maybe UTCTime) Source #

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

event_message :: Lens' Event (Maybe Text) Source #

Additional information related to the event.

event_eventCode :: Lens' Event (Maybe EventCode) Source #

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

  • FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID.
  • FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.
  • FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
  • FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.
  • FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl.
  • FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.
  • FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING.
  • FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance.
  • FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING.
  • FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance.
  • FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING.
  • FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. Learn more at Debug Fleet Creation Issues
  • FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.

VPC peering events:

  • FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an GameLift fleet and a VPC in your AWS account.
  • FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
  • FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.

Spot instance events:

  • INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.

Other fleet events:

  • FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
  • FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
  • FLEET_DELETED -- A request to delete a fleet was initiated.
  • GENERIC_EVENT -- An unspecified event has occurred.

event_eventId :: Lens' Event (Maybe Text) Source #

A unique identifier for a fleet event.

FilterConfiguration

filterConfiguration_allowedLocations :: Lens' FilterConfiguration (Maybe (NonEmpty Text)) Source #

A list of locations to allow game session placement in, in the form of AWS Region codes such as us-west-2.

FleetAttributes

fleetAttributes_creationTime :: Lens' FleetAttributes (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

fleetAttributes_status :: Lens' FleetAttributes (Maybe FleetStatus) Source #

Current status of the fleet. Possible fleet statuses include the following:

  • NEW -- A new fleet has been defined and desired instances is set to 1.
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- GameLift is setting up the new fleet, creating new instances with the game build or Realtime script and starting server processes.
  • ACTIVE -- Hosts can now accept game sessions.
  • ERROR -- An error occurred when downloading, validating, building, or activating the fleet.
  • DELETING -- Hosts are responding to a delete fleet request.
  • TERMINATED -- The fleet no longer exists.

fleetAttributes_serverLaunchParameters :: Lens' FleetAttributes (Maybe Text) Source #

This parameter is no longer used. Server launch parameters are now defined using the fleet's RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

fleetAttributes_logPaths :: Lens' FleetAttributes (Maybe [Text]) Source #

This parameter is no longer used. Game session log paths are now defined using the GameLift server API ProcessReady() logParameters. See more information in the Server API Reference.

fleetAttributes_operatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem) Source #

The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.

fleetAttributes_buildId :: Lens' FleetAttributes (Maybe Text) Source #

A unique identifier for the build resource that is deployed on instances in this fleet.

fleetAttributes_fleetArn :: Lens' FleetAttributes (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId value.

fleetAttributes_fleetType :: Lens' FleetAttributes (Maybe FleetType) Source #

The kind of instances, On-Demand or Spot, that this fleet uses.

fleetAttributes_terminationTime :: Lens' FleetAttributes (Maybe UTCTime) Source #

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

fleetAttributes_instanceType :: Lens' FleetAttributes (Maybe EC2InstanceType) Source #

The EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.

fleetAttributes_stoppedActions :: Lens' FleetAttributes (Maybe (NonEmpty FleetAction)) Source #

A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling.

fleetAttributes_newGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy) Source #

The type of game session protection to set on all new instances that are started in the fleet.

  • NoProtection -- The game session can be terminated during a scale-down event.
  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

fleetAttributes_name :: Lens' FleetAttributes (Maybe Text) Source #

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

fleetAttributes_scriptId :: Lens' FleetAttributes (Maybe Text) Source #

A unique identifier for the Realtime script resource that is deployed on instances in this fleet.

fleetAttributes_scriptArn :: Lens' FleetAttributes (Maybe Text) Source #

The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId value.

fleetAttributes_certificateConfiguration :: Lens' FleetAttributes (Maybe CertificateConfiguration) Source #

Indicates whether a TLS/SSL certificate was generated for the fleet.

fleetAttributes_serverLaunchPath :: Lens' FleetAttributes (Maybe Text) Source #

This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

fleetAttributes_instanceRoleArn :: Lens' FleetAttributes (Maybe Text) Source #

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

fleetAttributes_metricGroups :: Lens' FleetAttributes (Maybe [Text]) Source #

Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.

fleetAttributes_buildArn :: Lens' FleetAttributes (Maybe Text) Source #

The Amazon Resource Name (ARN) associated with the GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value.

fleetAttributes_fleetId :: Lens' FleetAttributes (Maybe Text) Source #

A unique identifier for the fleet.

fleetAttributes_description :: Lens' FleetAttributes (Maybe Text) Source #

A human-readable description of the fleet.

fleetAttributes_resourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy) Source #

The fleet policy that limits the number of game sessions an individual player can create over a span of time.

FleetCapacity

fleetCapacity_location :: Lens' FleetCapacity (Maybe Text) Source #

The fleet location for the instance count information, expressed as an AWS Region code, such as us-west-2.

fleetCapacity_fleetArn :: Lens' FleetCapacity (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

fleetCapacity_instanceType :: Lens' FleetCapacity (Maybe EC2InstanceType) Source #

The EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.

fleetCapacity_fleetId :: Lens' FleetCapacity (Maybe Text) Source #

A unique identifier for the fleet associated with the location.

fleetCapacity_instanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts) Source #

The current instance count and capacity settings for the fleet location.

FleetUtilization

fleetUtilization_activeGameSessionCount :: Lens' FleetUtilization (Maybe Natural) Source #

The number of active game sessions that are currently being hosted across all instances in the fleet location.

fleetUtilization_location :: Lens' FleetUtilization (Maybe Text) Source #

The fleet location for the fleet utilization information, expressed as an AWS Region code, such as us-west-2.

fleetUtilization_fleetArn :: Lens' FleetUtilization (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

fleetUtilization_maximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) Source #

The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.

fleetUtilization_currentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) Source #

The number of active player sessions that are currently being hosted across all instances in the fleet location.

fleetUtilization_fleetId :: Lens' FleetUtilization (Maybe Text) Source #

A unique identifier for the fleet associated with the location.

fleetUtilization_activeServerProcessCount :: Lens' FleetUtilization (Maybe Natural) Source #

The number of server processes in ACTIVE status that are currently running across all instances in the fleet location.

GameProperty

gameProperty_key :: Lens' GameProperty Text Source #

The game property identifier.

gameProperty_value :: Lens' GameProperty Text Source #

The game property value.

GameServer

gameServer_instanceId :: Lens' GameServer (Maybe Text) Source #

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

gameServer_lastClaimTime :: Lens' GameServer (Maybe UTCTime) Source #

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

gameServer_gameServerGroupName :: Lens' GameServer (Maybe Text) Source #

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

gameServer_gameServerData :: Lens' GameServer (Maybe Text) Source #

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

gameServer_claimStatus :: Lens' GameServer (Maybe GameServerClaimStatus) Source #

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

gameServer_gameServerId :: Lens' GameServer (Maybe Text) Source #

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

gameServer_utilizationStatus :: Lens' GameServer (Maybe GameServerUtilizationStatus) Source #

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.
  • UTILIZED - The game server is currently hosting a game session with players.

gameServer_registrationTime :: Lens' GameServer (Maybe UTCTime) Source #

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

gameServer_lastHealthCheckTime :: Lens' GameServer (Maybe UTCTime) Source #

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

gameServer_connectionInfo :: Lens' GameServer (Maybe Text) Source #

The port and IP address that must be used to establish a client connection to the game server.

gameServer_gameServerGroupArn :: Lens' GameServer (Maybe Text) Source #

The ARN identifier for the game server group where the game server is located.

GameServerGroup

gameServerGroup_creationTime :: Lens' GameServerGroup (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

gameServerGroup_status :: Lens' GameServerGroup (Maybe GameServerGroupStatus) Source #

The current status of the game server group. Possible statuses include:

  • NEW - GameLift FleetIQ has validated the CreateGameServerGroup() request.
  • ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your AWS account.
  • ACTIVE - The game server group has been successfully created.
  • DELETE_SCHEDULED - A request to delete the game server group has been received.
  • DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup() request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.
  • DELETED - The game server group has been successfully deleted.
  • ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.

gameServerGroup_instanceDefinitions :: Lens' GameServerGroup (Maybe (NonEmpty InstanceDefinition)) Source #

The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.

gameServerGroup_lastUpdatedTime :: Lens' GameServerGroup (Maybe UTCTime) Source #

A timestamp that indicates when this game server group was last updated.

gameServerGroup_balancingStrategy :: Lens' GameServerGroup (Maybe BalancingStrategy) Source #

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.
  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.
  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

gameServerGroup_gameServerGroupName :: Lens' GameServerGroup (Maybe Text) Source #

A developer-defined identifier for the game server group. The name is unique for each Region in each AWS account.

gameServerGroup_suspendedActions :: Lens' GameServerGroup (Maybe (NonEmpty GameServerGroupAction)) Source #

A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.

gameServerGroup_autoScalingGroupArn :: Lens' GameServerGroup (Maybe Text) Source #

A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group.

gameServerGroup_statusReason :: Lens' GameServerGroup (Maybe Text) Source #

Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.

gameServerGroup_gameServerProtectionPolicy :: Lens' GameServerGroup (Maybe GameServerProtectionPolicy) Source #

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status.

gameServerGroup_gameServerGroupArn :: Lens' GameServerGroup (Maybe Text) Source #

A generated unique ID for the game server group.

gameServerGroup_roleArn :: Lens' GameServerGroup (Maybe Text) Source #

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

GameServerGroupAutoScalingPolicy

gameServerGroupAutoScalingPolicy_estimatedInstanceWarmup :: Lens' GameServerGroupAutoScalingPolicy (Maybe Natural) Source #

Length of time, in seconds, it takes for a new instance to start new game server processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.

gameServerGroupAutoScalingPolicy_targetTrackingConfiguration :: Lens' GameServerGroupAutoScalingPolicy TargetTrackingConfiguration Source #

Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

GameServerInstance

gameServerInstance_instanceId :: Lens' GameServerInstance (Maybe Text) Source #

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

gameServerInstance_gameServerGroupName :: Lens' GameServerInstance (Maybe Text) Source #

A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each AWS account.

gameServerInstance_instanceStatus :: Lens' GameServerInstance (Maybe GameServerInstanceStatus) Source #

Current status of the game server instance.

  • ACTIVE -- The instance is viable for hosting game servers.
  • DRAINING -- The instance is not viable for hosting game servers. Existing game servers are in the process of ending, and new game servers are not started on this instance unless no other resources are available. When the instance is put in DRAINING, a new instance is started up to replace it. Once the instance has no UTILIZED game servers, it will be terminated in favor of the new instance.
  • SPOT_TERMINATING -- The instance is in the process of shutting down due to a Spot instance interruption. No new game servers are started on this instance.

gameServerInstance_gameServerGroupArn :: Lens' GameServerInstance (Maybe Text) Source #

A generated unique identifier for the game server group that includes the game server instance.

GameSession

gameSession_creationTime :: Lens' GameSession (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

gameSession_status :: Lens' GameSession (Maybe GameSessionStatus) Source #

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

gameSession_gameProperties :: Lens' GameSession (Maybe [GameProperty]) Source #

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

gameSession_ipAddress :: Lens' GameSession (Maybe Text) Source #

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

gameSession_location :: Lens' GameSession (Maybe Text) Source #

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

gameSession_gameSessionId :: Lens' GameSession (Maybe Text) Source #

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

gameSession_matchmakerData :: Lens' GameSession (Maybe Text) Source #

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

gameSession_fleetArn :: Lens' GameSession (Maybe Text) Source #

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

gameSession_maximumPlayerSessionCount :: Lens' GameSession (Maybe Natural) Source #

The maximum number of players that can be connected simultaneously to the game session.

gameSession_terminationTime :: Lens' GameSession (Maybe UTCTime) Source #

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

gameSession_playerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy) Source #

Indicates whether or not the game session is accepting new players.

gameSession_name :: Lens' GameSession (Maybe Text) Source #

A descriptive label that is associated with a game session. Session names do not need to be unique.

gameSession_currentPlayerSessionCount :: Lens' GameSession (Maybe Natural) Source #

Number of players currently in the game session.

gameSession_statusReason :: Lens' GameSession (Maybe GameSessionStatusReason) Source #

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

gameSession_gameSessionData :: Lens' GameSession (Maybe Text) Source #

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

gameSession_fleetId :: Lens' GameSession (Maybe Text) Source #

A unique identifier for the fleet that the game session is running on.

gameSession_dnsName :: Lens' GameSession (Maybe Text) Source #

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

gameSession_creatorId :: Lens' GameSession (Maybe Text) Source #

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

gameSession_port :: Lens' GameSession (Maybe Natural) Source #

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

GameSessionConnectionInfo

gameSessionConnectionInfo_matchedPlayerSessions :: Lens' GameSessionConnectionInfo (Maybe [MatchedPlayerSession]) Source #

A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

gameSessionConnectionInfo_ipAddress :: Lens' GameSessionConnectionInfo (Maybe Text) Source #

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

gameSessionConnectionInfo_gameSessionArn :: Lens' GameSessionConnectionInfo (Maybe Text) Source #

A unique identifier for the game session. Use the game session ID.

gameSessionConnectionInfo_dnsName :: Lens' GameSessionConnectionInfo (Maybe Text) Source #

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

gameSessionConnectionInfo_port :: Lens' GameSessionConnectionInfo (Maybe Natural) Source #

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

GameSessionDetail

gameSessionDetail_protectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy) Source #

Current status of protection for the game session.

  • NoProtection -- The game session can be terminated during a scale-down event.
  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

GameSessionPlacement

gameSessionPlacement_status :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState) Source #

Current status of the game session placement request.

  • PENDING -- The placement request is currently in the queue waiting to be processed.
  • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.
  • CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.
  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
  • FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

gameSessionPlacement_placementId :: Lens' GameSessionPlacement (Maybe Text) Source #

A unique identifier for a game session placement.

gameSessionPlacement_gameProperties :: Lens' GameSessionPlacement (Maybe [GameProperty]) Source #

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

gameSessionPlacement_ipAddress :: Lens' GameSessionPlacement (Maybe Text) Source #

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

gameSessionPlacement_gameSessionName :: Lens' GameSessionPlacement (Maybe Text) Source #

A descriptive label that is associated with a game session. Session names do not need to be unique.

gameSessionPlacement_startTime :: Lens' GameSessionPlacement (Maybe UTCTime) Source #

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

gameSessionPlacement_gameSessionId :: Lens' GameSessionPlacement (Maybe Text) Source #

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

gameSessionPlacement_gameSessionRegion :: Lens' GameSessionPlacement (Maybe Text) Source #

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

gameSessionPlacement_matchmakerData :: Lens' GameSessionPlacement (Maybe Text) Source #

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

gameSessionPlacement_maximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural) Source #

The maximum number of players that can be connected simultaneously to the game session.

gameSessionPlacement_endTime :: Lens' GameSessionPlacement (Maybe UTCTime) Source #

Time stamp indicating when this request was completed, canceled, or timed out.

gameSessionPlacement_gameSessionArn :: Lens' GameSessionPlacement (Maybe Text) Source #

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

gameSessionPlacement_playerLatencies :: Lens' GameSessionPlacement (Maybe [PlayerLatency]) Source #

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

gameSessionPlacement_gameSessionData :: Lens' GameSessionPlacement (Maybe Text) Source #

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

gameSessionPlacement_dnsName :: Lens' GameSessionPlacement (Maybe Text) Source #

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

gameSessionPlacement_gameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text) Source #

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

gameSessionPlacement_placedPlayerSessions :: Lens' GameSessionPlacement (Maybe [PlacedPlayerSession]) Source #

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

gameSessionPlacement_port :: Lens' GameSessionPlacement (Maybe Natural) Source #

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

GameSessionQueue

gameSessionQueue_gameSessionQueueArn :: Lens' GameSessionQueue (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. In a GameLift game session queue ARN, the resource ID matches the Name value.

gameSessionQueue_playerLatencyPolicies :: Lens' GameSessionQueue (Maybe [PlayerLatencyPolicy]) Source #

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

gameSessionQueue_filterConfiguration :: Lens' GameSessionQueue (Maybe FilterConfiguration) Source #

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

gameSessionQueue_notificationTarget :: Lens' GameSessionQueue (Maybe Text) Source #

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

gameSessionQueue_timeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural) Source #

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

gameSessionQueue_destinations :: Lens' GameSessionQueue (Maybe [GameSessionQueueDestination]) Source #

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

gameSessionQueue_name :: Lens' GameSessionQueue (Maybe Text) Source #

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

gameSessionQueue_customEventData :: Lens' GameSessionQueue (Maybe Text) Source #

Information that is added to all events that are related to this game session queue.

gameSessionQueue_priorityConfiguration :: Lens' GameSessionQueue (Maybe PriorityConfiguration) Source #

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

GameSessionQueueDestination

gameSessionQueueDestination_destinationArn :: Lens' GameSessionQueueDestination (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.

Instance

instance_creationTime :: Lens' Instance (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

instance_instanceId :: Lens' Instance (Maybe Text) Source #

A unique identifier for the instance.

instance_status :: Lens' Instance (Maybe InstanceStatus) Source #

Current status of the instance. Possible statuses include the following:

  • PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration.
  • ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions.
  • TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.

instance_ipAddress :: Lens' Instance (Maybe Text) Source #

IP address that is assigned to the instance.

instance_location :: Lens' Instance (Maybe Text) Source #

The fleet location of the instance, expressed as an AWS Region code, such as us-west-2.

instance_operatingSystem :: Lens' Instance (Maybe OperatingSystem) Source #

Operating system that is running on this instance.

instance_fleetArn :: Lens' Instance (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

instance_type :: Lens' Instance (Maybe EC2InstanceType) Source #

EC2 instance type that defines the computing resources of this instance.

instance_fleetId :: Lens' Instance (Maybe Text) Source #

A unique identifier for the fleet that the instance is in.

instance_dnsName :: Lens' Instance (Maybe Text) Source #

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

InstanceAccess

instanceAccess_instanceId :: Lens' InstanceAccess (Maybe Text) Source #

A unique identifier for the instance being accessed.

instanceAccess_ipAddress :: Lens' InstanceAccess (Maybe Text) Source #

IP address that is assigned to the instance.

instanceAccess_operatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem) Source #

Operating system that is running on the instance.

instanceAccess_credentials :: Lens' InstanceAccess (Maybe InstanceCredentials) Source #

Credentials required to access the instance.

instanceAccess_fleetId :: Lens' InstanceAccess (Maybe Text) Source #

A unique identifier for the fleet containing the instance being accessed.

InstanceCredentials

instanceCredentials_secret :: Lens' InstanceCredentials (Maybe Text) Source #

Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it is a private key (which must be saved as a .pem file) for use with SSH.

InstanceDefinition

instanceDefinition_weightedCapacity :: Lens' InstanceDefinition (Maybe Text) Source #

Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon EC2 Auto Scaling User Guide. Default value is "1".

IpPermission

ipPermission_fromPort :: Lens' IpPermission Natural Source #

A starting value for a range of allowed port numbers.

ipPermission_toPort :: Lens' IpPermission Natural Source #

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

ipPermission_ipRange :: Lens' IpPermission Text Source #

A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".

ipPermission_protocol :: Lens' IpPermission IpProtocol Source #

The network communication protocol used by the fleet.

LaunchTemplateSpecification

launchTemplateSpecification_launchTemplateName :: Lens' LaunchTemplateSpecification (Maybe Text) Source #

A readable identifier for an existing EC2 launch template.

launchTemplateSpecification_launchTemplateId :: Lens' LaunchTemplateSpecification (Maybe Text) Source #

A unique identifier for an existing EC2 launch template.

launchTemplateSpecification_version :: Lens' LaunchTemplateSpecification (Maybe Text) Source #

The version of the EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.

LocationAttributes

locationAttributes_stoppedActions :: Lens' LocationAttributes (Maybe (NonEmpty FleetAction)) Source #

A list of fleet actions that have been suspended in the fleet location.

locationAttributes_locationState :: Lens' LocationAttributes (Maybe LocationState) Source #

A fleet location and its current life-cycle state.

locationAttributes_updateStatus :: Lens' LocationAttributes (Maybe LocationUpdateStatus) Source #

The status of fleet activity updates to the location. The status PENDING_UPDATE indicates that StopFleetActions or StartFleetActions has been requested but the update has not yet been completed for the location.

LocationConfiguration

locationConfiguration_location :: Lens' LocationConfiguration (Maybe Text) Source #

An AWS Region code, such as us-west-2.

LocationState

locationState_status :: Lens' LocationState (Maybe FleetStatus) Source #

The life-cycle status of a fleet location.

locationState_location :: Lens' LocationState (Maybe Text) Source #

The fleet location, expressed as an AWS Region code such as us-west-2.

MatchedPlayerSession

MatchmakingConfiguration

matchmakingConfiguration_creationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

matchmakingConfiguration_backfillMode :: Lens' MatchmakingConfiguration (Maybe BackfillMode) Source #

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

matchmakingConfiguration_gameProperties :: Lens' MatchmakingConfiguration (Maybe [GameProperty]) Source #

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

matchmakingConfiguration_ruleSetName :: Lens' MatchmakingConfiguration (Maybe Text) Source #

A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

matchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) Source #

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

matchmakingConfiguration_requestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) Source #

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

matchmakingConfiguration_notificationTarget :: Lens' MatchmakingConfiguration (Maybe Text) Source #

An SNS topic ARN that is set up to receive matchmaking notifications.

matchmakingConfiguration_flexMatchMode :: Lens' MatchmakingConfiguration (Maybe FlexMatchMode) Source #

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

matchmakingConfiguration_gameSessionQueueArns :: Lens' MatchmakingConfiguration (Maybe [Text]) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

matchmakingConfiguration_name :: Lens' MatchmakingConfiguration (Maybe Text) Source #

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

matchmakingConfiguration_customEventData :: Lens' MatchmakingConfiguration (Maybe Text) Source #

Information to attach to all events related to the matchmaking configuration.

matchmakingConfiguration_configurationArn :: Lens' MatchmakingConfiguration (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

matchmakingConfiguration_acceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool) Source #

A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

matchmakingConfiguration_gameSessionData :: Lens' MatchmakingConfiguration (Maybe Text) Source #

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

matchmakingConfiguration_description :: Lens' MatchmakingConfiguration (Maybe Text) Source #

A descriptive label that is associated with matchmaking configuration.

matchmakingConfiguration_additionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural) Source #

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

matchmakingConfiguration_ruleSetArn :: Lens' MatchmakingConfiguration (Maybe Text) Source #

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

MatchmakingRuleSet

matchmakingRuleSet_creationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

matchmakingRuleSet_ruleSetName :: Lens' MatchmakingRuleSet (Maybe Text) Source #

A unique identifier for the matchmaking rule set

matchmakingRuleSet_ruleSetArn :: Lens' MatchmakingRuleSet (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.

matchmakingRuleSet_ruleSetBody :: Lens' MatchmakingRuleSet Text Source #

A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

MatchmakingTicket

matchmakingTicket_status :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus) Source #

Current status of the matchmaking request.

  • QUEUED -- The matchmaking request has been received and is currently waiting to be processed.
  • SEARCHING -- The matchmaking request is currently being processed.
  • REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
  • PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
  • COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
  • FAILED -- The matchmaking request was not completed.
  • CANCELLED -- The matchmaking request was canceled. This may be the result of a call to StopMatchmaking or a proposed match that one or more players failed to accept.
  • TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.

Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

matchmakingTicket_configurationName :: Lens' MatchmakingTicket (Maybe Text) Source #

Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

matchmakingTicket_startTime :: Lens' MatchmakingTicket (Maybe UTCTime) Source #

Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

matchmakingTicket_gameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo) Source #

Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed. This parameter is not set when FlexMatch is being used without GameLift hosting.

matchmakingTicket_ticketId :: Lens' MatchmakingTicket (Maybe Text) Source #

A unique identifier for a matchmaking ticket.

matchmakingTicket_estimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural) Source #

Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.

matchmakingTicket_statusMessage :: Lens' MatchmakingTicket (Maybe Text) Source #

Additional information about the current status.

matchmakingTicket_endTime :: Lens' MatchmakingTicket (Maybe UTCTime) Source #

Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

matchmakingTicket_configurationArn :: Lens' MatchmakingTicket (Maybe Text) Source #

The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

matchmakingTicket_statusReason :: Lens' MatchmakingTicket (Maybe Text) Source #

Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING status after a proposed match fails to receive player acceptances.

matchmakingTicket_players :: Lens' MatchmakingTicket (Maybe [Player]) Source #

A set of Player objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED, the Player objects include the team the players were assigned to in the resulting match.

PlacedPlayerSession

placedPlayerSession_playerSessionId :: Lens' PlacedPlayerSession (Maybe Text) Source #

A unique identifier for a player session.

placedPlayerSession_playerId :: Lens' PlacedPlayerSession (Maybe Text) Source #

A unique identifier for a player that is associated with this player session.

Player

player_playerAttributes :: Lens' Player (Maybe (HashMap Text AttributeValue)) Source #

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

player_team :: Lens' Player (Maybe Text) Source #

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

player_playerId :: Lens' Player (Maybe Text) Source #

A unique identifier for a player

player_latencyInMs :: Lens' Player (Maybe (HashMap Text Natural)) Source #

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

PlayerLatency

playerLatency_latencyInMilliseconds :: Lens' PlayerLatency (Maybe Double) Source #

Amount of time that represents the time lag experienced by the player when connected to the specified Region.

playerLatency_regionIdentifier :: Lens' PlayerLatency (Maybe Text) Source #

Name of the Region that is associated with the latency value.

playerLatency_playerId :: Lens' PlayerLatency (Maybe Text) Source #

A unique identifier for a player associated with the latency data.

PlayerLatencyPolicy

playerLatencyPolicy_policyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural) Source #

The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.

playerLatencyPolicy_maximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural) Source #

The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

PlayerSession

playerSession_creationTime :: Lens' PlayerSession (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

playerSession_status :: Lens' PlayerSession (Maybe PlayerSessionStatus) Source #

Current status of the player session.

Possible player session statuses include the following:

  • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
  • ACTIVE -- The player has been validated by the server process and is currently connected.
  • COMPLETED -- The player connection has been dropped.
  • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).

playerSession_ipAddress :: Lens' PlayerSession (Maybe Text) Source #

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

playerSession_gameSessionId :: Lens' PlayerSession (Maybe Text) Source #

A unique identifier for the game session that the player session is connected to.

playerSession_fleetArn :: Lens' PlayerSession (Maybe Text) Source #

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

playerSession_terminationTime :: Lens' PlayerSession (Maybe UTCTime) Source #

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

playerSession_playerSessionId :: Lens' PlayerSession (Maybe Text) Source #

A unique identifier for a player session.

playerSession_fleetId :: Lens' PlayerSession (Maybe Text) Source #

A unique identifier for the fleet that the player's game session is running on.

playerSession_playerData :: Lens' PlayerSession (Maybe Text) Source #

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

playerSession_playerId :: Lens' PlayerSession (Maybe Text) Source #

A unique identifier for a player that is associated with this player session.

playerSession_dnsName :: Lens' PlayerSession (Maybe Text) Source #

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

playerSession_port :: Lens' PlayerSession (Maybe Natural) Source #

Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

PriorityConfiguration

priorityConfiguration_priorityOrder :: Lens' PriorityConfiguration (Maybe (NonEmpty PriorityType)) Source #

The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.

  • LATENCY -- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.
  • COST -- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.
  • DESTINATION -- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.
  • LOCATION -- FleetIQ prioritizes based on the provided order of locations, as defined in LocationOrder.

priorityConfiguration_locationOrder :: Lens' PriorityConfiguration (Maybe (NonEmpty Text)) Source #

The prioritization order to use for fleet locations, when the PriorityOrder property includes LOCATION. Locations are identified by AWS Region codes such as us-west-2. Each location can only be listed once.

ResourceCreationLimitPolicy

resourceCreationLimitPolicy_newGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural) Source #

The maximum number of game sessions that an individual can create during the policy period.

resourceCreationLimitPolicy_policyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural) Source #

The time span used in evaluating the resource creation limit policy.

RoutingStrategy

routingStrategy_type :: Lens' RoutingStrategy (Maybe RoutingStrategyType) Source #

The type of routing strategy for the alias.

Possible routing types include the following:

  • SIMPLE - The alias resolves to one specific fleet. Use this type when routing to active fleets.
  • TERMINAL - The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

routingStrategy_message :: Lens' RoutingStrategy (Maybe Text) Source #

The message text to be used with a terminal routing strategy.

routingStrategy_fleetId :: Lens' RoutingStrategy (Maybe Text) Source #

A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

RuntimeConfiguration

runtimeConfiguration_gameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural) Source #

The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.

runtimeConfiguration_serverProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess)) Source #

A collection of server process configurations that identify what server processes to run on each instance in a fleet.

runtimeConfiguration_maxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural) Source #

The number of game sessions in status ACTIVATING to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.

S3Location

s3Location_bucket :: Lens' S3Location (Maybe Text) Source #

An Amazon S3 bucket identifier. This is the name of the S3 bucket.

GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.).

s3Location_key :: Lens' S3Location (Maybe Text) Source #

The name of the zip file that contains the build files or script files.

s3Location_objectVersion :: Lens' S3Location (Maybe Text) Source #

The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.

s3Location_roleArn :: Lens' S3Location (Maybe Text) Source #

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

ScalingPolicy

scalingPolicy_status :: Lens' ScalingPolicy (Maybe ScalingStatusType) Source #

Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets (see StopFleetActions; if suspended for a fleet, the policy status does not change. View a fleet's stopped actions by calling DescribeFleetCapacity.

  • ACTIVE -- The scaling policy can be used for auto-scaling a fleet.
  • UPDATE_REQUESTED -- A request to update the scaling policy has been received.
  • UPDATING -- A change is being made to the scaling policy.
  • DELETE_REQUESTED -- A request to delete the scaling policy has been received.
  • DELETING -- The scaling policy is being deleted.
  • DELETED -- The scaling policy has been deleted.
  • ERROR -- An error occurred in creating the policy. It should be removed and recreated.

scalingPolicy_scalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType) Source #

The type of adjustment to make to a fleet's instance count (see FleetCapacity):

  • ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
  • ExactCapacity -- set the instance count to the scaling adjustment value.
  • PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.

scalingPolicy_evaluationPeriods :: Lens' ScalingPolicy (Maybe Natural) Source #

Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

scalingPolicy_policyType :: Lens' ScalingPolicy (Maybe PolicyType) Source #

The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

scalingPolicy_metricName :: Lens' ScalingPolicy (Maybe MetricName) Source #

Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.

  • ActivatingGameSessions -- Game sessions in the process of being created.
  • ActiveGameSessions -- Game sessions that are currently running.
  • ActiveInstances -- Fleet instances that are currently running at least one game session.
  • AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
  • AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
  • CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
  • IdleInstances -- Active instances that are currently hosting zero game sessions.
  • PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
  • PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
  • QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
  • WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.

scalingPolicy_fleetArn :: Lens' ScalingPolicy (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

scalingPolicy_comparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType) Source #

Comparison operator to use when measuring a metric against the threshold value.

scalingPolicy_name :: Lens' ScalingPolicy (Maybe Text) Source #

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

scalingPolicy_threshold :: Lens' ScalingPolicy (Maybe Double) Source #

Metric value used to trigger a scaling event.

scalingPolicy_scalingAdjustment :: Lens' ScalingPolicy (Maybe Int) Source #

Amount of adjustment to make, based on the scaling adjustment type.

scalingPolicy_updateStatus :: Lens' ScalingPolicy (Maybe LocationUpdateStatus) Source #

The current status of the fleet's scaling policies in a requested fleet location. The status PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.

scalingPolicy_fleetId :: Lens' ScalingPolicy (Maybe Text) Source #

A unique identifier for the fleet that is associated with this scaling policy.

scalingPolicy_targetConfiguration :: Lens' ScalingPolicy (Maybe TargetConfiguration) Source #

An object that contains settings for a target-based scaling policy.

Script

script_creationTime :: Lens' Script (Maybe UTCTime) Source #

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

script_name :: Lens' Script (Maybe Text) Source #

A descriptive label that is associated with a script. Script names do not need to be unique.

script_scriptId :: Lens' Script (Maybe Text) Source #

A unique identifier for the Realtime script

script_version :: Lens' Script (Maybe Text) Source #

Version information that is associated with a build or script. Version strings do not need to be unique.

script_scriptArn :: Lens' Script (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.

script_sizeOnDisk :: Lens' Script (Maybe Natural) Source #

The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

ServerProcess

serverProcess_parameters :: Lens' ServerProcess (Maybe Text) Source #

An optional list of parameters to pass to the server executable or Realtime script on launch.

serverProcess_launchPath :: Lens' ServerProcess Text Source #

The location of a game build executable or the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

  • Windows (custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"
  • Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

serverProcess_concurrentExecutions :: Lens' ServerProcess Natural Source #

The number of server processes using this configuration that run concurrently on each instance.

Tag

tag_key :: Lens' Tag Text Source #

The key for a developer-defined key:value pair for tagging an AWS resource.

tag_value :: Lens' Tag Text Source #

The value for a developer-defined key:value pair for tagging an AWS resource.

TargetConfiguration

targetConfiguration_targetValue :: Lens' TargetConfiguration Double Source #

Desired value to use with a target-based scaling policy. The value must be relevant for whatever metric the scaling policy is using. For example, in a policy using the metric PercentAvailableGameSessions, the target value should be the preferred size of the fleet's buffer (the percent of capacity that should be idle and ready for new game sessions).

TargetTrackingConfiguration

targetTrackingConfiguration_targetValue :: Lens' TargetTrackingConfiguration Double Source #

Desired value to use with a game server group target-based scaling policy.

VpcPeeringAuthorization

vpcPeeringAuthorization_creationTime :: Lens' VpcPeeringAuthorization (Maybe UTCTime) Source #

Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

vpcPeeringAuthorization_peerVpcId :: Lens' VpcPeeringAuthorization (Maybe Text) Source #

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

vpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' VpcPeeringAuthorization (Maybe Text) Source #

A unique identifier for the AWS account that you use to manage your GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

vpcPeeringAuthorization_expirationTime :: Lens' VpcPeeringAuthorization (Maybe UTCTime) Source #

Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

VpcPeeringConnection

vpcPeeringConnection_vpcPeeringConnectionId :: Lens' VpcPeeringConnection (Maybe Text) Source #

A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection.

vpcPeeringConnection_status :: Lens' VpcPeeringConnection (Maybe VpcPeeringConnectionStatus) Source #

The status information about the connection. Status indicates if a connection is pending, successful, or failed.

vpcPeeringConnection_peerVpcId :: Lens' VpcPeeringConnection (Maybe Text) Source #

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

vpcPeeringConnection_fleetArn :: Lens' VpcPeeringConnection (Maybe Text) Source #

The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

vpcPeeringConnection_ipV4CidrBlock :: Lens' VpcPeeringConnection (Maybe Text) Source #

CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.

vpcPeeringConnection_gameLiftVpcId :: Lens' VpcPeeringConnection (Maybe Text) Source #

A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.

vpcPeeringConnection_fleetId :: Lens' VpcPeeringConnection (Maybe Text) Source #

A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

VpcPeeringConnectionStatus

vpcPeeringConnectionStatus_code :: Lens' VpcPeeringConnectionStatus (Maybe Text) Source #

Code indicating the status of a VPC peering connection.

vpcPeeringConnectionStatus_message :: Lens' VpcPeeringConnectionStatus (Maybe Text) Source #

Additional messaging associated with the connection status.