Copyright | (c) 2013-2021 Brendan Hay |
---|---|
License | Mozilla Public License, v. 2.0. |
Maintainer | Brendan Hay <brendan.g.hay+amazonka@gmail.com> |
Stability | auto-generated |
Portability | non-portable (GHC extensions) |
Safe Haskell | None |
Synopsis
- data GameSessionPlacement = GameSessionPlacement' {
- status :: Maybe GameSessionPlacementState
- placementId :: Maybe Text
- gameProperties :: Maybe [GameProperty]
- ipAddress :: Maybe Text
- gameSessionName :: Maybe Text
- startTime :: Maybe POSIX
- gameSessionId :: Maybe Text
- gameSessionRegion :: Maybe Text
- matchmakerData :: Maybe Text
- maximumPlayerSessionCount :: Maybe Natural
- endTime :: Maybe POSIX
- gameSessionArn :: Maybe Text
- playerLatencies :: Maybe [PlayerLatency]
- gameSessionData :: Maybe Text
- dnsName :: Maybe Text
- gameSessionQueueName :: Maybe Text
- placedPlayerSessions :: Maybe [PlacedPlayerSession]
- port :: Maybe Natural
- newGameSessionPlacement :: GameSessionPlacement
- gameSessionPlacement_status :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState)
- gameSessionPlacement_placementId :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameProperties :: Lens' GameSessionPlacement (Maybe [GameProperty])
- gameSessionPlacement_ipAddress :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionName :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_startTime :: Lens' GameSessionPlacement (Maybe UTCTime)
- gameSessionPlacement_gameSessionId :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionRegion :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_matchmakerData :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_maximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural)
- gameSessionPlacement_endTime :: Lens' GameSessionPlacement (Maybe UTCTime)
- gameSessionPlacement_gameSessionArn :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_playerLatencies :: Lens' GameSessionPlacement (Maybe [PlayerLatency])
- gameSessionPlacement_gameSessionData :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_dnsName :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_placedPlayerSessions :: Lens' GameSessionPlacement (Maybe [PlacedPlayerSession])
- gameSessionPlacement_port :: Lens' GameSessionPlacement (Maybe Natural)
Documentation
data GameSessionPlacement Source #
Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.
Game session placement-related operations include:
- StartGameSessionPlacement
- DescribeGameSessionPlacement
- StopGameSessionPlacement
See: newGameSessionPlacement
smart constructor.
GameSessionPlacement' | |
|
Instances
newGameSessionPlacement :: GameSessionPlacement Source #
Create a value of GameSessionPlacement
with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
The following record fields are available, with the corresponding lenses provided for backwards compatibility:
$sel:status:GameSessionPlacement'
, gameSessionPlacement_status
- 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.
$sel:placementId:GameSessionPlacement'
, gameSessionPlacement_placementId
- A unique identifier for a game session placement.
$sel:gameProperties:GameSessionPlacement'
, gameSessionPlacement_gameProperties
- 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).
$sel:ipAddress:GameSessionPlacement'
, gameSessionPlacement_ipAddress
- 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
).
$sel:gameSessionName:GameSessionPlacement'
, gameSessionPlacement_gameSessionName
- A descriptive label that is associated with a game session. Session
names do not need to be unique.
$sel:startTime:GameSessionPlacement'
, gameSessionPlacement_startTime
- 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"
).
$sel:gameSessionId:GameSessionPlacement'
, gameSessionPlacement_gameSessionId
- A unique identifier for the game session. This value is set once the new
game session is placed (placement status is FULFILLED
).
$sel:gameSessionRegion:GameSessionPlacement'
, gameSessionPlacement_gameSessionRegion
- 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
).
$sel:matchmakerData:GameSessionPlacement'
, gameSessionPlacement_matchmakerData
- 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.
$sel:maximumPlayerSessionCount:GameSessionPlacement'
, gameSessionPlacement_maximumPlayerSessionCount
- The maximum number of players that can be connected simultaneously to
the game session.
$sel:endTime:GameSessionPlacement'
, gameSessionPlacement_endTime
- Time stamp indicating when this request was completed, canceled, or
timed out.
$sel:gameSessionArn:GameSessionPlacement'
, gameSessionPlacement_gameSessionArn
- 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.
$sel:playerLatencies:GameSessionPlacement'
, gameSessionPlacement_playerLatencies
- A set of values, expressed in milliseconds, that indicates the amount of
latency that a player experiences when connected to AWS Regions.
$sel:gameSessionData:GameSessionPlacement'
, gameSessionPlacement_gameSessionData
- 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).
$sel:dnsName:GameSessionPlacement'
, gameSessionPlacement_dnsName
- 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.
$sel:gameSessionQueueName:GameSessionPlacement'
, gameSessionPlacement_gameSessionQueueName
- A descriptive label that is associated with game session queue. Queue
names must be unique within each Region.
$sel:placedPlayerSessions:GameSessionPlacement'
, gameSessionPlacement_placedPlayerSessions
- 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.
$sel:port:GameSessionPlacement'
, gameSessionPlacement_port
- 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
).
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
).