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.Types.PlayerSession

Description

 
Synopsis

Documentation

data PlayerSession Source #

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See: newPlayerSession smart constructor.

Constructors

PlayerSession' 

Fields

  • creationTime :: Maybe POSIX

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

  • status :: Maybe PlayerSessionStatus

    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).
  • ipAddress :: Maybe Text

    The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

  • gameSessionId :: Maybe Text

    A unique identifier for the game session that the player session is connected to.

  • fleetArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

  • terminationTime :: Maybe POSIX

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

  • playerSessionId :: Maybe Text

    A unique identifier for a player session.

  • fleetId :: Maybe Text

    A unique identifier for the fleet that the player's game session is running on.

  • playerData :: Maybe Text

    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.

  • playerId :: Maybe Text

    A unique identifier for a player that is associated with this player session.

  • dnsName :: Maybe Text

    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.

  • port :: Maybe Natural

    Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

Instances

Instances details
Eq PlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSession

Read PlayerSession Source # 
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Show PlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlayerSession

Generic PlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlayerSession

Associated Types

type Rep PlayerSession :: Type -> Type #

NFData PlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlayerSession

Methods

rnf :: PlayerSession -> () #

Hashable PlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlayerSession

FromJSON PlayerSession Source # 
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type Rep PlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlayerSession

type Rep PlayerSession = D1 ('MetaData "PlayerSession" "Amazonka.GameLift.Types.PlayerSession" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "PlayerSession'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe PlayerSessionStatus)) :*: S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "gameSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "terminationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))))) :*: ((S1 ('MetaSel ('Just "playerSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "dnsName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "port") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)))))))

newPlayerSession :: PlayerSession Source #

Create a value of PlayerSession 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:creationTime:PlayerSession', playerSession_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:status:PlayerSession', playerSession_status - 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).

$sel:ipAddress:PlayerSession', playerSession_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.

$sel:gameSessionId:PlayerSession', playerSession_gameSessionId - A unique identifier for the game session that the player session is connected to.

$sel:fleetArn:PlayerSession', playerSession_fleetArn - The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

$sel:terminationTime:PlayerSession', playerSession_terminationTime - A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:playerSessionId:PlayerSession', playerSession_playerSessionId - A unique identifier for a player session.

$sel:fleetId:PlayerSession', playerSession_fleetId - A unique identifier for the fleet that the player's game session is running on.

$sel:playerData:PlayerSession', playerSession_playerData - 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.

$sel:playerId:PlayerSession', playerSession_playerId - A unique identifier for a player that is associated with this player session.

$sel:dnsName:PlayerSession', playerSession_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:port:PlayerSession', playerSession_port - Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

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.