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

Contents

Description

 
Synopsis

Service Configuration

defaultService :: Service Source #

API version 2015-10-01 of the Amazon GameLift SDK configuration.

Errors

_OutOfCapacityException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The specified game server group has no available game servers to fulfill a ClaimGameServer request. Clients can retry such requests immediately or after a waiting period.

_InvalidFleetStatusException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

_InvalidRequestException :: AsError a => Getting (First ServiceError) a ServiceError Source #

One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

_ConflictException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

_TaggingFailedException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

_TerminalRoutingStrategyException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

_NotFoundException :: AsError a => Getting (First ServiceError) a ServiceError Source #

A service resource associated with the request could not be found. Clients should not retry such requests.

_GameSessionFullException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.

_UnsupportedRegionException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The requested operation is not supported in the Region specified.

_InvalidGameSessionStatusException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.

_InternalServiceException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

_IdempotentParameterMismatchException :: AsError a => Getting (First ServiceError) a ServiceError Source #

A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.

_UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The client failed authentication. Clients should not retry such requests.

_FleetCapacityExceededException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.

_LimitExceededException :: AsError a => Getting (First ServiceError) a ServiceError Source #

The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

AcceptanceType

newtype AcceptanceType Source #

Constructors

AcceptanceType' 

Instances

Instances details
Eq AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

Ord AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

Read AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

Show AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

Generic AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

Associated Types

type Rep AcceptanceType :: Type -> Type #

NFData AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

Methods

rnf :: AcceptanceType -> () #

Hashable AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

ToJSON AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

ToJSONKey AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

FromJSON AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

FromJSONKey AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

ToLog AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

ToHeader AcceptanceType Source # 
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ToQuery AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

FromXML AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

ToXML AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

Methods

toXML :: AcceptanceType -> XML #

ToByteString AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

FromText AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

ToText AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

type Rep AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

type Rep AcceptanceType = D1 ('MetaData "AcceptanceType" "Amazonka.GameLift.Types.AcceptanceType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "AcceptanceType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromAcceptanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

BackfillMode

newtype BackfillMode Source #

Constructors

BackfillMode' 

Bundled Patterns

pattern BackfillMode_AUTOMATIC :: BackfillMode 
pattern BackfillMode_MANUAL :: BackfillMode 

Instances

Instances details
Eq BackfillMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.BackfillMode

Ord BackfillMode Source # 
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Read BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

Show BackfillMode Source # 
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Generic BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

Associated Types

type Rep BackfillMode :: Type -> Type #

NFData BackfillMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.BackfillMode

Methods

rnf :: BackfillMode -> () #

Hashable BackfillMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.BackfillMode

ToJSON BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

ToJSONKey BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

FromJSON BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

FromJSONKey BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

ToLog BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

ToHeader BackfillMode Source # 
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ToQuery BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

FromXML BackfillMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.BackfillMode

ToXML BackfillMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.BackfillMode

Methods

toXML :: BackfillMode -> XML #

ToByteString BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

FromText BackfillMode Source # 
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ToText BackfillMode Source # 
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Methods

toText :: BackfillMode -> Text #

type Rep BackfillMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.BackfillMode

type Rep BackfillMode = D1 ('MetaData "BackfillMode" "Amazonka.GameLift.Types.BackfillMode" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "BackfillMode'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromBackfillMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

BalancingStrategy

newtype BalancingStrategy Source #

Instances

Instances details
Eq BalancingStrategy Source # 
Instance details

Defined in Amazonka.GameLift.Types.BalancingStrategy

Ord BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

Read BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

Show BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

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

Associated Types

type Rep BalancingStrategy :: Type -> Type #

NFData BalancingStrategy Source # 
Instance details

Defined in Amazonka.GameLift.Types.BalancingStrategy

Methods

rnf :: BalancingStrategy -> () #

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

ToJSON BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

ToJSONKey BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

FromJSON BalancingStrategy Source # 
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FromJSONKey BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

ToLog BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

ToHeader BalancingStrategy Source # 
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ToQuery BalancingStrategy Source # 
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FromXML BalancingStrategy Source # 
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ToXML BalancingStrategy Source # 
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ToByteString BalancingStrategy Source # 
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FromText BalancingStrategy Source # 
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ToText BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

type Rep BalancingStrategy Source # 
Instance details

Defined in Amazonka.GameLift.Types.BalancingStrategy

type Rep BalancingStrategy = D1 ('MetaData "BalancingStrategy" "Amazonka.GameLift.Types.BalancingStrategy" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "BalancingStrategy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromBalancingStrategy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

BuildStatus

newtype BuildStatus Source #

Constructors

BuildStatus' 

Instances

Instances details
Eq BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

Ord BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

Read BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

Show BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

Generic BuildStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.BuildStatus

Associated Types

type Rep BuildStatus :: Type -> Type #

NFData BuildStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.BuildStatus

Methods

rnf :: BuildStatus -> () #

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

ToJSON BuildStatus Source # 
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ToJSONKey BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

FromJSON BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

FromJSONKey BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

ToLog BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

ToHeader BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

ToQuery BuildStatus Source # 
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FromXML BuildStatus Source # 
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ToXML BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

Methods

toXML :: BuildStatus -> XML #

ToByteString BuildStatus Source # 
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FromText BuildStatus Source # 
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ToText BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

Methods

toText :: BuildStatus -> Text #

type Rep BuildStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.BuildStatus

type Rep BuildStatus = D1 ('MetaData "BuildStatus" "Amazonka.GameLift.Types.BuildStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "BuildStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromBuildStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

CertificateType

newtype CertificateType Source #

Constructors

CertificateType' 

Instances

Instances details
Eq CertificateType Source # 
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Defined in Amazonka.GameLift.Types.CertificateType

Ord CertificateType Source # 
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Defined in Amazonka.GameLift.Types.CertificateType

Read CertificateType Source # 
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Show CertificateType Source # 
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Generic CertificateType Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateType

Associated Types

type Rep CertificateType :: Type -> Type #

NFData CertificateType Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateType

Methods

rnf :: CertificateType -> () #

Hashable CertificateType Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateType

ToJSON CertificateType Source # 
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Defined in Amazonka.GameLift.Types.CertificateType

ToJSONKey CertificateType Source # 
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FromJSON CertificateType Source # 
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FromJSONKey CertificateType Source # 
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ToLog CertificateType Source # 
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ToHeader CertificateType Source # 
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Defined in Amazonka.GameLift.Types.CertificateType

ToQuery CertificateType Source # 
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Defined in Amazonka.GameLift.Types.CertificateType

FromXML CertificateType Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateType

ToXML CertificateType Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateType

Methods

toXML :: CertificateType -> XML #

ToByteString CertificateType Source # 
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Defined in Amazonka.GameLift.Types.CertificateType

FromText CertificateType Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateType

ToText CertificateType Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateType

type Rep CertificateType Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateType

type Rep CertificateType = D1 ('MetaData "CertificateType" "Amazonka.GameLift.Types.CertificateType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "CertificateType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromCertificateType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ComparisonOperatorType

newtype ComparisonOperatorType Source #

Instances

Instances details
Eq ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

Ord ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

Read ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

Show ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

Generic ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

Associated Types

type Rep ComparisonOperatorType :: Type -> Type #

NFData ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

Methods

rnf :: ComparisonOperatorType -> () #

Hashable ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

ToJSON ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

ToJSONKey ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

FromJSON ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

FromJSONKey ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

ToLog ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

ToHeader ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

ToQuery ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

FromXML ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

ToXML ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

ToByteString ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

FromText ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

ToText ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

type Rep ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

type Rep ComparisonOperatorType = D1 ('MetaData "ComparisonOperatorType" "Amazonka.GameLift.Types.ComparisonOperatorType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "ComparisonOperatorType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromComparisonOperatorType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

EC2InstanceType

newtype EC2InstanceType Source #

Constructors

EC2InstanceType' 

Bundled Patterns

pattern EC2InstanceType_C3_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C3_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C3_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_C3_large :: EC2InstanceType 
pattern EC2InstanceType_C3_xlarge :: EC2InstanceType 
pattern EC2InstanceType_C4_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C4_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C4_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_C4_large :: EC2InstanceType 
pattern EC2InstanceType_C4_xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_18xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_9xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_large :: EC2InstanceType 
pattern EC2InstanceType_C5_xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_large :: EC2InstanceType 
pattern EC2InstanceType_C5a_xlarge :: EC2InstanceType 
pattern EC2InstanceType_M3_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_M3_large :: EC2InstanceType 
pattern EC2InstanceType_M3_medium :: EC2InstanceType 
pattern EC2InstanceType_M3_xlarge :: EC2InstanceType 
pattern EC2InstanceType_M4_10xlarge :: EC2InstanceType 
pattern EC2InstanceType_M4_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_M4_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_M4_large :: EC2InstanceType 
pattern EC2InstanceType_M4_xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_large :: EC2InstanceType 
pattern EC2InstanceType_M5_xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_large :: EC2InstanceType 
pattern EC2InstanceType_M5a_xlarge :: EC2InstanceType 
pattern EC2InstanceType_R3_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_R3_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_R3_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_R3_large :: EC2InstanceType 
pattern EC2InstanceType_R3_xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_large :: EC2InstanceType 
pattern EC2InstanceType_R4_xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_large :: EC2InstanceType 
pattern EC2InstanceType_R5_xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_large :: EC2InstanceType 
pattern EC2InstanceType_R5a_xlarge :: EC2InstanceType 
pattern EC2InstanceType_T2_large :: EC2InstanceType 
pattern EC2InstanceType_T2_medium :: EC2InstanceType 
pattern EC2InstanceType_T2_micro :: EC2InstanceType 
pattern EC2InstanceType_T2_small :: EC2InstanceType 

Instances

Instances details
Eq EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Ord EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Read EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Show EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Generic EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Associated Types

type Rep EC2InstanceType :: Type -> Type #

NFData EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Methods

rnf :: EC2InstanceType -> () #

Hashable EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToJSON EC2InstanceType Source # 
Instance details

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ToJSONKey EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

FromJSON EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

FromJSONKey EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToLog EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToHeader EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToQuery EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

FromXML EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToXML EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Methods

toXML :: EC2InstanceType -> XML #

ToByteString EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

FromText EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToText EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

type Rep EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

type Rep EC2InstanceType = D1 ('MetaData "EC2InstanceType" "Amazonka.GameLift.Types.EC2InstanceType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "EC2InstanceType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromEC2InstanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

EventCode

newtype EventCode Source #

Constructors

EventCode' 

Fields

Bundled Patterns

pattern EventCode_FLEET_ACTIVATION_FAILED :: EventCode 
pattern EventCode_FLEET_ACTIVATION_FAILED_NO_INSTANCES :: EventCode 
pattern EventCode_FLEET_BINARY_DOWNLOAD_FAILED :: EventCode 
pattern EventCode_FLEET_CREATED :: EventCode 
pattern EventCode_FLEET_CREATION_EXTRACTING_BUILD :: EventCode 
pattern EventCode_FLEET_CREATION_RUNNING_INSTALLER :: EventCode 
pattern EventCode_FLEET_CREATION_VALIDATING_RUNTIME_CONFIG :: EventCode 
pattern EventCode_FLEET_DELETED :: EventCode 
pattern EventCode_FLEET_INITIALIZATION_FAILED :: EventCode 
pattern EventCode_FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED :: EventCode 
pattern EventCode_FLEET_SCALING_EVENT :: EventCode 
pattern EventCode_FLEET_STATE_ACTIVATING :: EventCode 
pattern EventCode_FLEET_STATE_ACTIVE :: EventCode 
pattern EventCode_FLEET_STATE_BUILDING :: EventCode 
pattern EventCode_FLEET_STATE_DOWNLOADING :: EventCode 
pattern EventCode_FLEET_STATE_ERROR :: EventCode 
pattern EventCode_FLEET_STATE_VALIDATING :: EventCode 
pattern EventCode_FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE :: EventCode 
pattern EventCode_FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND :: EventCode 
pattern EventCode_FLEET_VALIDATION_TIMED_OUT :: EventCode 
pattern EventCode_FLEET_VPC_PEERING_DELETED :: EventCode 
pattern EventCode_FLEET_VPC_PEERING_FAILED :: EventCode 
pattern EventCode_FLEET_VPC_PEERING_SUCCEEDED :: EventCode 
pattern EventCode_GAME_SESSION_ACTIVATION_TIMEOUT :: EventCode 
pattern EventCode_GENERIC_EVENT :: EventCode 
pattern EventCode_INSTANCE_INTERRUPTED :: EventCode 
pattern EventCode_SERVER_PROCESS_CRASHED :: EventCode 
pattern EventCode_SERVER_PROCESS_FORCE_TERMINATED :: EventCode 
pattern EventCode_SERVER_PROCESS_INVALID_PATH :: EventCode 
pattern EventCode_SERVER_PROCESS_PROCESS_EXIT_TIMEOUT :: EventCode 
pattern EventCode_SERVER_PROCESS_PROCESS_READY_TIMEOUT :: EventCode 
pattern EventCode_SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT :: EventCode 
pattern EventCode_SERVER_PROCESS_TERMINATED_UNHEALTHY :: EventCode 

Instances

Instances details
Eq EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Ord EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Read EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Show EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Generic EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Associated Types

type Rep EventCode :: Type -> Type #

NFData EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Methods

rnf :: EventCode -> () #

Hashable EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToJSON EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToJSONKey EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

FromJSON EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

FromJSONKey EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToLog EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToHeader EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToQuery EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

FromXML EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToXML EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Methods

toXML :: EventCode -> XML #

ToByteString EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Methods

toBS :: EventCode -> ByteString #

FromText EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToText EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Methods

toText :: EventCode -> Text #

type Rep EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

type Rep EventCode = D1 ('MetaData "EventCode" "Amazonka.GameLift.Types.EventCode" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "EventCode'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromEventCode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

FleetAction

newtype FleetAction Source #

Constructors

FleetAction' 

Bundled Patterns

pattern FleetAction_AUTO_SCALING :: FleetAction 

Instances

Instances details
Eq FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Ord FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Read FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Show FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Generic FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Associated Types

type Rep FleetAction :: Type -> Type #

NFData FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Methods

rnf :: FleetAction -> () #

Hashable FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToJSON FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToJSONKey FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

FromJSON FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

FromJSONKey FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToLog FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToHeader FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToQuery FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

FromXML FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToXML FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Methods

toXML :: FleetAction -> XML #

ToByteString FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

FromText FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToText FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Methods

toText :: FleetAction -> Text #

type Rep FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

type Rep FleetAction = D1 ('MetaData "FleetAction" "Amazonka.GameLift.Types.FleetAction" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "FleetAction'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromFleetAction") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

FleetStatus

newtype FleetStatus Source #

Constructors

FleetStatus' 

Instances

Instances details
Eq FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Ord FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Read FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Show FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Generic FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Associated Types

type Rep FleetStatus :: Type -> Type #

NFData FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Methods

rnf :: FleetStatus -> () #

Hashable FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToJSON FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToJSONKey FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

FromJSON FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

FromJSONKey FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToLog FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToHeader FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToQuery FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

FromXML FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToXML FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Methods

toXML :: FleetStatus -> XML #

ToByteString FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

FromText FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToText FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Methods

toText :: FleetStatus -> Text #

type Rep FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

type Rep FleetStatus = D1 ('MetaData "FleetStatus" "Amazonka.GameLift.Types.FleetStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "FleetStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromFleetStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

FleetType

newtype FleetType Source #

Constructors

FleetType' 

Fields

Bundled Patterns

pattern FleetType_ON_DEMAND :: FleetType 
pattern FleetType_SPOT :: FleetType 

Instances

Instances details
Eq FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Ord FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Read FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Show FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Generic FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Associated Types

type Rep FleetType :: Type -> Type #

NFData FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Methods

rnf :: FleetType -> () #

Hashable FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToJSON FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToJSONKey FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

FromJSON FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

FromJSONKey FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToLog FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToHeader FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToQuery FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

FromXML FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToXML FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Methods

toXML :: FleetType -> XML #

ToByteString FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Methods

toBS :: FleetType -> ByteString #

FromText FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToText FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Methods

toText :: FleetType -> Text #

type Rep FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

type Rep FleetType = D1 ('MetaData "FleetType" "Amazonka.GameLift.Types.FleetType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "FleetType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromFleetType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

FlexMatchMode

newtype FlexMatchMode Source #

Constructors

FlexMatchMode' 

Instances

Instances details
Eq FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Ord FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Read FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Show FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Generic FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Associated Types

type Rep FlexMatchMode :: Type -> Type #

NFData FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Methods

rnf :: FlexMatchMode -> () #

Hashable FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToJSON FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToJSONKey FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

FromJSON FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

FromJSONKey FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToLog FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToHeader FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToQuery FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

FromXML FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToXML FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Methods

toXML :: FlexMatchMode -> XML #

ToByteString FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

FromText FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToText FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Methods

toText :: FlexMatchMode -> Text #

type Rep FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

type Rep FlexMatchMode = D1 ('MetaData "FlexMatchMode" "Amazonka.GameLift.Types.FlexMatchMode" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "FlexMatchMode'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromFlexMatchMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerClaimStatus

newtype GameServerClaimStatus Source #

Instances

Instances details
Eq GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Ord GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Read GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Show GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Generic GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Associated Types

type Rep GameServerClaimStatus :: Type -> Type #

NFData GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Methods

rnf :: GameServerClaimStatus -> () #

Hashable GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToJSON GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToJSONKey GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

FromJSON GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

FromJSONKey GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToLog GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToHeader GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToQuery GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

FromXML GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToXML GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToByteString GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

FromText GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToText GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

type Rep GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

type Rep GameServerClaimStatus = D1 ('MetaData "GameServerClaimStatus" "Amazonka.GameLift.Types.GameServerClaimStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameServerClaimStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerClaimStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerGroupAction

newtype GameServerGroupAction Source #

Instances

Instances details
Eq GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Ord GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Read GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Show GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Generic GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Associated Types

type Rep GameServerGroupAction :: Type -> Type #

NFData GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Methods

rnf :: GameServerGroupAction -> () #

Hashable GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToJSON GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToJSONKey GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

FromJSON GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

FromJSONKey GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToLog GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToHeader GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToQuery GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

FromXML GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToXML GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToByteString GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

FromText GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToText GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

type Rep GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

type Rep GameServerGroupAction = D1 ('MetaData "GameServerGroupAction" "Amazonka.GameLift.Types.GameServerGroupAction" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameServerGroupAction'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerGroupAction") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerGroupDeleteOption

newtype GameServerGroupDeleteOption Source #

Instances

Instances details
Eq GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Ord GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Read GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Show GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Generic GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Associated Types

type Rep GameServerGroupDeleteOption :: Type -> Type #

NFData GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Hashable GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToJSON GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToJSONKey GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

FromJSON GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

FromJSONKey GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToLog GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToHeader GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToQuery GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

FromXML GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToXML GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToByteString GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

FromText GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToText GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

type Rep GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

type Rep GameServerGroupDeleteOption = D1 ('MetaData "GameServerGroupDeleteOption" "Amazonka.GameLift.Types.GameServerGroupDeleteOption" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameServerGroupDeleteOption'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerGroupDeleteOption") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerGroupInstanceType

newtype GameServerGroupInstanceType Source #

Bundled Patterns

pattern GameServerGroupInstanceType_C4_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C4_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C4_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C4_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C4_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_18xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_9xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_10xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_xlarge :: GameServerGroupInstanceType 

Instances

Instances details
Eq GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Ord GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Read GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Show GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Generic GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Associated Types

type Rep GameServerGroupInstanceType :: Type -> Type #

NFData GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Hashable GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToJSON GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToJSONKey GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

FromJSON GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

FromJSONKey GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToLog GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToHeader GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToQuery GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

FromXML GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToXML GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToByteString GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

FromText GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToText GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

type Rep GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

type Rep GameServerGroupInstanceType = D1 ('MetaData "GameServerGroupInstanceType" "Amazonka.GameLift.Types.GameServerGroupInstanceType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameServerGroupInstanceType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerGroupInstanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerGroupStatus

newtype GameServerGroupStatus Source #

Instances

Instances details
Eq GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Ord GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Read GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Show GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Generic GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Associated Types

type Rep GameServerGroupStatus :: Type -> Type #

NFData GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Methods

rnf :: GameServerGroupStatus -> () #

Hashable GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToJSON GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToJSONKey GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

FromJSON GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

FromJSONKey GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToLog GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToHeader GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToQuery GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

FromXML GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToXML GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToByteString GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

FromText GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToText GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

type Rep GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

type Rep GameServerGroupStatus = D1 ('MetaData "GameServerGroupStatus" "Amazonka.GameLift.Types.GameServerGroupStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameServerGroupStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerGroupStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerHealthCheck

newtype GameServerHealthCheck Source #

Instances

Instances details
Eq GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Ord GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Read GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Show GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Generic GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Associated Types

type Rep GameServerHealthCheck :: Type -> Type #

NFData GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Methods

rnf :: GameServerHealthCheck -> () #

Hashable GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToJSON GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToJSONKey GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

FromJSON GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

FromJSONKey GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToLog GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToHeader GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToQuery GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

FromXML GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToXML GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToByteString GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

FromText GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToText GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

type Rep GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

type Rep GameServerHealthCheck = D1 ('MetaData "GameServerHealthCheck" "Amazonka.GameLift.Types.GameServerHealthCheck" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameServerHealthCheck'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerHealthCheck") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerInstanceStatus

newtype GameServerInstanceStatus Source #

Instances

Instances details
Eq GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Ord GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Read GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Show GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Generic GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Associated Types

type Rep GameServerInstanceStatus :: Type -> Type #

NFData GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Hashable GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToJSON GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToJSONKey GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

FromJSON GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

FromJSONKey GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToLog GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToHeader GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToQuery GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

FromXML GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToXML GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToByteString GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

FromText GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToText GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

type Rep GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

type Rep GameServerInstanceStatus = D1 ('MetaData "GameServerInstanceStatus" "Amazonka.GameLift.Types.GameServerInstanceStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameServerInstanceStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerInstanceStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerProtectionPolicy

newtype GameServerProtectionPolicy Source #

Instances

Instances details
Eq GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Ord GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Read GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Show GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Generic GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Associated Types

type Rep GameServerProtectionPolicy :: Type -> Type #

NFData GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Hashable GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToJSON GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToJSONKey GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

FromJSON GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

FromJSONKey GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToLog GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToHeader GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToQuery GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

FromXML GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToXML GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToByteString GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

FromText GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToText GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

type Rep GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

type Rep GameServerProtectionPolicy = D1 ('MetaData "GameServerProtectionPolicy" "Amazonka.GameLift.Types.GameServerProtectionPolicy" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameServerProtectionPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerProtectionPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerUtilizationStatus

newtype GameServerUtilizationStatus Source #

Instances

Instances details
Eq GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Ord GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Read GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Show GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Generic GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Associated Types

type Rep GameServerUtilizationStatus :: Type -> Type #

NFData GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Hashable GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToJSON GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToJSONKey GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

FromJSON GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

FromJSONKey GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToLog GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToHeader GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToQuery GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

FromXML GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToXML GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToByteString GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

FromText GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToText GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

type Rep GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

type Rep GameServerUtilizationStatus = D1 ('MetaData "GameServerUtilizationStatus" "Amazonka.GameLift.Types.GameServerUtilizationStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameServerUtilizationStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerUtilizationStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameSessionPlacementState

newtype GameSessionPlacementState Source #

Instances

Instances details
Eq GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Ord GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Read GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Show GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Generic GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Associated Types

type Rep GameSessionPlacementState :: Type -> Type #

NFData GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Hashable GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToJSON GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToJSONKey GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

FromJSON GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

FromJSONKey GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToLog GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToHeader GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToQuery GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

FromXML GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToXML GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToByteString GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

FromText GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToText GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

type Rep GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

type Rep GameSessionPlacementState = D1 ('MetaData "GameSessionPlacementState" "Amazonka.GameLift.Types.GameSessionPlacementState" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameSessionPlacementState'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameSessionPlacementState") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameSessionStatus

newtype GameSessionStatus Source #

Instances

Instances details
Eq GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Ord GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Read GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Show GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Generic GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Associated Types

type Rep GameSessionStatus :: Type -> Type #

NFData GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Methods

rnf :: GameSessionStatus -> () #

Hashable GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToJSON GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToJSONKey GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

FromJSON GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

FromJSONKey GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToLog GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToHeader GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToQuery GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

FromXML GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToXML GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToByteString GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

FromText GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToText GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

type Rep GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

type Rep GameSessionStatus = D1 ('MetaData "GameSessionStatus" "Amazonka.GameLift.Types.GameSessionStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameSessionStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameSessionStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameSessionStatusReason

newtype GameSessionStatusReason Source #

Instances

Instances details
Eq GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Ord GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Read GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Show GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Generic GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Associated Types

type Rep GameSessionStatusReason :: Type -> Type #

NFData GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Methods

rnf :: GameSessionStatusReason -> () #

Hashable GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToJSON GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToJSONKey GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

FromJSON GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

FromJSONKey GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToLog GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToHeader GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToQuery GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

FromXML GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToXML GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToByteString GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

FromText GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToText GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

type Rep GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

type Rep GameSessionStatusReason = D1 ('MetaData "GameSessionStatusReason" "Amazonka.GameLift.Types.GameSessionStatusReason" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "GameSessionStatusReason'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameSessionStatusReason") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

InstanceStatus

newtype InstanceStatus Source #

Constructors

InstanceStatus' 

Instances

Instances details
Eq InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Ord InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Read InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Show InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Generic InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Associated Types

type Rep InstanceStatus :: Type -> Type #

NFData InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Methods

rnf :: InstanceStatus -> () #

Hashable InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToJSON InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToJSONKey InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

FromJSON InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

FromJSONKey InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToLog InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToHeader InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToQuery InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

FromXML InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToXML InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Methods

toXML :: InstanceStatus -> XML #

ToByteString InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

FromText InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToText InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

type Rep InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

type Rep InstanceStatus = D1 ('MetaData "InstanceStatus" "Amazonka.GameLift.Types.InstanceStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "InstanceStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromInstanceStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

IpProtocol

newtype IpProtocol Source #

Constructors

IpProtocol' 

Fields

Bundled Patterns

pattern IpProtocol_TCP :: IpProtocol 
pattern IpProtocol_UDP :: IpProtocol 

Instances

Instances details
Eq IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Ord IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Read IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Show IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Generic IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Associated Types

type Rep IpProtocol :: Type -> Type #

NFData IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Methods

rnf :: IpProtocol -> () #

Hashable IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToJSON IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToJSONKey IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

FromJSON IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

FromJSONKey IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToLog IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToHeader IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToQuery IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

FromXML IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToXML IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Methods

toXML :: IpProtocol -> XML #

ToByteString IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

FromText IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToText IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Methods

toText :: IpProtocol -> Text #

type Rep IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

type Rep IpProtocol = D1 ('MetaData "IpProtocol" "Amazonka.GameLift.Types.IpProtocol" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "IpProtocol'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromIpProtocol") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

LocationUpdateStatus

newtype LocationUpdateStatus Source #

Instances

Instances details
Eq LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Ord LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Read LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Show LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Generic LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Associated Types

type Rep LocationUpdateStatus :: Type -> Type #

NFData LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Methods

rnf :: LocationUpdateStatus -> () #

Hashable LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToJSON LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToJSONKey LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

FromJSON LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

FromJSONKey LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToLog LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToHeader LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToQuery LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

FromXML LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToXML LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToByteString LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

FromText LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToText LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

type Rep LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

type Rep LocationUpdateStatus = D1 ('MetaData "LocationUpdateStatus" "Amazonka.GameLift.Types.LocationUpdateStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "LocationUpdateStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromLocationUpdateStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

MatchmakingConfigurationStatus

newtype MatchmakingConfigurationStatus Source #

Instances

Instances details
Eq MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Ord MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Read MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Show MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Generic MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Associated Types

type Rep MatchmakingConfigurationStatus :: Type -> Type #

NFData MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Hashable MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToJSON MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToJSONKey MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

FromJSON MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

FromJSONKey MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToLog MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToHeader MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToQuery MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

FromXML MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToXML MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToByteString MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

FromText MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToText MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

type Rep MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

type Rep MatchmakingConfigurationStatus = D1 ('MetaData "MatchmakingConfigurationStatus" "Amazonka.GameLift.Types.MatchmakingConfigurationStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "MatchmakingConfigurationStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromMatchmakingConfigurationStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

MetricName

newtype MetricName Source #

Constructors

MetricName' 

Fields

Instances

Instances details
Eq MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Ord MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Read MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Show MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Generic MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Associated Types

type Rep MetricName :: Type -> Type #

NFData MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Methods

rnf :: MetricName -> () #

Hashable MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToJSON MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToJSONKey MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

FromJSON MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

FromJSONKey MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToLog MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToHeader MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToQuery MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

FromXML MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToXML MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Methods

toXML :: MetricName -> XML #

ToByteString MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

FromText MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToText MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Methods

toText :: MetricName -> Text #

type Rep MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

type Rep MetricName = D1 ('MetaData "MetricName" "Amazonka.GameLift.Types.MetricName" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "MetricName'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromMetricName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

OperatingSystem

newtype OperatingSystem Source #

Constructors

OperatingSystem' 

Instances

Instances details
Eq OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Ord OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Read OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Show OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Generic OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Associated Types

type Rep OperatingSystem :: Type -> Type #

NFData OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Methods

rnf :: OperatingSystem -> () #

Hashable OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToJSON OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToJSONKey OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

FromJSON OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

FromJSONKey OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToLog OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToHeader OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToQuery OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

FromXML OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToXML OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Methods

toXML :: OperatingSystem -> XML #

ToByteString OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

FromText OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToText OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

type Rep OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

type Rep OperatingSystem = D1 ('MetaData "OperatingSystem" "Amazonka.GameLift.Types.OperatingSystem" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "OperatingSystem'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromOperatingSystem") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

PlayerSessionCreationPolicy

newtype PlayerSessionCreationPolicy Source #

Instances

Instances details
Eq PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Ord PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Read PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Show PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Generic PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Associated Types

type Rep PlayerSessionCreationPolicy :: Type -> Type #

NFData PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Hashable PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToJSON PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToJSONKey PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

FromJSON PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

FromJSONKey PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToLog PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToHeader PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToQuery PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

FromXML PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToXML PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToByteString PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

FromText PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToText PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

type Rep PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

type Rep PlayerSessionCreationPolicy = D1 ('MetaData "PlayerSessionCreationPolicy" "Amazonka.GameLift.Types.PlayerSessionCreationPolicy" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "PlayerSessionCreationPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromPlayerSessionCreationPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

PlayerSessionStatus

newtype PlayerSessionStatus Source #

Instances

Instances details
Eq PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Ord PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Read PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Show PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Generic PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Associated Types

type Rep PlayerSessionStatus :: Type -> Type #

NFData PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Methods

rnf :: PlayerSessionStatus -> () #

Hashable PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToJSON PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToJSONKey PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

FromJSON PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

FromJSONKey PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToLog PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToHeader PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToQuery PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

FromXML PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToXML PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToByteString PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

FromText PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToText PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

type Rep PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

type Rep PlayerSessionStatus = D1 ('MetaData "PlayerSessionStatus" "Amazonka.GameLift.Types.PlayerSessionStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "PlayerSessionStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromPlayerSessionStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

PolicyType

newtype PolicyType Source #

Constructors

PolicyType' 

Fields

Bundled Patterns

pattern PolicyType_RuleBased :: PolicyType 
pattern PolicyType_TargetBased :: PolicyType 

Instances

Instances details
Eq PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Ord PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Read PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Show PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Generic PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Associated Types

type Rep PolicyType :: Type -> Type #

NFData PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Methods

rnf :: PolicyType -> () #

Hashable PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToJSON PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToJSONKey PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

FromJSON PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

FromJSONKey PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToLog PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToHeader PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToQuery PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

FromXML PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToXML PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Methods

toXML :: PolicyType -> XML #

ToByteString PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

FromText PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToText PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Methods

toText :: PolicyType -> Text #

type Rep PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

type Rep PolicyType = D1 ('MetaData "PolicyType" "Amazonka.GameLift.Types.PolicyType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "PolicyType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromPolicyType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

PriorityType

newtype PriorityType Source #

Constructors

PriorityType' 

Instances

Instances details
Eq PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Ord PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Read PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Show PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Generic PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Associated Types

type Rep PriorityType :: Type -> Type #

NFData PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Methods

rnf :: PriorityType -> () #

Hashable PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToJSON PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToJSONKey PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

FromJSON PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

FromJSONKey PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToLog PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToHeader PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToQuery PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

FromXML PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToXML PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Methods

toXML :: PriorityType -> XML #

ToByteString PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

FromText PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToText PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Methods

toText :: PriorityType -> Text #

type Rep PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

type Rep PriorityType = D1 ('MetaData "PriorityType" "Amazonka.GameLift.Types.PriorityType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "PriorityType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromPriorityType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ProtectionPolicy

newtype ProtectionPolicy Source #

Instances

Instances details
Eq ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Ord ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Read ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Show ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Generic ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Associated Types

type Rep ProtectionPolicy :: Type -> Type #

NFData ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Methods

rnf :: ProtectionPolicy -> () #

Hashable ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToJSON ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToJSONKey ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

FromJSON ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

FromJSONKey ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToLog ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToHeader ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToQuery ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

FromXML ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToXML ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToByteString ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

FromText ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToText ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

type Rep ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

type Rep ProtectionPolicy = D1 ('MetaData "ProtectionPolicy" "Amazonka.GameLift.Types.ProtectionPolicy" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "ProtectionPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromProtectionPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

RoutingStrategyType

newtype RoutingStrategyType Source #

Instances

Instances details
Eq RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Ord RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Read RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Show RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Generic RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Associated Types

type Rep RoutingStrategyType :: Type -> Type #

NFData RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Methods

rnf :: RoutingStrategyType -> () #

Hashable RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToJSON RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToJSONKey RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

FromJSON RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

FromJSONKey RoutingStrategyType Source # 
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ToLog RoutingStrategyType Source # 
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ToHeader RoutingStrategyType Source # 
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ToQuery RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

FromXML RoutingStrategyType Source # 
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ToXML RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToByteString RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

FromText RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToText RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

type Rep RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

type Rep RoutingStrategyType = D1 ('MetaData "RoutingStrategyType" "Amazonka.GameLift.Types.RoutingStrategyType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "RoutingStrategyType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromRoutingStrategyType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ScalingAdjustmentType

newtype ScalingAdjustmentType Source #

Instances

Instances details
Eq ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Ord ScalingAdjustmentType Source # 
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Read ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Show ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Generic ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Associated Types

type Rep ScalingAdjustmentType :: Type -> Type #

NFData ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Methods

rnf :: ScalingAdjustmentType -> () #

Hashable ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToJSON ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToJSONKey ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

FromJSON ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

FromJSONKey ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToLog ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToHeader ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToQuery ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

FromXML ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToXML ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToByteString ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

FromText ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToText ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

type Rep ScalingAdjustmentType Source # 
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Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

type Rep ScalingAdjustmentType = D1 ('MetaData "ScalingAdjustmentType" "Amazonka.GameLift.Types.ScalingAdjustmentType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "ScalingAdjustmentType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromScalingAdjustmentType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ScalingStatusType

newtype ScalingStatusType Source #

Instances

Instances details
Eq ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

Ord ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

Read ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

Show ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

Generic ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

Associated Types

type Rep ScalingStatusType :: Type -> Type #

NFData ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

Methods

rnf :: ScalingStatusType -> () #

Hashable ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToJSON ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToJSONKey ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

FromJSON ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

FromJSONKey ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

ToLog ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

ToHeader ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

ToQuery ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

FromXML ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

ToXML ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

ToByteString ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

FromText ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

ToText ScalingStatusType Source # 
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Defined in Amazonka.GameLift.Types.ScalingStatusType

type Rep ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

type Rep ScalingStatusType = D1 ('MetaData "ScalingStatusType" "Amazonka.GameLift.Types.ScalingStatusType" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "ScalingStatusType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromScalingStatusType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

SortOrder

newtype SortOrder Source #

Constructors

SortOrder' 

Fields

Bundled Patterns

pattern SortOrder_ASCENDING :: SortOrder 
pattern SortOrder_DESCENDING :: SortOrder 

Instances

Instances details
Eq SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Ord SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

Read SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

Show SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

Generic SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Associated Types

type Rep SortOrder :: Type -> Type #

NFData SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Methods

rnf :: SortOrder -> () #

Hashable SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToJSON SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToJSONKey SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

FromJSON SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

FromJSONKey SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToLog SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToHeader SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

ToQuery SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

FromXML SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToXML SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Methods

toXML :: SortOrder -> XML #

ToByteString SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

Methods

toBS :: SortOrder -> ByteString #

FromText SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

ToText SortOrder Source # 
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Defined in Amazonka.GameLift.Types.SortOrder

Methods

toText :: SortOrder -> Text #

type Rep SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

type Rep SortOrder = D1 ('MetaData "SortOrder" "Amazonka.GameLift.Types.SortOrder" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'True) (C1 ('MetaCons "SortOrder'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromSortOrder") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

Alias

data Alias Source #

Properties that describe an alias resource.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See: newAlias smart constructor.

Constructors

Alias' 

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").

  • lastUpdatedTime :: Maybe POSIX

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

  • aliasId :: Maybe Text

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

  • routingStrategy :: Maybe RoutingStrategy

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

  • name :: Maybe Text

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

  • aliasArn :: Maybe Text

    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.

  • description :: Maybe Text

    A human-readable description of an alias.

Instances

Instances details
Eq Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Methods

(==) :: Alias -> Alias -> Bool #

(/=) :: Alias -> Alias -> Bool #

Read Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Show Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Methods

showsPrec :: Int -> Alias -> ShowS #

show :: Alias -> String #

showList :: [Alias] -> ShowS #

Generic Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Associated Types

type Rep Alias :: Type -> Type #

Methods

from :: Alias -> Rep Alias x #

to :: Rep Alias x -> Alias #

NFData Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Methods

rnf :: Alias -> () #

Hashable Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Methods

hashWithSalt :: Int -> Alias -> Int #

hash :: Alias -> Int #

FromJSON Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

type Rep Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

newAlias :: Alias Source #

Create a value of Alias 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:Alias', alias_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:lastUpdatedTime:Alias', alias_lastUpdatedTime - The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:aliasId:Alias', alias_aliasId - A unique identifier for the alias. Alias IDs are unique within a Region.

$sel:routingStrategy:Alias', alias_routingStrategy - The routing configuration, including routing type and fleet target, for the alias.

$sel:name:Alias', alias_name - A descriptive label that is associated with an alias. Alias names do not need to be unique.

$sel:aliasArn:Alias', alias_aliasArn - 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.

$sel:description:Alias', alias_description - A human-readable description of an 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

data AttributeValue Source #

Values for use in Player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.

See: newAttributeValue smart constructor.

Constructors

AttributeValue' 

Fields

  • sl :: Maybe [Text]

    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.

  • sdm :: Maybe (HashMap Text Double)

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

  • n :: Maybe Double

    For number values, expressed as double.

  • s :: Maybe Text

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

Instances

Instances details
Eq AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

Read AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

Show AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

Generic AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

Associated Types

type Rep AttributeValue :: Type -> Type #

NFData AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

Methods

rnf :: AttributeValue -> () #

Hashable AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

ToJSON AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

FromJSON AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

type Rep AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

type Rep AttributeValue = D1 ('MetaData "AttributeValue" "Amazonka.GameLift.Types.AttributeValue" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "AttributeValue'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "sl") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])) :*: S1 ('MetaSel ('Just "sdm") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (HashMap Text Double)))) :*: (S1 ('MetaSel ('Just "n") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Double)) :*: S1 ('MetaSel ('Just "s") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newAttributeValue :: AttributeValue Source #

Create a value of AttributeValue 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:sl:AttributeValue', attributeValue_sl - 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.

$sel:sdm:AttributeValue', attributeValue_sdm - For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

$sel:n:AttributeValue', attributeValue_n - For number values, expressed as double.

$sel:s:AttributeValue', attributeValue_s - For single string values. Maximum string length is 100 characters.

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

data AwsCredentials Source #

Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

See: newAwsCredentials smart constructor.

Constructors

AwsCredentials' 

Fields

Instances

Instances details
Eq AwsCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.AwsCredentials

Show AwsCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.AwsCredentials

Generic AwsCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.AwsCredentials

Associated Types

type Rep AwsCredentials :: Type -> Type #

NFData AwsCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.AwsCredentials

Methods

rnf :: AwsCredentials -> () #

Hashable AwsCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.AwsCredentials

FromJSON AwsCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.AwsCredentials

type Rep AwsCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.AwsCredentials

type Rep AwsCredentials = D1 ('MetaData "AwsCredentials" "Amazonka.GameLift.Types.AwsCredentials" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "AwsCredentials'" 'PrefixI 'True) (S1 ('MetaSel ('Just "secretAccessKey") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "sessionToken") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "accessKeyId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newAwsCredentials :: AwsCredentials Source #

Create a value of AwsCredentials 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:secretAccessKey:AwsCredentials', awsCredentials_secretAccessKey - Temporary secret key allowing access to the Amazon GameLift S3 account.

$sel:sessionToken:AwsCredentials', awsCredentials_sessionToken - Token used to associate a specific build ID with the files uploaded using these credentials.

$sel:accessKeyId:AwsCredentials', awsCredentials_accessKeyId - Temporary key allowing access to the Amazon GameLift S3 account.

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

data Build Source #

Properties describing a custom game build.

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See: newBuild smart constructor.

Constructors

Build' 

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 BuildStatus

    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.
  • operatingSystem :: Maybe OperatingSystem

    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.

  • buildId :: Maybe Text

    A unique identifier for the build.

  • name :: Maybe Text

    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.

  • version :: Maybe Text

    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.

  • buildArn :: Maybe Text

    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.

  • sizeOnDisk :: Maybe Natural

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

Instances

Instances details
Eq Build Source # 
Instance details

Defined in Amazonka.GameLift.Types.Build

Methods

(==) :: Build -> Build -> Bool #

(/=) :: Build -> Build -> Bool #

Read Build Source # 
Instance details

Defined in Amazonka.GameLift.Types.Build

Show Build Source # 
Instance details

Defined in Amazonka.GameLift.Types.Build

Methods

showsPrec :: Int -> Build -> ShowS #

show :: Build -> String #

showList :: [Build] -> ShowS #

Generic Build Source # 
Instance details

Defined in Amazonka.GameLift.Types.Build

Associated Types

type Rep Build :: Type -> Type #

Methods

from :: Build -> Rep Build x #

to :: Rep Build x -> Build #

NFData Build Source # 
Instance details

Defined in Amazonka.GameLift.Types.Build

Methods

rnf :: Build -> () #

Hashable Build Source # 
Instance details

Defined in Amazonka.GameLift.Types.Build

Methods

hashWithSalt :: Int -> Build -> Int #

hash :: Build -> Int #

FromJSON Build Source # 
Instance details

Defined in Amazonka.GameLift.Types.Build

type Rep Build Source # 
Instance details

Defined in Amazonka.GameLift.Types.Build

newBuild :: Build Source #

Create a value of Build 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:Build', build_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:Build', build_status - 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.

$sel:operatingSystem:Build', build_operatingSystem - 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.

$sel:buildId:Build', build_buildId - A unique identifier for the build.

$sel:name:Build', build_name - 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.

$sel:version:Build', build_version - 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.

$sel:buildArn:Build', build_buildArn - 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.

$sel:sizeOnDisk:Build', build_sizeOnDisk - File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.

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

data CertificateConfiguration Source #

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK operation GetInstanceCertificate.

A fleet's certificate configuration is part of FleetAttributes.

See: newCertificateConfiguration smart constructor.

Constructors

CertificateConfiguration' 

Fields

  • certificateType :: CertificateType

    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.

Instances

Instances details
Eq CertificateConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateConfiguration

Read CertificateConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateConfiguration

Show CertificateConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateConfiguration

Generic CertificateConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateConfiguration

Associated Types

type Rep CertificateConfiguration :: Type -> Type #

NFData CertificateConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateConfiguration

Hashable CertificateConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateConfiguration

ToJSON CertificateConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateConfiguration

FromJSON CertificateConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateConfiguration

type Rep CertificateConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.CertificateConfiguration

type Rep CertificateConfiguration = D1 ('MetaData "CertificateConfiguration" "Amazonka.GameLift.Types.CertificateConfiguration" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "CertificateConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "certificateType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 CertificateType)))

newCertificateConfiguration Source #

Create a value of CertificateConfiguration 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:certificateType:CertificateConfiguration', certificateConfiguration_certificateType - 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.

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

data DesiredPlayerSession Source #

Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.

See: newDesiredPlayerSession smart constructor.

Constructors

DesiredPlayerSession' 

Fields

  • 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 to associate with the player session.

Instances

Instances details
Eq DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Read DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Show DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Generic DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Associated Types

type Rep DesiredPlayerSession :: Type -> Type #

NFData DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Methods

rnf :: DesiredPlayerSession -> () #

Hashable DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

ToJSON DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

type Rep DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

type Rep DesiredPlayerSession = D1 ('MetaData "DesiredPlayerSession" "Amazonka.GameLift.Types.DesiredPlayerSession" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "DesiredPlayerSession'" 'PrefixI 'True) (S1 ('MetaSel ('Just "playerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newDesiredPlayerSession :: DesiredPlayerSession Source #

Create a value of DesiredPlayerSession 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:playerData:DesiredPlayerSession', desiredPlayerSession_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:DesiredPlayerSession', desiredPlayerSession_playerId - A unique identifier for a player to associate with the player session.

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

data EC2InstanceCounts Source #

Resource capacity settings. Fleet capacity is measured in EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.

EC2 instance counts are part of FleetCapacity.

See: newEC2InstanceCounts smart constructor.

Constructors

EC2InstanceCounts' 

Fields

  • idle :: Maybe Natural

    Number of active instances that are not currently hosting a game session.

  • terminating :: Maybe Natural

    Number of instances that are no longer active but haven't yet been terminated.

  • pending :: Maybe Natural

    Number of instances that are starting but not yet active.

  • maximum :: Maybe Natural

    The maximum instance count value allowed.

  • desired :: Maybe Natural

    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.

  • minimum :: Maybe Natural

    The minimum instance count value allowed.

  • active :: Maybe Natural

    Actual number of instances that are ready to host game sessions.

Instances

Instances details
Eq EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Read EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Show EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Generic EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Associated Types

type Rep EC2InstanceCounts :: Type -> Type #

NFData EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Methods

rnf :: EC2InstanceCounts -> () #

Hashable EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

FromJSON EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

type Rep EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

newEC2InstanceCounts :: EC2InstanceCounts Source #

Create a value of EC2InstanceCounts 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:idle:EC2InstanceCounts', eC2InstanceCounts_idle - Number of active instances that are not currently hosting a game session.

$sel:terminating:EC2InstanceCounts', eC2InstanceCounts_terminating - Number of instances that are no longer active but haven't yet been terminated.

$sel:pending:EC2InstanceCounts', eC2InstanceCounts_pending - Number of instances that are starting but not yet active.

$sel:maximum:EC2InstanceCounts', eC2InstanceCounts_maximum - The maximum instance count value allowed.

$sel:desired:EC2InstanceCounts', eC2InstanceCounts_desired - 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.

$sel:minimum:EC2InstanceCounts', eC2InstanceCounts_minimum - The minimum instance count value allowed.

$sel:active:EC2InstanceCounts', eC2InstanceCounts_active - Actual number of instances that are ready to host game sessions.

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

data EC2InstanceLimit Source #

The GameLift service limits for an EC2 instance type and current utilization. GameLift allows AWS accounts a maximum number of instances, per instance type, per AWS Region or location, for use with GameLift. You can request an limit increase for your account by using the Service limits page in the GameLift console.

Related actions

DescribeEC2InstanceLimits

See: newEC2InstanceLimit smart constructor.

Constructors

EC2InstanceLimit' 

Fields

Instances

Instances details
Eq EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Read EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Show EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Generic EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Associated Types

type Rep EC2InstanceLimit :: Type -> Type #

NFData EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Methods

rnf :: EC2InstanceLimit -> () #

Hashable EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

FromJSON EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

type Rep EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

type Rep EC2InstanceLimit = D1 ('MetaData "EC2InstanceLimit" "Amazonka.GameLift.Types.EC2InstanceLimit" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "EC2InstanceLimit'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "eC2InstanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceType))) :*: (S1 ('MetaSel ('Just "currentInstances") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "instanceLimit") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)))))

newEC2InstanceLimit :: EC2InstanceLimit Source #

Create a value of EC2InstanceLimit 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:location:EC2InstanceLimit', eC2InstanceLimit_location - An AWS Region code, such as us-west-2.

$sel:eC2InstanceType:EC2InstanceLimit', eC2InstanceLimit_eC2InstanceType - The name of an EC2 instance type. See Amazon EC2 Instance Types for detailed descriptions.

$sel:currentInstances:EC2InstanceLimit', eC2InstanceLimit_currentInstances - The number of instances for the specified type and location that are currently being used by the AWS account.

$sel:instanceLimit:EC2InstanceLimit', eC2InstanceLimit_instanceLimit - The number of instances that is allowed for the specified instance type and location.

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

data Event Source #

Log entry describing an event that involves GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

Related actions

DescribeFleetEvents

See: newEvent smart constructor.

Constructors

Event' 

Fields

  • resourceId :: Maybe Text

    A unique identifier for an event resource, such as a fleet ID.

  • preSignedLogUrl :: Maybe Text

    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.

  • eventTime :: Maybe POSIX

    Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • message :: Maybe Text

    Additional information related to the event.

  • eventCode :: Maybe EventCode

    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.
  • eventId :: Maybe Text

    A unique identifier for a fleet event.

Instances

Instances details
Eq Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Methods

(==) :: Event -> Event -> Bool #

(/=) :: Event -> Event -> Bool #

Read Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Show Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Methods

showsPrec :: Int -> Event -> ShowS #

show :: Event -> String #

showList :: [Event] -> ShowS #

Generic Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Associated Types

type Rep Event :: Type -> Type #

Methods

from :: Event -> Rep Event x #

to :: Rep Event x -> Event #

NFData Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Methods

rnf :: Event -> () #

Hashable Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Methods

hashWithSalt :: Int -> Event -> Int #

hash :: Event -> Int #

FromJSON Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

type Rep Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

newEvent :: Event Source #

Create a value of Event 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:resourceId:Event', event_resourceId - A unique identifier for an event resource, such as a fleet ID.

$sel:preSignedLogUrl:Event', event_preSignedLogUrl - 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.

$sel:eventTime:Event', event_eventTime - Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:message:Event', event_message - Additional information related to the event.

$sel:eventCode:Event', event_eventCode - 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.

$sel:eventId:Event', event_eventId - A unique identifier for a fleet 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

data FilterConfiguration Source #

A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.

Filter configurations are part of a GameSessionQueue.

See: newFilterConfiguration smart constructor.

Constructors

FilterConfiguration' 

Fields

Instances

Instances details
Eq FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

Read FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

Show FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

Generic FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

Associated Types

type Rep FilterConfiguration :: Type -> Type #

NFData FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

Methods

rnf :: FilterConfiguration -> () #

Hashable FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

ToJSON FilterConfiguration Source # 
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Defined in Amazonka.GameLift.Types.FilterConfiguration

FromJSON FilterConfiguration Source # 
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Defined in Amazonka.GameLift.Types.FilterConfiguration

type Rep FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

type Rep FilterConfiguration = D1 ('MetaData "FilterConfiguration" "Amazonka.GameLift.Types.FilterConfiguration" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "FilterConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "allowedLocations") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty Text)))))

newFilterConfiguration :: FilterConfiguration Source #

Create a value of FilterConfiguration 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:allowedLocations:FilterConfiguration', filterConfiguration_allowedLocations - A list of locations to allow game session placement in, in the form of AWS Region codes such as us-west-2.

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

data FleetAttributes Source #

Describes a GameLift fleet of game hosting resources.

Related actions

CreateFleet | DescribeFleetAttributes

See: newFleetAttributes smart constructor.

Constructors

FleetAttributes' 

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 FleetStatus

    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.
  • serverLaunchParameters :: Maybe Text

    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.

  • logPaths :: Maybe [Text]

    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.

  • operatingSystem :: Maybe OperatingSystem

    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.

  • buildId :: Maybe Text

    A unique identifier for the build resource that is deployed on instances in this fleet.

  • fleetArn :: Maybe Text

    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.

  • fleetType :: Maybe FleetType

    The kind of instances, On-Demand or Spot, that this fleet uses.

  • 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").

  • instanceType :: Maybe EC2InstanceType

    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.

  • stoppedActions :: Maybe (NonEmpty FleetAction)

    A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling.

  • newGameSessionProtectionPolicy' :: Maybe ProtectionPolicy

    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.
  • name :: Maybe Text

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

  • scriptId :: Maybe Text

    A unique identifier for the Realtime script resource that is deployed on instances in this fleet.

  • scriptArn :: Maybe Text

    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.

  • certificateConfiguration :: Maybe CertificateConfiguration

    Indicates whether a TLS/SSL certificate was generated for the fleet.

  • serverLaunchPath :: Maybe Text

    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.

  • instanceRoleArn :: Maybe Text

    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.

  • metricGroups :: Maybe [Text]

    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.

  • buildArn :: Maybe Text

    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.

  • fleetId :: Maybe Text

    A unique identifier for the fleet.

  • description :: Maybe Text

    A human-readable description of the fleet.

  • resourceCreationLimitPolicy :: Maybe ResourceCreationLimitPolicy

    The fleet policy that limits the number of game sessions an individual player can create over a span of time.

Instances

Instances details
Eq FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

Read FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

Show FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

Generic FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

Associated Types

type Rep FleetAttributes :: Type -> Type #

NFData FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

Methods

rnf :: FleetAttributes -> () #

Hashable FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

FromJSON FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

type Rep FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

type Rep FleetAttributes = D1 ('MetaData "FleetAttributes" "Amazonka.GameLift.Types.FleetAttributes" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "FleetAttributes'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FleetStatus))) :*: (S1 ('MetaSel ('Just "serverLaunchParameters") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "logPaths") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])) :*: S1 ('MetaSel ('Just "operatingSystem") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe OperatingSystem))))) :*: ((S1 ('MetaSel ('Just "buildId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FleetType)))) :*: (S1 ('MetaSel ('Just "terminationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "instanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceType)) :*: S1 ('MetaSel ('Just "stoppedActions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty FleetAction))))))) :*: (((S1 ('MetaSel ('Just "newGameSessionProtectionPolicy'") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ProtectionPolicy)) :*: (S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "scriptId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "scriptArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "certificateConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe CertificateConfiguration)) :*: S1 ('MetaSel ('Just "serverLaunchPath") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "instanceRoleArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "metricGroups") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])) :*: S1 ('MetaSel ('Just "buildArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "description") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "resourceCreationLimitPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ResourceCreationLimitPolicy))))))))

newFleetAttributes :: FleetAttributes Source #

Create a value of FleetAttributes 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:FleetAttributes', fleetAttributes_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:FleetAttributes', fleetAttributes_status - 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.

$sel:serverLaunchParameters:FleetAttributes', fleetAttributes_serverLaunchParameters - 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.

$sel:logPaths:FleetAttributes', fleetAttributes_logPaths - 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.

$sel:operatingSystem:FleetAttributes', fleetAttributes_operatingSystem - 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.

$sel:buildId:FleetAttributes', fleetAttributes_buildId - A unique identifier for the build resource that is deployed on instances in this fleet.

$sel:fleetArn:FleetAttributes', fleetAttributes_fleetArn - 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.

$sel:fleetType:FleetAttributes', fleetAttributes_fleetType - The kind of instances, On-Demand or Spot, that this fleet uses.

$sel:terminationTime:FleetAttributes', fleetAttributes_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:instanceType:FleetAttributes', fleetAttributes_instanceType - 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.

$sel:stoppedActions:FleetAttributes', fleetAttributes_stoppedActions - A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling.

$sel:newGameSessionProtectionPolicy':FleetAttributes', fleetAttributes_newGameSessionProtectionPolicy - 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.

$sel:name:FleetAttributes', fleetAttributes_name - A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

$sel:scriptId:FleetAttributes', fleetAttributes_scriptId - A unique identifier for the Realtime script resource that is deployed on instances in this fleet.

$sel:scriptArn:FleetAttributes', fleetAttributes_scriptArn - 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.

$sel:certificateConfiguration:FleetAttributes', fleetAttributes_certificateConfiguration - Indicates whether a TLS/SSL certificate was generated for the fleet.

$sel:serverLaunchPath:FleetAttributes', fleetAttributes_serverLaunchPath - 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.

$sel:instanceRoleArn:FleetAttributes', fleetAttributes_instanceRoleArn - 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.

$sel:metricGroups:FleetAttributes', fleetAttributes_metricGroups - 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.

$sel:buildArn:FleetAttributes', fleetAttributes_buildArn - 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.

$sel:fleetId:FleetAttributes', fleetAttributes_fleetId - A unique identifier for the fleet.

$sel:description:FleetAttributes', fleetAttributes_description - A human-readable description of the fleet.

$sel:resourceCreationLimitPolicy:FleetAttributes', fleetAttributes_resourceCreationLimitPolicy - The fleet policy that limits the number of game sessions an individual player can create over a span of time.

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

data FleetCapacity Source #

Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

Related actions

DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity

See: newFleetCapacity smart constructor.

Constructors

FleetCapacity' 

Fields

  • location :: Maybe Text

    The fleet location for the instance count information, expressed as an AWS Region code, such as us-west-2.

  • fleetArn :: Maybe Text

    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.

  • instanceType :: Maybe EC2InstanceType

    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.

  • fleetId :: Maybe Text

    A unique identifier for the fleet associated with the location.

  • instanceCounts :: Maybe EC2InstanceCounts

    The current instance count and capacity settings for the fleet location.

Instances

Instances details
Eq FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Read FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Show FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Generic FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Associated Types

type Rep FleetCapacity :: Type -> Type #

NFData FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Methods

rnf :: FleetCapacity -> () #

Hashable FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

FromJSON FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

type Rep FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

type Rep FleetCapacity = D1 ('MetaData "FleetCapacity" "Amazonka.GameLift.Types.FleetCapacity" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "FleetCapacity'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "instanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceType)) :*: (S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "instanceCounts") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceCounts))))))

newFleetCapacity :: FleetCapacity Source #

Create a value of FleetCapacity 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:location:FleetCapacity', fleetCapacity_location - The fleet location for the instance count information, expressed as an AWS Region code, such as us-west-2.

$sel:fleetArn:FleetCapacity', fleetCapacity_fleetArn - 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.

$sel:instanceType:FleetCapacity', fleetCapacity_instanceType - 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.

$sel:fleetId:FleetCapacity', fleetCapacity_fleetId - A unique identifier for the fleet associated with the location.

$sel:instanceCounts:FleetCapacity', fleetCapacity_instanceCounts - The current instance count and capacity settings for the fleet location.

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

data FleetUtilization Source #

Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

Related actions

DescribeFleetUtilization | DescribeFleetLocationUtilization

See: newFleetUtilization smart constructor.

Constructors

FleetUtilization' 

Fields

  • activeGameSessionCount :: Maybe Natural

    The number of active game sessions that are currently being hosted across all instances in the fleet location.

  • location :: Maybe Text

    The fleet location for the fleet utilization information, expressed as an AWS Region code, such as us-west-2.

  • fleetArn :: Maybe Text

    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.

  • maximumPlayerSessionCount :: Maybe Natural

    The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.

  • currentPlayerSessionCount :: Maybe Natural

    The number of active player sessions that are currently being hosted across all instances in the fleet location.

  • fleetId :: Maybe Text

    A unique identifier for the fleet associated with the location.

  • activeServerProcessCount :: Maybe Natural

    The number of server processes in ACTIVE status that are currently running across all instances in the fleet location.

Instances

Instances details
Eq FleetUtilization Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetUtilization

Read FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

Show FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

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

Associated Types

type Rep FleetUtilization :: Type -> Type #

NFData FleetUtilization Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetUtilization

Methods

rnf :: FleetUtilization -> () #

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

FromJSON FleetUtilization Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetUtilization

type Rep FleetUtilization Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetUtilization

type Rep FleetUtilization = D1 ('MetaData "FleetUtilization" "Amazonka.GameLift.Types.FleetUtilization" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "FleetUtilization'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "activeGameSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: (S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "maximumPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "currentPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))) :*: (S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "activeServerProcessCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))))))

newFleetUtilization :: FleetUtilization Source #

Create a value of FleetUtilization 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:activeGameSessionCount:FleetUtilization', fleetUtilization_activeGameSessionCount - The number of active game sessions that are currently being hosted across all instances in the fleet location.

$sel:location:FleetUtilization', fleetUtilization_location - The fleet location for the fleet utilization information, expressed as an AWS Region code, such as us-west-2.

$sel:fleetArn:FleetUtilization', fleetUtilization_fleetArn - 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.

$sel:maximumPlayerSessionCount:FleetUtilization', fleetUtilization_maximumPlayerSessionCount - The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.

$sel:currentPlayerSessionCount:FleetUtilization', fleetUtilization_currentPlayerSessionCount - The number of active player sessions that are currently being hosted across all instances in the fleet location.

$sel:fleetId:FleetUtilization', fleetUtilization_fleetId - A unique identifier for the fleet associated with the location.

$sel:activeServerProcessCount:FleetUtilization', fleetUtilization_activeServerProcessCount - The number of server processes in ACTIVE status that are currently running across all instances in the fleet location.

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

data GameProperty Source #

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.

See: newGameProperty smart constructor.

Constructors

GameProperty' 

Fields

Instances

Instances details
Eq GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

Read GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

Show GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

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

Associated Types

type Rep GameProperty :: Type -> Type #

NFData GameProperty Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameProperty

Methods

rnf :: GameProperty -> () #

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

ToJSON GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

FromJSON GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

type Rep GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

type Rep GameProperty = D1 ('MetaData "GameProperty" "Amazonka.GameLift.Types.GameProperty" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameProperty'" 'PrefixI 'True) (S1 ('MetaSel ('Just "key") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text) :*: S1 ('MetaSel ('Just "value") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text)))

newGameProperty Source #

Create a value of GameProperty 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:key:GameProperty', gameProperty_key - The game property identifier.

$sel:value:GameProperty', gameProperty_value - The game property value.

gameProperty_key :: Lens' GameProperty Text Source #

The game property identifier.

gameProperty_value :: Lens' GameProperty Text Source #

The game property value.

GameServer

data GameServer Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Properties describing a game server that is running on an instance in a GameServerGroup.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See: newGameServer smart constructor.

Constructors

GameServer' 

Fields

  • instanceId :: Maybe Text

    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.

  • lastClaimTime :: Maybe POSIX

    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.

  • gameServerGroupName :: Maybe Text

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

  • gameServerData :: Maybe Text

    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.

  • claimStatus :: Maybe GameServerClaimStatus

    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.

  • gameServerId :: Maybe Text

    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.

  • utilizationStatus :: Maybe GameServerUtilizationStatus

    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.
  • registrationTime :: Maybe POSIX

    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").

  • lastHealthCheckTime :: Maybe POSIX

    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.

  • connectionInfo :: Maybe Text

    The port and IP address that must be used to establish a client connection to the game server.

  • gameServerGroupArn :: Maybe Text

    The ARN identifier for the game server group where the game server is located.

Instances

Instances details
Eq GameServer Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServer

Read GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

Show GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

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

Associated Types

type Rep GameServer :: Type -> Type #

NFData GameServer Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServer

Methods

rnf :: GameServer -> () #

Hashable GameServer Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServer

FromJSON GameServer Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServer

type Rep GameServer Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServer

type Rep GameServer = D1 ('MetaData "GameServer" "Amazonka.GameLift.Types.GameServer" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameServer'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "instanceId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "lastClaimTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))) :*: (S1 ('MetaSel ('Just "gameServerGroupName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "gameServerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "claimStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerClaimStatus))))) :*: ((S1 ('MetaSel ('Just "gameServerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "utilizationStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerUtilizationStatus)) :*: S1 ('MetaSel ('Just "registrationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)))) :*: (S1 ('MetaSel ('Just "lastHealthCheckTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "connectionInfo") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameServerGroupArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))))

newGameServer :: GameServer Source #

Create a value of GameServer 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:instanceId:GameServer', gameServer_instanceId - 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.

$sel:lastClaimTime:GameServer', gameServer_lastClaimTime - 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.

$sel:gameServerGroupName:GameServer', gameServer_gameServerGroupName - A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

$sel:gameServerData:GameServer', gameServer_gameServerData - 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.

$sel:claimStatus:GameServer', gameServer_claimStatus - 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.

$sel:gameServerId:GameServer', gameServer_gameServerId - 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.

$sel:utilizationStatus:GameServer', gameServer_utilizationStatus - 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.

$sel:registrationTime:GameServer', gameServer_registrationTime - 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").

$sel:lastHealthCheckTime:GameServer', gameServer_lastHealthCheckTime - 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.

$sel:connectionInfo:GameServer', gameServer_connectionInfo - The port and IP address that must be used to establish a client connection to the game server.

$sel:gameServerGroupArn:GameServer', gameServer_gameServerGroupArn - The ARN identifier for the game server group where the game server is located.

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

data GameServerGroup Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding EC2 Auto Scaling group.

A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively.

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See: newGameServerGroup smart constructor.

Constructors

GameServerGroup' 

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 GameServerGroupStatus

    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.
  • instanceDefinitions :: Maybe (NonEmpty InstanceDefinition)

    The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.

  • lastUpdatedTime :: Maybe POSIX

    A timestamp that indicates when this game server group was last updated.

  • balancingStrategy :: Maybe BalancingStrategy

    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.
  • gameServerGroupName :: Maybe Text

    A developer-defined identifier for the game server group. The name is unique for each Region in each AWS account.

  • suspendedActions :: Maybe (NonEmpty GameServerGroupAction)

    A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.

  • autoScalingGroupArn :: Maybe Text

    A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group.

  • statusReason :: Maybe Text

    Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.

  • gameServerProtectionPolicy :: Maybe GameServerProtectionPolicy

    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.

  • gameServerGroupArn :: Maybe Text

    A generated unique ID for the game server group.

  • roleArn :: Maybe Text

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

Instances

Instances details
Eq GameServerGroup Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroup

Read GameServerGroup Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroup

Show GameServerGroup Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroup

Generic GameServerGroup Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroup

Associated Types

type Rep GameServerGroup :: Type -> Type #

NFData GameServerGroup Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroup

Methods

rnf :: GameServerGroup -> () #

Hashable GameServerGroup Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroup

FromJSON GameServerGroup Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroup

type Rep GameServerGroup Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroup

type Rep GameServerGroup = D1 ('MetaData "GameServerGroup" "Amazonka.GameLift.Types.GameServerGroup" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameServerGroup'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerGroupStatus)) :*: S1 ('MetaSel ('Just "instanceDefinitions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty InstanceDefinition))))) :*: (S1 ('MetaSel ('Just "lastUpdatedTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "balancingStrategy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe BalancingStrategy)) :*: S1 ('MetaSel ('Just "gameServerGroupName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "suspendedActions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty GameServerGroupAction))) :*: (S1 ('MetaSel ('Just "autoScalingGroupArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "statusReason") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "gameServerProtectionPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerProtectionPolicy)) :*: (S1 ('MetaSel ('Just "gameServerGroupArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "roleArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))))

newGameServerGroup :: GameServerGroup Source #

Create a value of GameServerGroup 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:GameServerGroup', gameServerGroup_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:GameServerGroup', gameServerGroup_status - 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.

$sel:instanceDefinitions:GameServerGroup', gameServerGroup_instanceDefinitions - The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.

$sel:lastUpdatedTime:GameServerGroup', gameServerGroup_lastUpdatedTime - A timestamp that indicates when this game server group was last updated.

$sel:balancingStrategy:GameServerGroup', gameServerGroup_balancingStrategy - 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.

$sel:gameServerGroupName:GameServerGroup', gameServerGroup_gameServerGroupName - A developer-defined identifier for the game server group. The name is unique for each Region in each AWS account.

$sel:suspendedActions:GameServerGroup', gameServerGroup_suspendedActions - A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.

$sel:autoScalingGroupArn:GameServerGroup', gameServerGroup_autoScalingGroupArn - A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group.

$sel:statusReason:GameServerGroup', gameServerGroup_statusReason - Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.

$sel:gameServerProtectionPolicy:GameServerGroup', gameServerGroup_gameServerProtectionPolicy - 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.

$sel:gameServerGroupArn:GameServerGroup', gameServerGroup_gameServerGroupArn - A generated unique ID for the game server group.

$sel:roleArn:GameServerGroup', gameServerGroup_roleArn - The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

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

data GameServerGroupAutoScalingPolicy Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group with CreateGameServerGroup. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.

See: newGameServerGroupAutoScalingPolicy smart constructor.

Constructors

GameServerGroupAutoScalingPolicy' 

Fields

  • estimatedInstanceWarmup :: Maybe Natural

    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.

  • targetTrackingConfiguration :: TargetTrackingConfiguration

    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.

Instances

Instances details
Eq GameServerGroupAutoScalingPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy

Read GameServerGroupAutoScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy

Show GameServerGroupAutoScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy

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

Associated Types

type Rep GameServerGroupAutoScalingPolicy :: Type -> Type #

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

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

ToJSON GameServerGroupAutoScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy

type Rep GameServerGroupAutoScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy

type Rep GameServerGroupAutoScalingPolicy = D1 ('MetaData "GameServerGroupAutoScalingPolicy" "Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameServerGroupAutoScalingPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "estimatedInstanceWarmup") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "targetTrackingConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 TargetTrackingConfiguration)))

newGameServerGroupAutoScalingPolicy Source #

Create a value of GameServerGroupAutoScalingPolicy 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:estimatedInstanceWarmup:GameServerGroupAutoScalingPolicy', gameServerGroupAutoScalingPolicy_estimatedInstanceWarmup - 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.

$sel:targetTrackingConfiguration:GameServerGroupAutoScalingPolicy', gameServerGroupAutoScalingPolicy_targetTrackingConfiguration - 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.

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

data GameServerInstance Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group.

Retrieve game server instances for a game server group by calling DescribeGameServerInstances.

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See: newGameServerInstance smart constructor.

Constructors

GameServerInstance' 

Fields

  • instanceId :: Maybe Text

    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.

  • gameServerGroupName :: Maybe Text

    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.

  • instanceStatus :: Maybe GameServerInstanceStatus

    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.
  • gameServerGroupArn :: Maybe Text

    A generated unique identifier for the game server group that includes the game server instance.

Instances

Instances details
Eq GameServerInstance Source # 
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Defined in Amazonka.GameLift.Types.GameServerInstance

Read GameServerInstance Source # 
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Defined in Amazonka.GameLift.Types.GameServerInstance

Show GameServerInstance Source # 
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Defined in Amazonka.GameLift.Types.GameServerInstance

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

Associated Types

type Rep GameServerInstance :: Type -> Type #

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

Methods

rnf :: GameServerInstance -> () #

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

FromJSON GameServerInstance Source # 
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Defined in Amazonka.GameLift.Types.GameServerInstance

type Rep GameServerInstance Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstance

type Rep GameServerInstance = D1 ('MetaData "GameServerInstance" "Amazonka.GameLift.Types.GameServerInstance" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameServerInstance'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "instanceId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameServerGroupName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "instanceStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerInstanceStatus)) :*: S1 ('MetaSel ('Just "gameServerGroupArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newGameServerInstance :: GameServerInstance Source #

Create a value of GameServerInstance 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:instanceId:GameServerInstance', gameServerInstance_instanceId - 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.

$sel:gameServerGroupName:GameServerInstance', gameServerInstance_gameServerGroupName - 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.

$sel:instanceStatus:GameServerInstance', gameServerInstance_instanceStatus - 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.

$sel:gameServerGroupArn:GameServerInstance', gameServerInstance_gameServerGroupArn - A generated unique identifier for the game server group that includes the game server instance.

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

data GameSession Source #

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See: newGameSession smart constructor.

Constructors

GameSession' 

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 GameSessionStatus

    Current status of the game session. A game session must have an ACTIVE status to have player sessions.

  • gameProperties :: Maybe [GameProperty]

    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.

  • 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.

  • location :: Maybe Text

    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.

  • gameSessionId :: Maybe Text

    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>.

  • matchmakerData :: Maybe Text

    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).

  • fleetArn :: Maybe Text

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

  • maximumPlayerSessionCount :: Maybe Natural

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

  • 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").

  • playerSessionCreationPolicy :: Maybe PlayerSessionCreationPolicy

    Indicates whether or not the game session is accepting new players.

  • name :: Maybe Text

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

  • currentPlayerSessionCount :: Maybe Natural

    Number of players currently in the game session.

  • statusReason :: Maybe GameSessionStatusReason

    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.

  • gameSessionData :: Maybe Text

    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.

  • fleetId :: Maybe Text

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

  • 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.

  • creatorId :: Maybe Text

    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.

  • port :: Maybe Natural

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

Instances

Instances details
Eq GameSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSession

Read GameSession Source # 
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Defined in Amazonka.GameLift.Types.GameSession

Show GameSession Source # 
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Defined in Amazonka.GameLift.Types.GameSession

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

Associated Types

type Rep GameSession :: Type -> Type #

NFData GameSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSession

Methods

rnf :: GameSession -> () #

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

FromJSON GameSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSession

type Rep GameSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSession

type Rep GameSession = D1 ('MetaData "GameSession" "Amazonka.GameLift.Types.GameSession" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameSession'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSessionStatus))) :*: (S1 ('MetaSel ('Just "gameProperties") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [GameProperty])) :*: S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "matchmakerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "maximumPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)))))) :*: (((S1 ('MetaSel ('Just "terminationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "playerSessionCreationPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe PlayerSessionCreationPolicy))) :*: (S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "currentPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "statusReason") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSessionStatusReason))))) :*: ((S1 ('MetaSel ('Just "gameSessionData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "dnsName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "creatorId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "port") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))))))))

newGameSession :: GameSession Source #

Create a value of GameSession 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:GameSession', gameSession_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:GameSession', gameSession_status - Current status of the game session. A game session must have an ACTIVE status to have player sessions.

$sel:gameProperties:GameSession', gameSession_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. You can search for active game sessions based on this custom data with SearchGameSessions.

$sel:ipAddress:GameSession', gameSession_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:location:GameSession', gameSession_location - 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.

$sel:gameSessionId:GameSession', gameSession_gameSessionId - 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>.

$sel:matchmakerData:GameSession', gameSession_matchmakerData - 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).

$sel:fleetArn:GameSession', gameSession_fleetArn - The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

$sel:maximumPlayerSessionCount:GameSession', gameSession_maximumPlayerSessionCount - The maximum number of players that can be connected simultaneously to the game session.

$sel:terminationTime:GameSession', gameSession_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:playerSessionCreationPolicy:GameSession', gameSession_playerSessionCreationPolicy - Indicates whether or not the game session is accepting new players.

$sel:name:GameSession', gameSession_name - A descriptive label that is associated with a game session. Session names do not need to be unique.

$sel:currentPlayerSessionCount:GameSession', gameSession_currentPlayerSessionCount - Number of players currently in the game session.

$sel:statusReason:GameSession', gameSession_statusReason - 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.

$sel:gameSessionData:GameSession', gameSession_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.

$sel:fleetId:GameSession', gameSession_fleetId - A unique identifier for the fleet that the game session is running on.

$sel:dnsName:GameSession', gameSession_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:creatorId:GameSession', gameSession_creatorId - 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.

$sel:port:GameSession', gameSession_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.

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

data GameSessionConnectionInfo Source #

Connection information for a new game session that is created in response to a StartMatchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.

See: newGameSessionConnectionInfo smart constructor.

Constructors

GameSessionConnectionInfo' 

Fields

  • matchedPlayerSessions :: Maybe [MatchedPlayerSession]

    A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

  • 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.

  • gameSessionArn :: Maybe Text

    A unique identifier for the game session. Use the game session ID.

  • 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

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

Instances

Instances details
Eq GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

Read GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

Show GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

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

Associated Types

type Rep GameSessionConnectionInfo :: Type -> Type #

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

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

FromJSON GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

type Rep GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

type Rep GameSessionConnectionInfo = D1 ('MetaData "GameSessionConnectionInfo" "Amazonka.GameLift.Types.GameSessionConnectionInfo" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameSessionConnectionInfo'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "matchedPlayerSessions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [MatchedPlayerSession])) :*: S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "gameSessionArn") '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))))))

newGameSessionConnectionInfo :: GameSessionConnectionInfo Source #

Create a value of GameSessionConnectionInfo 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:matchedPlayerSessions:GameSessionConnectionInfo', gameSessionConnectionInfo_matchedPlayerSessions - A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

$sel:ipAddress:GameSessionConnectionInfo', gameSessionConnectionInfo_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:gameSessionArn:GameSessionConnectionInfo', gameSessionConnectionInfo_gameSessionArn - A unique identifier for the game session. Use the game session ID.

$sel:dnsName:GameSessionConnectionInfo', gameSessionConnectionInfo_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:GameSessionConnectionInfo', gameSessionConnectionInfo_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.

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

data GameSessionDetail Source #

A game session's properties plus the protection policy currently in force.

See: newGameSessionDetail smart constructor.

Constructors

GameSessionDetail' 

Fields

  • gameSession :: Maybe GameSession

    Object that describes a game session.

  • protectionPolicy :: Maybe ProtectionPolicy

    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.

Instances

Instances details
Eq GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

Read GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

Show GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

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

Associated Types

type Rep GameSessionDetail :: Type -> Type #

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

Methods

rnf :: GameSessionDetail -> () #

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

FromJSON GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

type Rep GameSessionDetail Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionDetail

type Rep GameSessionDetail = D1 ('MetaData "GameSessionDetail" "Amazonka.GameLift.Types.GameSessionDetail" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameSessionDetail'" 'PrefixI 'True) (S1 ('MetaSel ('Just "gameSession") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSession)) :*: S1 ('MetaSel ('Just "protectionPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ProtectionPolicy))))

newGameSessionDetail :: GameSessionDetail Source #

Create a value of GameSessionDetail 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:gameSession:GameSessionDetail', gameSessionDetail_gameSession - Object that describes a game session.

$sel:protectionPolicy:GameSessionDetail', gameSessionDetail_protectionPolicy - 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.

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

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.

Constructors

GameSessionPlacement' 

Fields

  • status :: Maybe GameSessionPlacementState

    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.
  • placementId :: Maybe Text

    A unique identifier for a game session placement.

  • gameProperties :: Maybe [GameProperty]

    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).

  • 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. This value is set once the new game session is placed (placement status is FULFILLED).

  • gameSessionName :: Maybe Text

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

  • startTime :: Maybe POSIX

    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").

  • gameSessionId :: Maybe Text

    A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

  • gameSessionRegion :: Maybe Text

    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).

  • matchmakerData :: Maybe Text

    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.

  • maximumPlayerSessionCount :: Maybe Natural

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

  • endTime :: Maybe POSIX

    Time stamp indicating when this request was completed, canceled, or timed out.

  • gameSessionArn :: Maybe Text

    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.

  • playerLatencies :: Maybe [PlayerLatency]

    A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

  • gameSessionData :: Maybe Text

    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).

  • 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.

  • gameSessionQueueName :: Maybe Text

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

  • placedPlayerSessions :: Maybe [PlacedPlayerSession]

    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.

  • port :: Maybe Natural

    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).

Instances

Instances details
Eq GameSessionPlacement Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacement

Read GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

Show GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

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

Associated Types

type Rep GameSessionPlacement :: Type -> Type #

NFData GameSessionPlacement Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacement

Methods

rnf :: GameSessionPlacement -> () #

Hashable GameSessionPlacement Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacement

FromJSON GameSessionPlacement Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacement

type Rep GameSessionPlacement Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacement

type Rep GameSessionPlacement = D1 ('MetaData "GameSessionPlacement" "Amazonka.GameLift.Types.GameSessionPlacement" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameSessionPlacement'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSessionPlacementState)) :*: S1 ('MetaSel ('Just "placementId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "gameProperties") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [GameProperty])) :*: S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "gameSessionName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "startTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))) :*: (S1 ('MetaSel ('Just "gameSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "gameSessionRegion") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "matchmakerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))) :*: (((S1 ('MetaSel ('Just "maximumPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "endTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))) :*: (S1 ('MetaSel ('Just "gameSessionArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerLatencies") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [PlayerLatency])))) :*: ((S1 ('MetaSel ('Just "gameSessionData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "dnsName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "gameSessionQueueName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "placedPlayerSessions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [PlacedPlayerSession])) :*: S1 ('MetaSel ('Just "port") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))))))))

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).

GameSessionQueue

data GameSessionQueue Source #

Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue

See: newGameSessionQueue smart constructor.

Constructors

GameSessionQueue' 

Fields

  • gameSessionQueueArn :: Maybe Text

    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.

  • playerLatencyPolicies :: Maybe [PlayerLatencyPolicy]

    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.

  • filterConfiguration :: Maybe FilterConfiguration

    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.

  • notificationTarget :: Maybe Text

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

  • timeoutInSeconds :: Maybe Natural

    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.

  • destinations :: Maybe [GameSessionQueueDestination]

    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.

  • name :: Maybe Text

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

  • customEventData :: Maybe Text

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

  • priorityConfiguration :: Maybe PriorityConfiguration

    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.

Instances

Instances details
Eq GameSessionQueue Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionQueue

Read GameSessionQueue Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueue

Show GameSessionQueue Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueue

Generic GameSessionQueue Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionQueue

Associated Types

type Rep GameSessionQueue :: Type -> Type #

NFData GameSessionQueue Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionQueue

Methods

rnf :: GameSessionQueue -> () #

Hashable GameSessionQueue Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionQueue

FromJSON GameSessionQueue Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueue

type Rep GameSessionQueue Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionQueue

newGameSessionQueue :: GameSessionQueue Source #

Create a value of GameSessionQueue 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:gameSessionQueueArn:GameSessionQueue', gameSessionQueue_gameSessionQueueArn - 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.

$sel:playerLatencyPolicies:GameSessionQueue', gameSessionQueue_playerLatencyPolicies - 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.

$sel:filterConfiguration:GameSessionQueue', gameSessionQueue_filterConfiguration - 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.

$sel:notificationTarget:GameSessionQueue', gameSessionQueue_notificationTarget - An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

$sel:timeoutInSeconds:GameSessionQueue', gameSessionQueue_timeoutInSeconds - 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.

$sel:destinations:GameSessionQueue', gameSessionQueue_destinations - 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.

$sel:name:GameSessionQueue', gameSessionQueue_name - A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

$sel:customEventData:GameSessionQueue', gameSessionQueue_customEventData - Information that is added to all events that are related to this game session queue.

$sel:priorityConfiguration:GameSessionQueue', gameSessionQueue_priorityConfiguration - 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.

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

data GameSessionQueueDestination Source #

A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.

Destinations are part of a GameSessionQueue.

See: newGameSessionQueueDestination smart constructor.

Constructors

GameSessionQueueDestination' 

Fields

  • destinationArn :: Maybe Text

    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.

Instances

Instances details
Eq GameSessionQueueDestination Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

Read GameSessionQueueDestination Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

Show GameSessionQueueDestination Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

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

Associated Types

type Rep GameSessionQueueDestination :: Type -> Type #

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

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

ToJSON GameSessionQueueDestination Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

FromJSON GameSessionQueueDestination Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

type Rep GameSessionQueueDestination Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

type Rep GameSessionQueueDestination = D1 ('MetaData "GameSessionQueueDestination" "Amazonka.GameLift.Types.GameSessionQueueDestination" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "GameSessionQueueDestination'" 'PrefixI 'True) (S1 ('MetaSel ('Just "destinationArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newGameSessionQueueDestination :: GameSessionQueueDestination Source #

Create a value of GameSessionQueueDestination 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:destinationArn:GameSessionQueueDestination', gameSessionQueueDestination_destinationArn - 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.

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

data Instance Source #

Represents an EC2 instance of virtual computing resources that hosts one or more game servers. In GameLift, a fleet can contain zero or more instances.

Related actions

DescribeInstances

See: newInstance smart constructor.

Constructors

Instance' 

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").

  • instanceId :: Maybe Text

    A unique identifier for the instance.

  • status :: Maybe InstanceStatus

    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.
  • ipAddress :: Maybe Text

    IP address that is assigned to the instance.

  • location :: Maybe Text

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

  • operatingSystem :: Maybe OperatingSystem

    Operating system that is running on this instance.

  • fleetArn :: Maybe Text

    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.

  • type' :: Maybe EC2InstanceType

    EC2 instance type that defines the computing resources of this instance.

  • fleetId :: Maybe Text

    A unique identifier for the fleet that the instance is in.

  • 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.

Instances

Instances details
Eq Instance Source # 
Instance details

Defined in Amazonka.GameLift.Types.Instance

Read Instance Source # 
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Defined in Amazonka.GameLift.Types.Instance

Show Instance Source # 
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Defined in Amazonka.GameLift.Types.Instance

Generic Instance Source # 
Instance details

Defined in Amazonka.GameLift.Types.Instance

Associated Types

type Rep Instance :: Type -> Type #

Methods

from :: Instance -> Rep Instance x #

to :: Rep Instance x -> Instance #

NFData Instance Source # 
Instance details

Defined in Amazonka.GameLift.Types.Instance

Methods

rnf :: Instance -> () #

Hashable Instance Source # 
Instance details

Defined in Amazonka.GameLift.Types.Instance

Methods

hashWithSalt :: Int -> Instance -> Int #

hash :: Instance -> Int #

FromJSON Instance Source # 
Instance details

Defined in Amazonka.GameLift.Types.Instance

type Rep Instance Source # 
Instance details

Defined in Amazonka.GameLift.Types.Instance

newInstance :: Instance Source #

Create a value of Instance 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:Instance', instance_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:instanceId:Instance', instance_instanceId - A unique identifier for the instance.

$sel:status:Instance', instance_status - 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.

$sel:ipAddress:Instance', instance_ipAddress - IP address that is assigned to the instance.

$sel:location:Instance', instance_location - The fleet location of the instance, expressed as an AWS Region code, such as us-west-2.

$sel:operatingSystem:Instance', instance_operatingSystem - Operating system that is running on this instance.

$sel:fleetArn:Instance', instance_fleetArn - 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.

$sel:type':Instance', instance_type - EC2 instance type that defines the computing resources of this instance.

$sel:fleetId:Instance', instance_fleetId - A unique identifier for the fleet that the instance is in.

$sel:dnsName:Instance', instance_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.

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

data InstanceAccess Source #

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.

See: newInstanceAccess smart constructor.

Constructors

InstanceAccess' 

Fields

Instances

Instances details
Eq InstanceAccess Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceAccess

Show InstanceAccess Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceAccess

Generic InstanceAccess Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceAccess

Associated Types

type Rep InstanceAccess :: Type -> Type #

NFData InstanceAccess Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceAccess

Methods

rnf :: InstanceAccess -> () #

Hashable InstanceAccess Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceAccess

FromJSON InstanceAccess Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceAccess

type Rep InstanceAccess Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceAccess

type Rep InstanceAccess = D1 ('MetaData "InstanceAccess" "Amazonka.GameLift.Types.InstanceAccess" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "InstanceAccess'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "instanceId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "operatingSystem") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe OperatingSystem)) :*: (S1 ('MetaSel ('Just "credentials") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (Sensitive InstanceCredentials))) :*: S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))))

newInstanceAccess :: InstanceAccess Source #

Create a value of InstanceAccess 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:instanceId:InstanceAccess', instanceAccess_instanceId - A unique identifier for the instance being accessed.

$sel:ipAddress:InstanceAccess', instanceAccess_ipAddress - IP address that is assigned to the instance.

$sel:operatingSystem:InstanceAccess', instanceAccess_operatingSystem - Operating system that is running on the instance.

$sel:credentials:InstanceAccess', instanceAccess_credentials - Credentials required to access the instance.

$sel:fleetId:InstanceAccess', instanceAccess_fleetId - A unique identifier for the fleet containing the instance being accessed.

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

data InstanceCredentials Source #

Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.

See: newInstanceCredentials smart constructor.

Constructors

InstanceCredentials' 

Fields

  • userName :: Maybe Text

    User login string.

  • secret :: Maybe Text

    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.

Instances

Instances details
Eq InstanceCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceCredentials

Show InstanceCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceCredentials

Generic InstanceCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceCredentials

Associated Types

type Rep InstanceCredentials :: Type -> Type #

NFData InstanceCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceCredentials

Methods

rnf :: InstanceCredentials -> () #

Hashable InstanceCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceCredentials

FromJSON InstanceCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceCredentials

type Rep InstanceCredentials Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceCredentials

type Rep InstanceCredentials = D1 ('MetaData "InstanceCredentials" "Amazonka.GameLift.Types.InstanceCredentials" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "InstanceCredentials'" 'PrefixI 'True) (S1 ('MetaSel ('Just "userName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "secret") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newInstanceCredentials :: InstanceCredentials Source #

Create a value of InstanceCredentials 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:userName:InstanceCredentials', instanceCredentials_userName - User login string.

$sel:secret:InstanceCredentials', instanceCredentials_secret - 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.

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

data InstanceDefinition Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

An allowed instance type for a GameServerGroup. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.

See: newInstanceDefinition smart constructor.

Constructors

InstanceDefinition' 

Fields

  • weightedCapacity :: Maybe Text

    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".

  • instanceType :: GameServerGroupInstanceType

    An EC2 instance type designation.

Instances

Instances details
Eq InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

Read InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

Show InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

Generic InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

Associated Types

type Rep InstanceDefinition :: Type -> Type #

NFData InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

Methods

rnf :: InstanceDefinition -> () #

Hashable InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

ToJSON InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

FromJSON InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

type Rep InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

type Rep InstanceDefinition = D1 ('MetaData "InstanceDefinition" "Amazonka.GameLift.Types.InstanceDefinition" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "InstanceDefinition'" 'PrefixI 'True) (S1 ('MetaSel ('Just "weightedCapacity") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "instanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 GameServerGroupInstanceType)))

newInstanceDefinition Source #

Create a value of InstanceDefinition 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:weightedCapacity:InstanceDefinition', instanceDefinition_weightedCapacity - 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".

$sel:instanceType:InstanceDefinition', instanceDefinition_instanceType - An EC2 instance type designation.

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

data IpPermission Source #

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.

Related actions

DescribeFleetPortSettings

See: newIpPermission smart constructor.

Constructors

IpPermission' 

Fields

  • fromPort :: Natural

    A starting value for a range of allowed port numbers.

  • toPort :: Natural

    An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

  • ipRange :: Text

    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]".

  • protocol :: IpProtocol

    The network communication protocol used by the fleet.

Instances

Instances details
Eq IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

Read IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

Show IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

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

Associated Types

type Rep IpPermission :: Type -> Type #

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

Methods

rnf :: IpPermission -> () #

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

ToJSON IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

FromJSON IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

type Rep IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

type Rep IpPermission = D1 ('MetaData "IpPermission" "Amazonka.GameLift.Types.IpPermission" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "IpPermission'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "fromPort") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Natural) :*: S1 ('MetaSel ('Just "toPort") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Natural)) :*: (S1 ('MetaSel ('Just "ipRange") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text) :*: S1 ('MetaSel ('Just "protocol") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 IpProtocol))))

newIpPermission Source #

Create a value of IpPermission 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:fromPort:IpPermission', ipPermission_fromPort - A starting value for a range of allowed port numbers.

$sel:toPort:IpPermission', ipPermission_toPort - An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

$sel:ipRange:IpPermission', ipPermission_ipRange - 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]".

$sel:protocol:IpPermission', ipPermission_protocol - The network communication protocol used by the fleet.

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

data LaunchTemplateSpecification Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group with CreateGameServerGroup.

See: newLaunchTemplateSpecification smart constructor.

Constructors

LaunchTemplateSpecification' 

Fields

  • launchTemplateName :: Maybe Text

    A readable identifier for an existing EC2 launch template.

  • launchTemplateId :: Maybe Text

    A unique identifier for an existing EC2 launch template.

  • version :: Maybe Text

    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.

Instances

Instances details
Eq LaunchTemplateSpecification Source # 
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Defined in Amazonka.GameLift.Types.LaunchTemplateSpecification

Read LaunchTemplateSpecification Source # 
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Defined in Amazonka.GameLift.Types.LaunchTemplateSpecification

Show LaunchTemplateSpecification Source # 
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Generic LaunchTemplateSpecification Source # 
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Associated Types

type Rep LaunchTemplateSpecification :: Type -> Type #

NFData LaunchTemplateSpecification Source # 
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Hashable LaunchTemplateSpecification Source # 
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Defined in Amazonka.GameLift.Types.LaunchTemplateSpecification

ToJSON LaunchTemplateSpecification Source # 
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Defined in Amazonka.GameLift.Types.LaunchTemplateSpecification

type Rep LaunchTemplateSpecification Source # 
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Defined in Amazonka.GameLift.Types.LaunchTemplateSpecification

type Rep LaunchTemplateSpecification = D1 ('MetaData "LaunchTemplateSpecification" "Amazonka.GameLift.Types.LaunchTemplateSpecification" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "LaunchTemplateSpecification'" 'PrefixI 'True) (S1 ('MetaSel ('Just "launchTemplateName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "launchTemplateId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "version") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newLaunchTemplateSpecification :: LaunchTemplateSpecification Source #

Create a value of LaunchTemplateSpecification 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:launchTemplateName:LaunchTemplateSpecification', launchTemplateSpecification_launchTemplateName - A readable identifier for an existing EC2 launch template.

$sel:launchTemplateId:LaunchTemplateSpecification', launchTemplateSpecification_launchTemplateId - A unique identifier for an existing EC2 launch template.

$sel:version:LaunchTemplateSpecification', launchTemplateSpecification_version - 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.

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

data LocationAttributes Source #

Represents a location in a multi-location fleet.

Related actions

DescribeFleetLocationAttributes

See: newLocationAttributes smart constructor.

Constructors

LocationAttributes' 

Fields

Instances

Instances details
Eq LocationAttributes Source # 
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Defined in Amazonka.GameLift.Types.LocationAttributes

Read LocationAttributes Source # 
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Defined in Amazonka.GameLift.Types.LocationAttributes

Show LocationAttributes Source # 
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Generic LocationAttributes Source # 
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Associated Types

type Rep LocationAttributes :: Type -> Type #

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

Methods

rnf :: LocationAttributes -> () #

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

FromJSON LocationAttributes Source # 
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Defined in Amazonka.GameLift.Types.LocationAttributes

type Rep LocationAttributes Source # 
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Defined in Amazonka.GameLift.Types.LocationAttributes

type Rep LocationAttributes = D1 ('MetaData "LocationAttributes" "Amazonka.GameLift.Types.LocationAttributes" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "LocationAttributes'" 'PrefixI 'True) (S1 ('MetaSel ('Just "stoppedActions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty FleetAction))) :*: (S1 ('MetaSel ('Just "locationState") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe LocationState)) :*: S1 ('MetaSel ('Just "updateStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe LocationUpdateStatus)))))

newLocationAttributes :: LocationAttributes Source #

Create a value of LocationAttributes 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:stoppedActions:LocationAttributes', locationAttributes_stoppedActions - A list of fleet actions that have been suspended in the fleet location.

$sel:locationState:LocationAttributes', locationAttributes_locationState - A fleet location and its current life-cycle state.

$sel:updateStatus:LocationAttributes', locationAttributes_updateStatus - 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.

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

data LocationConfiguration Source #

A remote location where a multi-location fleet can deploy EC2 instances for game hosting.

Related actions

CreateFleet

See: newLocationConfiguration smart constructor.

Constructors

LocationConfiguration' 

Fields

Instances

Instances details
Eq LocationConfiguration Source # 
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Defined in Amazonka.GameLift.Types.LocationConfiguration

Read LocationConfiguration Source # 
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Defined in Amazonka.GameLift.Types.LocationConfiguration

Show LocationConfiguration Source # 
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Generic LocationConfiguration Source # 
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Defined in Amazonka.GameLift.Types.LocationConfiguration

Associated Types

type Rep LocationConfiguration :: Type -> Type #

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

Methods

rnf :: LocationConfiguration -> () #

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

ToJSON LocationConfiguration Source # 
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Defined in Amazonka.GameLift.Types.LocationConfiguration

type Rep LocationConfiguration Source # 
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Defined in Amazonka.GameLift.Types.LocationConfiguration

type Rep LocationConfiguration = D1 ('MetaData "LocationConfiguration" "Amazonka.GameLift.Types.LocationConfiguration" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "LocationConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newLocationConfiguration :: LocationConfiguration Source #

Create a value of LocationConfiguration 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:location:LocationConfiguration', locationConfiguration_location - An AWS Region code, such as us-west-2.

locationConfiguration_location :: Lens' LocationConfiguration (Maybe Text) Source #

An AWS Region code, such as us-west-2.

LocationState

data LocationState Source #

A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.

Related actions

CreateFleet | CreateFleetLocations | DeleteFleetLocations

See: newLocationState smart constructor.

Constructors

LocationState' 

Fields

Instances

Instances details
Eq LocationState Source # 
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Defined in Amazonka.GameLift.Types.LocationState

Read LocationState Source # 
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Defined in Amazonka.GameLift.Types.LocationState

Show LocationState Source # 
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Defined in Amazonka.GameLift.Types.LocationState

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

Associated Types

type Rep LocationState :: Type -> Type #

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

Methods

rnf :: LocationState -> () #

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

FromJSON LocationState Source # 
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Defined in Amazonka.GameLift.Types.LocationState

type Rep LocationState Source # 
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Defined in Amazonka.GameLift.Types.LocationState

type Rep LocationState = D1 ('MetaData "LocationState" "Amazonka.GameLift.Types.LocationState" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "LocationState'" 'PrefixI 'True) (S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FleetStatus)) :*: S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newLocationState :: LocationState Source #

Create a value of LocationState 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:LocationState', locationState_status - The life-cycle status of a fleet location.

$sel:location:LocationState', locationState_location - The fleet location, expressed as an AWS Region code such as us-west-2.

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

data MatchedPlayerSession Source #

Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.

When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.

See: newMatchedPlayerSession smart constructor.

Constructors

MatchedPlayerSession' 

Fields

Instances

Instances details
Eq MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

Read MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

Show MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

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

Associated Types

type Rep MatchedPlayerSession :: Type -> Type #

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

Methods

rnf :: MatchedPlayerSession -> () #

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

FromJSON MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

type Rep MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

type Rep MatchedPlayerSession = D1 ('MetaData "MatchedPlayerSession" "Amazonka.GameLift.Types.MatchedPlayerSession" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "MatchedPlayerSession'" 'PrefixI 'True) (S1 ('MetaSel ('Just "playerSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newMatchedPlayerSession :: MatchedPlayerSession Source #

Create a value of MatchedPlayerSession 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:playerSessionId:MatchedPlayerSession', matchedPlayerSession_playerSessionId - A unique identifier for a player session

$sel:playerId:MatchedPlayerSession', matchedPlayerSession_playerId - A unique identifier for a player

MatchmakingConfiguration

data MatchmakingConfiguration Source #

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

See: newMatchmakingConfiguration smart constructor.

Constructors

MatchmakingConfiguration' 

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").

  • backfillMode :: Maybe BackfillMode

    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.

  • gameProperties :: Maybe [GameProperty]

    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.

  • ruleSetName :: Maybe Text

    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.

  • acceptanceTimeoutSeconds :: Maybe Natural

    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.

  • requestTimeoutSeconds :: Maybe Natural

    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.

  • notificationTarget :: Maybe Text

    An SNS topic ARN that is set up to receive matchmaking notifications.

  • flexMatchMode :: Maybe FlexMatchMode

    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.
  • gameSessionQueueArns :: Maybe [Text]

    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.

  • name :: Maybe Text

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

  • customEventData :: Maybe Text

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

  • configurationArn :: Maybe Text

    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.

  • acceptanceRequired :: Maybe Bool

    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.

  • gameSessionData :: Maybe Text

    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.

  • description :: Maybe Text

    A descriptive label that is associated with matchmaking configuration.

  • additionalPlayerCount :: Maybe Natural

    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.

  • ruleSetArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Instances

Instances details
Eq MatchmakingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingConfiguration

Read MatchmakingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingConfiguration

Show MatchmakingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingConfiguration

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

Associated Types

type Rep MatchmakingConfiguration :: Type -> Type #

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

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

FromJSON MatchmakingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingConfiguration

type Rep MatchmakingConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfiguration

type Rep MatchmakingConfiguration = D1 ('MetaData "MatchmakingConfiguration" "Amazonka.GameLift.Types.MatchmakingConfiguration" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "MatchmakingConfiguration'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "backfillMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe BackfillMode))) :*: (S1 ('MetaSel ('Just "gameProperties") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [GameProperty])) :*: S1 ('MetaSel ('Just "ruleSetName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "acceptanceTimeoutSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "requestTimeoutSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))) :*: (S1 ('MetaSel ('Just "notificationTarget") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "flexMatchMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FlexMatchMode))))) :*: (((S1 ('MetaSel ('Just "gameSessionQueueArns") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])) :*: S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "customEventData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "configurationArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "acceptanceRequired") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Bool)) :*: S1 ('MetaSel ('Just "gameSessionData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "description") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "additionalPlayerCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "ruleSetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))))))

newMatchmakingConfiguration :: MatchmakingConfiguration Source #

Create a value of MatchmakingConfiguration 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:MatchmakingConfiguration', matchmakingConfiguration_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:backfillMode:MatchmakingConfiguration', matchmakingConfiguration_backfillMode - 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.

$sel:gameProperties:MatchmakingConfiguration', matchmakingConfiguration_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). 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.

$sel:ruleSetName:MatchmakingConfiguration', matchmakingConfiguration_ruleSetName - 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.

$sel:acceptanceTimeoutSeconds:MatchmakingConfiguration', matchmakingConfiguration_acceptanceTimeoutSeconds - 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.

$sel:requestTimeoutSeconds:MatchmakingConfiguration', matchmakingConfiguration_requestTimeoutSeconds - 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.

$sel:notificationTarget:MatchmakingConfiguration', matchmakingConfiguration_notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications.

$sel:flexMatchMode:MatchmakingConfiguration', matchmakingConfiguration_flexMatchMode - 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.

$sel:gameSessionQueueArns:MatchmakingConfiguration', matchmakingConfiguration_gameSessionQueueArns - 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.

$sel:name:MatchmakingConfiguration', matchmakingConfiguration_name - A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

$sel:customEventData:MatchmakingConfiguration', matchmakingConfiguration_customEventData - Information to attach to all events related to the matchmaking configuration.

$sel:configurationArn:MatchmakingConfiguration', matchmakingConfiguration_configurationArn - 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.

$sel:acceptanceRequired:MatchmakingConfiguration', matchmakingConfiguration_acceptanceRequired - 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.

$sel:gameSessionData:MatchmakingConfiguration', matchmakingConfiguration_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). 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.

$sel:description:MatchmakingConfiguration', matchmakingConfiguration_description - A descriptive label that is associated with matchmaking configuration.

$sel:additionalPlayerCount:MatchmakingConfiguration', matchmakingConfiguration_additionalPlayerCount - 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.

$sel:ruleSetArn:MatchmakingConfiguration', matchmakingConfiguration_ruleSetArn - The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

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

data MatchmakingRuleSet Source #

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set.

  • Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.
  • Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.
  • Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.
  • Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.

See: newMatchmakingRuleSet smart constructor.

Constructors

MatchmakingRuleSet' 

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").

  • ruleSetName :: Maybe Text

    A unique identifier for the matchmaking rule set

  • ruleSetArn :: Maybe Text

    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.

  • ruleSetBody :: Text

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

Instances

Instances details
Eq MatchmakingRuleSet Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

Read MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

Show MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

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

Associated Types

type Rep MatchmakingRuleSet :: Type -> Type #

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

Methods

rnf :: MatchmakingRuleSet -> () #

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

FromJSON MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

type Rep MatchmakingRuleSet Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

type Rep MatchmakingRuleSet = D1 ('MetaData "MatchmakingRuleSet" "Amazonka.GameLift.Types.MatchmakingRuleSet" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "MatchmakingRuleSet'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "ruleSetName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "ruleSetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ruleSetBody") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text))))

newMatchmakingRuleSet Source #

Create a value of MatchmakingRuleSet 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:MatchmakingRuleSet', matchmakingRuleSet_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:ruleSetName:MatchmakingRuleSet', matchmakingRuleSet_ruleSetName - A unique identifier for the matchmaking rule set

$sel:ruleSetArn:MatchmakingRuleSet', matchmakingRuleSet_ruleSetArn - 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.

$sel:ruleSetBody:MatchmakingRuleSet', matchmakingRuleSet_ruleSetBody - A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

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

data MatchmakingTicket Source #

Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.

See: newMatchmakingTicket smart constructor.

Constructors

MatchmakingTicket' 

Fields

  • status :: Maybe MatchmakingConfigurationStatus

    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.

  • configurationName :: Maybe Text

    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.

  • startTime :: Maybe POSIX

    Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • gameSessionConnectionInfo :: Maybe GameSessionConnectionInfo

    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.

  • ticketId :: Maybe Text

    A unique identifier for a matchmaking ticket.

  • estimatedWaitTime :: Maybe Natural

    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.

  • statusMessage :: Maybe Text

    Additional information about the current status.

  • endTime :: Maybe POSIX

    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").

  • configurationArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

  • statusReason :: Maybe Text

    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.

  • players :: Maybe [Player]

    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.

Instances

Instances details
Eq MatchmakingTicket Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingTicket

Read MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Show MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

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

Associated Types

type Rep MatchmakingTicket :: Type -> Type #

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

Methods

rnf :: MatchmakingTicket -> () #

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

FromJSON MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

type Rep MatchmakingTicket Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingTicket

type Rep MatchmakingTicket = D1 ('MetaData "MatchmakingTicket" "Amazonka.GameLift.Types.MatchmakingTicket" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "MatchmakingTicket'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe MatchmakingConfigurationStatus)) :*: S1 ('MetaSel ('Just "configurationName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "startTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "gameSessionConnectionInfo") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSessionConnectionInfo)) :*: S1 ('MetaSel ('Just "ticketId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "estimatedWaitTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: (S1 ('MetaSel ('Just "statusMessage") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "endTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)))) :*: (S1 ('MetaSel ('Just "configurationArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "statusReason") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "players") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Player])))))))

newMatchmakingTicket :: MatchmakingTicket Source #

Create a value of MatchmakingTicket 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:MatchmakingTicket', matchmakingTicket_status - 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.

$sel:configurationName:MatchmakingTicket', matchmakingTicket_configurationName - 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.

$sel:startTime:MatchmakingTicket', matchmakingTicket_startTime - Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:gameSessionConnectionInfo:MatchmakingTicket', matchmakingTicket_gameSessionConnectionInfo - 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.

$sel:ticketId:MatchmakingTicket', matchmakingTicket_ticketId - A unique identifier for a matchmaking ticket.

$sel:estimatedWaitTime:MatchmakingTicket', matchmakingTicket_estimatedWaitTime - 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.

$sel:statusMessage:MatchmakingTicket', matchmakingTicket_statusMessage - Additional information about the current status.

$sel:endTime:MatchmakingTicket', matchmakingTicket_endTime - 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").

$sel:configurationArn:MatchmakingTicket', matchmakingTicket_configurationArn - The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

$sel:statusReason:MatchmakingTicket', matchmakingTicket_statusReason - 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.

$sel:players:MatchmakingTicket', matchmakingTicket_players - 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.

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

data PlacedPlayerSession Source #

Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

Related actions

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

See: newPlacedPlayerSession smart constructor.

Constructors

PlacedPlayerSession' 

Fields

Instances

Instances details
Eq PlacedPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlacedPlayerSession

Read PlacedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlacedPlayerSession

Show PlacedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlacedPlayerSession

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

Associated Types

type Rep PlacedPlayerSession :: Type -> Type #

NFData PlacedPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlacedPlayerSession

Methods

rnf :: PlacedPlayerSession -> () #

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

FromJSON PlacedPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlacedPlayerSession

type Rep PlacedPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlacedPlayerSession

type Rep PlacedPlayerSession = D1 ('MetaData "PlacedPlayerSession" "Amazonka.GameLift.Types.PlacedPlayerSession" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "PlacedPlayerSession'" 'PrefixI 'True) (S1 ('MetaSel ('Just "playerSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newPlacedPlayerSession :: PlacedPlayerSession Source #

Create a value of PlacedPlayerSession 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:playerSessionId:PlacedPlayerSession', placedPlayerSession_playerSessionId - A unique identifier for a player session.

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

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

data Player Source #

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

See: newPlayer smart constructor.

Constructors

Player' 

Fields

  • playerAttributes :: Maybe (HashMap Text AttributeValue)

    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"}}.

  • team :: Maybe Text

    Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

  • playerId :: Maybe Text

    A unique identifier for a player

  • latencyInMs :: Maybe (HashMap Text Natural)

    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.

Instances

Instances details
Eq Player Source # 
Instance details

Defined in Amazonka.GameLift.Types.Player

Methods

(==) :: Player -> Player -> Bool #

(/=) :: Player -> Player -> Bool #

Read Player Source # 
Instance details

Defined in Amazonka.GameLift.Types.Player

Show Player Source # 
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Generic Player Source # 
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Associated Types

type Rep Player :: Type -> Type #

Methods

from :: Player -> Rep Player x #

to :: Rep Player x -> Player #

NFData Player Source # 
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rnf :: Player -> () #

Hashable Player Source # 
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hashWithSalt :: Int -> Player -> Int #

hash :: Player -> Int #

ToJSON Player Source # 
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FromJSON Player Source # 
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type Rep Player Source # 
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type Rep Player = D1 ('MetaData "Player" "Amazonka.GameLift.Types.Player" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "Player'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "playerAttributes") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (HashMap Text AttributeValue))) :*: S1 ('MetaSel ('Just "team") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "latencyInMs") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (HashMap Text Natural))))))

newPlayer :: Player Source #

Create a value of Player 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:playerAttributes:Player', player_playerAttributes - 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"}}.

$sel:team:Player', player_team - Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

$sel:playerId:Player', player_playerId - A unique identifier for a player

$sel:latencyInMs:Player', player_latencyInMs - 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.

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

data PlayerLatency Source #

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.

See: newPlayerLatency smart constructor.

Constructors

PlayerLatency' 

Fields

Instances

Instances details
Eq PlayerLatency Source # 
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Read PlayerLatency Source # 
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Show PlayerLatency Source # 
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Generic PlayerLatency Source # 
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Associated Types

type Rep PlayerLatency :: Type -> Type #

NFData PlayerLatency Source # 
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Methods

rnf :: PlayerLatency -> () #

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

ToJSON PlayerLatency Source # 
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FromJSON PlayerLatency Source # 
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type Rep PlayerLatency Source # 
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Defined in Amazonka.GameLift.Types.PlayerLatency

type Rep PlayerLatency = D1 ('MetaData "PlayerLatency" "Amazonka.GameLift.Types.PlayerLatency" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "PlayerLatency'" 'PrefixI 'True) (S1 ('MetaSel ('Just "latencyInMilliseconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Double)) :*: (S1 ('MetaSel ('Just "regionIdentifier") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newPlayerLatency :: PlayerLatency Source #

Create a value of PlayerLatency 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:latencyInMilliseconds:PlayerLatency', playerLatency_latencyInMilliseconds - Amount of time that represents the time lag experienced by the player when connected to the specified Region.

$sel:regionIdentifier:PlayerLatency', playerLatency_regionIdentifier - Name of the Region that is associated with the latency value.

$sel:playerId:PlayerLatency', playerLatency_playerId - A unique identifier for a player associated with the latency data.

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

data PlayerLatencyPolicy Source #

Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.

Latency policies are part of a GameSessionQueue.

See: newPlayerLatencyPolicy smart constructor.

Constructors

PlayerLatencyPolicy' 

Fields

Instances

Instances details
Eq PlayerLatencyPolicy Source # 
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Read PlayerLatencyPolicy Source # 
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Show PlayerLatencyPolicy Source # 
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Generic PlayerLatencyPolicy Source # 
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type Rep PlayerLatencyPolicy :: Type -> Type #

NFData PlayerLatencyPolicy Source # 
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Methods

rnf :: PlayerLatencyPolicy -> () #

Hashable PlayerLatencyPolicy Source # 
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ToJSON PlayerLatencyPolicy Source # 
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FromJSON PlayerLatencyPolicy Source # 
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type Rep PlayerLatencyPolicy Source # 
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Defined in Amazonka.GameLift.Types.PlayerLatencyPolicy

type Rep PlayerLatencyPolicy = D1 ('MetaData "PlayerLatencyPolicy" "Amazonka.GameLift.Types.PlayerLatencyPolicy" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "PlayerLatencyPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "policyDurationSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "maximumIndividualPlayerLatencyMilliseconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))))

newPlayerLatencyPolicy :: PlayerLatencyPolicy Source #

Create a value of PlayerLatencyPolicy 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:policyDurationSeconds:PlayerLatencyPolicy', playerLatencyPolicy_policyDurationSeconds - 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.

$sel:maximumIndividualPlayerLatencyMilliseconds:PlayerLatencyPolicy', playerLatencyPolicy_maximumIndividualPlayerLatencyMilliseconds - The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

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

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 # 
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Read PlayerSession Source # 
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Show PlayerSession Source # 
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Generic PlayerSession Source # 
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Associated Types

type Rep PlayerSession :: Type -> Type #

NFData PlayerSession Source # 
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rnf :: PlayerSession -> () #

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

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

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.

PriorityConfiguration

data PriorityConfiguration Source #

Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:

  • If player latency data is included in a game session request, destinations and locations are prioritized first based on lowest average latency (1), then on lowest hosting cost (2), then on destination list order (3), and finally on location (alphabetical) (4). This approach ensures that the queue's top priority is to place game sessions where average player latency is lowest, and--if latency is the same--where the hosting cost is less, etc.
  • If player latency data is not included, destinations and locations are prioritized first on destination list order (1), and then on location (alphabetical) (2). This approach ensures that the queue's top priority is to place game sessions on the first destination fleet listed. If that fleet has multiple locations, the game session is placed on the first location (when listed alphabetically).

Changing the priority order will affect how game sessions are placed.

Priority configurations are part of a GameSessionQueue.

See: newPriorityConfiguration smart constructor.

Constructors

PriorityConfiguration' 

Fields

  • priorityOrder :: Maybe (NonEmpty PriorityType)

    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.
  • locationOrder :: Maybe (NonEmpty Text)

    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.

Instances

Instances details
Eq PriorityConfiguration Source # 
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Defined in Amazonka.GameLift.Types.PriorityConfiguration

Read PriorityConfiguration Source # 
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Show PriorityConfiguration Source # 
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Generic PriorityConfiguration Source # 
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Associated Types

type Rep PriorityConfiguration :: Type -> Type #

NFData PriorityConfiguration Source # 
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rnf :: PriorityConfiguration -> () #

Hashable PriorityConfiguration Source # 
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ToJSON PriorityConfiguration Source # 
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FromJSON PriorityConfiguration Source # 
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type Rep PriorityConfiguration Source # 
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type Rep PriorityConfiguration = D1 ('MetaData "PriorityConfiguration" "Amazonka.GameLift.Types.PriorityConfiguration" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "PriorityConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "priorityOrder") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty PriorityType))) :*: S1 ('MetaSel ('Just "locationOrder") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty Text)))))

newPriorityConfiguration :: PriorityConfiguration Source #

Create a value of PriorityConfiguration 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:priorityOrder:PriorityConfiguration', priorityConfiguration_priorityOrder - 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.

$sel:locationOrder:PriorityConfiguration', priorityConfiguration_locationOrder - 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.

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

data ResourceCreationLimitPolicy Source #

A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

The resource creation limit policy is included in FleetAttributes.

See: newResourceCreationLimitPolicy smart constructor.

Constructors

ResourceCreationLimitPolicy' 

Fields

Instances

Instances details
Eq ResourceCreationLimitPolicy Source # 
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Defined in Amazonka.GameLift.Types.ResourceCreationLimitPolicy

Read ResourceCreationLimitPolicy Source # 
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Show ResourceCreationLimitPolicy Source # 
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Generic ResourceCreationLimitPolicy Source # 
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Associated Types

type Rep ResourceCreationLimitPolicy :: Type -> Type #

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

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

ToJSON ResourceCreationLimitPolicy Source # 
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FromJSON ResourceCreationLimitPolicy Source # 
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type Rep ResourceCreationLimitPolicy Source # 
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Defined in Amazonka.GameLift.Types.ResourceCreationLimitPolicy

type Rep ResourceCreationLimitPolicy = D1 ('MetaData "ResourceCreationLimitPolicy" "Amazonka.GameLift.Types.ResourceCreationLimitPolicy" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "ResourceCreationLimitPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "newGameSessionsPerCreator'") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "policyPeriodInMinutes") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))))

newResourceCreationLimitPolicy :: ResourceCreationLimitPolicy Source #

Create a value of ResourceCreationLimitPolicy 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:newGameSessionsPerCreator':ResourceCreationLimitPolicy', resourceCreationLimitPolicy_newGameSessionsPerCreator - The maximum number of game sessions that an individual can create during the policy period.

$sel:policyPeriodInMinutes:ResourceCreationLimitPolicy', resourceCreationLimitPolicy_policyPeriodInMinutes - The time span used in evaluating the resource creation limit policy.

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

data RoutingStrategy Source #

The routing configuration for a fleet alias.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See: newRoutingStrategy smart constructor.

Constructors

RoutingStrategy' 

Fields

  • type' :: Maybe RoutingStrategyType

    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.
  • message :: Maybe Text

    The message text to be used with a terminal routing strategy.

  • fleetId :: Maybe Text

    A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

Instances

Instances details
Eq RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

Read RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

Show RoutingStrategy Source # 
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Generic RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

Associated Types

type Rep RoutingStrategy :: Type -> Type #

NFData RoutingStrategy Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategy

Methods

rnf :: RoutingStrategy -> () #

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

ToJSON RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

FromJSON RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

type Rep RoutingStrategy Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategy

type Rep RoutingStrategy = D1 ('MetaData "RoutingStrategy" "Amazonka.GameLift.Types.RoutingStrategy" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "RoutingStrategy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "type'") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe RoutingStrategyType)) :*: (S1 ('MetaSel ('Just "message") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newRoutingStrategy :: RoutingStrategy Source #

Create a value of RoutingStrategy 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:type':RoutingStrategy', routingStrategy_type - 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.

$sel:message:RoutingStrategy', routingStrategy_message - The message text to be used with a terminal routing strategy.

$sel:fleetId:RoutingStrategy', routingStrategy_fleetId - A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

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

data RuntimeConfiguration Source #

A collection of server process configurations that describe the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.

A GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess. Learn more about Running Multiple Processes on a Fleet.

Related actions

DescribeRuntimeConfiguration | UpdateRuntimeConfiguration

See: newRuntimeConfiguration smart constructor.

Constructors

RuntimeConfiguration' 

Fields

  • gameSessionActivationTimeoutSeconds :: Maybe Natural

    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.

  • serverProcesses :: Maybe (NonEmpty ServerProcess)

    A collection of server process configurations that identify what server processes to run on each instance in a fleet.

  • maxConcurrentGameSessionActivations :: Maybe Natural

    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.

Instances

Instances details
Eq RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

Read RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

Show RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

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

Associated Types

type Rep RuntimeConfiguration :: Type -> Type #

NFData RuntimeConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.RuntimeConfiguration

Methods

rnf :: RuntimeConfiguration -> () #

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

ToJSON RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

FromJSON RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

type Rep RuntimeConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.RuntimeConfiguration

type Rep RuntimeConfiguration = D1 ('MetaData "RuntimeConfiguration" "Amazonka.GameLift.Types.RuntimeConfiguration" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "RuntimeConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "gameSessionActivationTimeoutSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: (S1 ('MetaSel ('Just "serverProcesses") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty ServerProcess))) :*: S1 ('MetaSel ('Just "maxConcurrentGameSessionActivations") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)))))

newRuntimeConfiguration :: RuntimeConfiguration Source #

Create a value of RuntimeConfiguration 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:gameSessionActivationTimeoutSeconds:RuntimeConfiguration', runtimeConfiguration_gameSessionActivationTimeoutSeconds - 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.

$sel:serverProcesses:RuntimeConfiguration', runtimeConfiguration_serverProcesses - A collection of server process configurations that identify what server processes to run on each instance in a fleet.

$sel:maxConcurrentGameSessionActivations:RuntimeConfiguration', runtimeConfiguration_maxConcurrentGameSessionActivations - 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.

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

data S3Location Source #

The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

See: newS3Location smart constructor.

Constructors

S3Location' 

Fields

  • bucket :: Maybe Text

    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 (.).

  • key :: Maybe Text

    The name of the zip file that contains the build files or script files.

  • objectVersion :: Maybe Text

    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.

  • roleArn :: Maybe Text

    The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

Instances

Instances details
Eq S3Location Source # 
Instance details

Defined in Amazonka.GameLift.Types.S3Location

Read S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

Show S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

Generic S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

Associated Types

type Rep S3Location :: Type -> Type #

NFData S3Location Source # 
Instance details

Defined in Amazonka.GameLift.Types.S3Location

Methods

rnf :: S3Location -> () #

Hashable S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

ToJSON S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

FromJSON S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

type Rep S3Location Source # 
Instance details

Defined in Amazonka.GameLift.Types.S3Location

type Rep S3Location = D1 ('MetaData "S3Location" "Amazonka.GameLift.Types.S3Location" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "S3Location'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "bucket") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "key") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "objectVersion") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "roleArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newS3Location :: S3Location Source #

Create a value of S3Location 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:bucket:S3Location', s3Location_bucket - 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 (.).

$sel:key:S3Location', s3Location_key - The name of the zip file that contains the build files or script files.

$sel:objectVersion:S3Location', s3Location_objectVersion - 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.

$sel:roleArn:S3Location', s3Location_roleArn - The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

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

data ScalingPolicy Source #

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See: newScalingPolicy smart constructor.

Constructors

ScalingPolicy' 

Fields

  • status :: Maybe ScalingStatusType

    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.
  • scalingAdjustmentType :: Maybe ScalingAdjustmentType

    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.
  • location :: Maybe Text
     
  • evaluationPeriods :: Maybe Natural

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

  • policyType :: Maybe PolicyType

    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.

  • metricName :: Maybe MetricName

    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.
  • fleetArn :: Maybe Text

    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.

  • comparisonOperator :: Maybe ComparisonOperatorType

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

  • name :: Maybe Text

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

  • threshold :: Maybe Double

    Metric value used to trigger a scaling event.

  • scalingAdjustment :: Maybe Int

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

  • updateStatus :: Maybe LocationUpdateStatus

    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.

  • fleetId :: Maybe Text

    A unique identifier for the fleet that is associated with this scaling policy.

  • targetConfiguration :: Maybe TargetConfiguration

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

Instances

Instances details
Eq ScalingPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingPolicy

Read ScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.ScalingPolicy

Show ScalingPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingPolicy

Generic ScalingPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingPolicy

Associated Types

type Rep ScalingPolicy :: Type -> Type #

NFData ScalingPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingPolicy

Methods

rnf :: ScalingPolicy -> () #

Hashable ScalingPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingPolicy

FromJSON ScalingPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingPolicy

type Rep ScalingPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingPolicy

type Rep ScalingPolicy = D1 ('MetaData "ScalingPolicy" "Amazonka.GameLift.Types.ScalingPolicy" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "ScalingPolicy'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ScalingStatusType)) :*: (S1 ('MetaSel ('Just "scalingAdjustmentType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ScalingAdjustmentType)) :*: S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "evaluationPeriods") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "policyType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe PolicyType))) :*: (S1 ('MetaSel ('Just "metricName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe MetricName)) :*: S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "comparisonOperator") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ComparisonOperatorType)) :*: (S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "threshold") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Double)))) :*: ((S1 ('MetaSel ('Just "scalingAdjustment") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Int)) :*: S1 ('MetaSel ('Just "updateStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe LocationUpdateStatus))) :*: (S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "targetConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe TargetConfiguration)))))))

newScalingPolicy :: ScalingPolicy Source #

Create a value of ScalingPolicy 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:ScalingPolicy', scalingPolicy_status - 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.

$sel:scalingAdjustmentType:ScalingPolicy', scalingPolicy_scalingAdjustmentType - 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.

$sel:location:ScalingPolicy', scalingPolicy_location -

$sel:evaluationPeriods:ScalingPolicy', scalingPolicy_evaluationPeriods - Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

$sel:policyType:ScalingPolicy', scalingPolicy_policyType - 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.

$sel:metricName:ScalingPolicy', scalingPolicy_metricName - 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.

$sel:fleetArn:ScalingPolicy', scalingPolicy_fleetArn - 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.

$sel:comparisonOperator:ScalingPolicy', scalingPolicy_comparisonOperator - Comparison operator to use when measuring a metric against the threshold value.

$sel:name:ScalingPolicy', scalingPolicy_name - A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

$sel:threshold:ScalingPolicy', scalingPolicy_threshold - Metric value used to trigger a scaling event.

$sel:scalingAdjustment:ScalingPolicy', scalingPolicy_scalingAdjustment - Amount of adjustment to make, based on the scaling adjustment type.

$sel:updateStatus:ScalingPolicy', scalingPolicy_updateStatus - 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.

$sel:fleetId:ScalingPolicy', scalingPolicy_fleetId - A unique identifier for the fleet that is associated with this scaling policy.

$sel:targetConfiguration:ScalingPolicy', scalingPolicy_targetConfiguration - An object that contains settings for a target-based scaling policy.

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

data Script Source #

Properties describing a Realtime script.

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See: newScript smart constructor.

Constructors

Script' 

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").

  • storageLocation :: Maybe S3Location
     
  • name :: Maybe Text

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

  • scriptId :: Maybe Text

    A unique identifier for the Realtime script

  • version :: Maybe Text

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

  • scriptArn :: Maybe Text

    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.

  • sizeOnDisk :: Maybe Natural

    The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

Instances

Instances details
Eq Script Source # 
Instance details

Defined in Amazonka.GameLift.Types.Script

Methods

(==) :: Script -> Script -> Bool #

(/=) :: Script -> Script -> Bool #

Read Script Source # 
Instance details

Defined in Amazonka.GameLift.Types.Script

Show Script Source # 
Instance details

Defined in Amazonka.GameLift.Types.Script

Generic Script Source # 
Instance details

Defined in Amazonka.GameLift.Types.Script

Associated Types

type Rep Script :: Type -> Type #

Methods

from :: Script -> Rep Script x #

to :: Rep Script x -> Script #

NFData Script Source # 
Instance details

Defined in Amazonka.GameLift.Types.Script

Methods

rnf :: Script -> () #

Hashable Script Source # 
Instance details

Defined in Amazonka.GameLift.Types.Script

Methods

hashWithSalt :: Int -> Script -> Int #

hash :: Script -> Int #

FromJSON Script Source # 
Instance details

Defined in Amazonka.GameLift.Types.Script

type Rep Script Source # 
Instance details

Defined in Amazonka.GameLift.Types.Script

newScript :: Script Source #

Create a value of Script 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:Script', script_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:storageLocation:Script', script_storageLocation - Undocumented member.

$sel:name:Script', script_name - A descriptive label that is associated with a script. Script names do not need to be unique.

$sel:scriptId:Script', script_scriptId - A unique identifier for the Realtime script

$sel:version:Script', script_version - Version information that is associated with a build or script. Version strings do not need to be unique.

$sel:scriptArn:Script', script_scriptArn - 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.

$sel:sizeOnDisk:Script', script_sizeOnDisk - The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

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

data ServerProcess Source #

A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's RuntimeConfiguration.

See: newServerProcess smart constructor.

Constructors

ServerProcess' 

Fields

  • parameters :: Maybe Text

    An optional list of parameters to pass to the server executable or Realtime script on launch.

  • launchPath :: Text

    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"
  • concurrentExecutions :: Natural

    The number of server processes using this configuration that run concurrently on each instance.

Instances

Instances details
Eq ServerProcess Source # 
Instance details

Defined in Amazonka.GameLift.Types.ServerProcess

Read ServerProcess Source # 
Instance details

Defined in Amazonka.GameLift.Types.ServerProcess

Show ServerProcess Source # 
Instance details

Defined in Amazonka.GameLift.Types.ServerProcess

Generic ServerProcess Source # 
Instance details

Defined in Amazonka.GameLift.Types.ServerProcess

Associated Types

type Rep ServerProcess :: Type -> Type #

NFData ServerProcess Source # 
Instance details

Defined in Amazonka.GameLift.Types.ServerProcess

Methods

rnf :: ServerProcess -> () #

Hashable ServerProcess Source # 
Instance details

Defined in Amazonka.GameLift.Types.ServerProcess

ToJSON ServerProcess Source # 
Instance details

Defined in Amazonka.GameLift.Types.ServerProcess

FromJSON ServerProcess Source # 
Instance details

Defined in Amazonka.GameLift.Types.ServerProcess

type Rep ServerProcess Source # 
Instance details

Defined in Amazonka.GameLift.Types.ServerProcess

type Rep ServerProcess = D1 ('MetaData "ServerProcess" "Amazonka.GameLift.Types.ServerProcess" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "ServerProcess'" 'PrefixI 'True) (S1 ('MetaSel ('Just "parameters") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "launchPath") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text) :*: S1 ('MetaSel ('Just "concurrentExecutions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Natural))))

newServerProcess Source #

Create a value of ServerProcess 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:parameters:ServerProcess', serverProcess_parameters - An optional list of parameters to pass to the server executable or Realtime script on launch.

$sel:launchPath:ServerProcess', serverProcess_launchPath - 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"

$sel:concurrentExecutions:ServerProcess', serverProcess_concurrentExecutions - The number of server processes using this configuration that run concurrently on each instance.

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

data Tag Source #

A label that can be assigned to a GameLift resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

See: newTag smart constructor.

Constructors

Tag' 

Fields

  • key :: Text

    The key for a developer-defined key:value pair for tagging an AWS resource.

  • value :: Text

    The value for a developer-defined key:value pair for tagging an AWS resource.

Instances

Instances details
Eq Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

Methods

(==) :: Tag -> Tag -> Bool #

(/=) :: Tag -> Tag -> Bool #

Read Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

Show Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

Methods

showsPrec :: Int -> Tag -> ShowS #

show :: Tag -> String #

showList :: [Tag] -> ShowS #

Generic Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

Associated Types

type Rep Tag :: Type -> Type #

Methods

from :: Tag -> Rep Tag x #

to :: Rep Tag x -> Tag #

NFData Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

Methods

rnf :: Tag -> () #

Hashable Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

Methods

hashWithSalt :: Int -> Tag -> Int #

hash :: Tag -> Int #

ToJSON Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

FromJSON Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

type Rep Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

type Rep Tag = D1 ('MetaData "Tag" "Amazonka.GameLift.Types.Tag" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "Tag'" 'PrefixI 'True) (S1 ('MetaSel ('Just "key") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text) :*: S1 ('MetaSel ('Just "value") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text)))

newTag Source #

Create a value of Tag 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:key:Tag', tag_key - The key for a developer-defined key:value pair for tagging an AWS resource.

$sel:value:Tag', tag_value - The value for a developer-defined key:value pair for tagging an AWS resource.

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

data TargetConfiguration Source #

Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See: newTargetConfiguration smart constructor.

Constructors

TargetConfiguration' 

Fields

  • targetValue :: Double

    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).

Instances

Instances details
Eq TargetConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetConfiguration

Read TargetConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetConfiguration

Show TargetConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetConfiguration

Generic TargetConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetConfiguration

Associated Types

type Rep TargetConfiguration :: Type -> Type #

NFData TargetConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetConfiguration

Methods

rnf :: TargetConfiguration -> () #

Hashable TargetConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetConfiguration

ToJSON TargetConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetConfiguration

FromJSON TargetConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetConfiguration

type Rep TargetConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetConfiguration

type Rep TargetConfiguration = D1 ('MetaData "TargetConfiguration" "Amazonka.GameLift.Types.TargetConfiguration" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "TargetConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "targetValue") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Double)))

newTargetConfiguration Source #

Create a value of TargetConfiguration 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:targetValue:TargetConfiguration', targetConfiguration_targetValue - 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).

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

data TargetTrackingConfiguration Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. 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.

See: newTargetTrackingConfiguration smart constructor.

Constructors

TargetTrackingConfiguration' 

Fields

  • targetValue :: Double

    Desired value to use with a game server group target-based scaling policy.

Instances

Instances details
Eq TargetTrackingConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

Read TargetTrackingConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

Show TargetTrackingConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

Generic TargetTrackingConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

Associated Types

type Rep TargetTrackingConfiguration :: Type -> Type #

NFData TargetTrackingConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

Hashable TargetTrackingConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

ToJSON TargetTrackingConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

type Rep TargetTrackingConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

type Rep TargetTrackingConfiguration = D1 ('MetaData "TargetTrackingConfiguration" "Amazonka.GameLift.Types.TargetTrackingConfiguration" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "TargetTrackingConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "targetValue") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Double)))

newTargetTrackingConfiguration Source #

Create a value of TargetTrackingConfiguration 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:targetValue:TargetTrackingConfiguration', targetTrackingConfiguration_targetValue - Desired value to use with a game server group target-based scaling policy.

targetTrackingConfiguration_targetValue :: Lens' TargetTrackingConfiguration Double Source #

Desired value to use with a game server group target-based scaling policy.

VpcPeeringAuthorization

data VpcPeeringAuthorization Source #

Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See: newVpcPeeringAuthorization smart constructor.

Constructors

VpcPeeringAuthorization' 

Fields

  • creationTime :: Maybe POSIX

    Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • peerVpcId :: Maybe Text

    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.

  • peerVpcAwsAccountId :: Maybe Text
     
  • gameLiftAwsAccountId :: Maybe Text

    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.

  • expirationTime :: Maybe POSIX

    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").

Instances

Instances details
Eq VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Read VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Show VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Generic VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Associated Types

type Rep VpcPeeringAuthorization :: Type -> Type #

NFData VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Methods

rnf :: VpcPeeringAuthorization -> () #

Hashable VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

FromJSON VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

type Rep VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

type Rep VpcPeeringAuthorization = D1 ('MetaData "VpcPeeringAuthorization" "Amazonka.GameLift.Types.VpcPeeringAuthorization" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "VpcPeeringAuthorization'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "peerVpcId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "peerVpcAwsAccountId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "gameLiftAwsAccountId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "expirationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))))))

newVpcPeeringAuthorization :: VpcPeeringAuthorization Source #

Create a value of VpcPeeringAuthorization 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:VpcPeeringAuthorization', vpcPeeringAuthorization_creationTime - Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:peerVpcId:VpcPeeringAuthorization', vpcPeeringAuthorization_peerVpcId - 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.

$sel:peerVpcAwsAccountId:VpcPeeringAuthorization', vpcPeeringAuthorization_peerVpcAwsAccountId -

$sel:gameLiftAwsAccountId:VpcPeeringAuthorization', vpcPeeringAuthorization_gameLiftAwsAccountId - 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.

$sel:expirationTime:VpcPeeringAuthorization', vpcPeeringAuthorization_expirationTime - 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").

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

data VpcPeeringConnection Source #

Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See: newVpcPeeringConnection smart constructor.

Constructors

VpcPeeringConnection' 

Fields

  • vpcPeeringConnectionId :: Maybe Text

    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.

  • status :: Maybe VpcPeeringConnectionStatus

    The status information about the connection. Status indicates if a connection is pending, successful, or failed.

  • peerVpcId :: Maybe Text

    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.

  • fleetArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

  • ipV4CidrBlock :: Maybe Text

    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.

  • gameLiftVpcId :: Maybe Text

    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.

  • fleetId :: Maybe Text

    A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

Instances

Instances details
Eq VpcPeeringConnection Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnection

Read VpcPeeringConnection Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnection

Show VpcPeeringConnection Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnection

Generic VpcPeeringConnection Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnection

Associated Types

type Rep VpcPeeringConnection :: Type -> Type #

NFData VpcPeeringConnection Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnection

Methods

rnf :: VpcPeeringConnection -> () #

Hashable VpcPeeringConnection Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnection

FromJSON VpcPeeringConnection Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnection

type Rep VpcPeeringConnection Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnection

type Rep VpcPeeringConnection = D1 ('MetaData "VpcPeeringConnection" "Amazonka.GameLift.Types.VpcPeeringConnection" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "VpcPeeringConnection'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "vpcPeeringConnectionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe VpcPeeringConnectionStatus)) :*: S1 ('MetaSel ('Just "peerVpcId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ipV4CidrBlock") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "gameLiftVpcId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))))

newVpcPeeringConnection :: VpcPeeringConnection Source #

Create a value of VpcPeeringConnection 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:vpcPeeringConnectionId:VpcPeeringConnection', vpcPeeringConnection_vpcPeeringConnectionId - 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.

$sel:status:VpcPeeringConnection', vpcPeeringConnection_status - The status information about the connection. Status indicates if a connection is pending, successful, or failed.

$sel:peerVpcId:VpcPeeringConnection', vpcPeeringConnection_peerVpcId - 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.

$sel:fleetArn:VpcPeeringConnection', vpcPeeringConnection_fleetArn - The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

$sel:ipV4CidrBlock:VpcPeeringConnection', vpcPeeringConnection_ipV4CidrBlock - 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.

$sel:gameLiftVpcId:VpcPeeringConnection', vpcPeeringConnection_gameLiftVpcId - 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.

$sel:fleetId:VpcPeeringConnection', vpcPeeringConnection_fleetId - A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

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

data VpcPeeringConnectionStatus Source #

Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet Event.

See: newVpcPeeringConnectionStatus smart constructor.

Constructors

VpcPeeringConnectionStatus' 

Fields

  • code :: Maybe Text

    Code indicating the status of a VPC peering connection.

  • message :: Maybe Text

    Additional messaging associated with the connection status.

Instances

Instances details
Eq VpcPeeringConnectionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnectionStatus

Read VpcPeeringConnectionStatus Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringConnectionStatus

Show VpcPeeringConnectionStatus Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringConnectionStatus

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

Associated Types

type Rep VpcPeeringConnectionStatus :: Type -> Type #

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

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

FromJSON VpcPeeringConnectionStatus Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringConnectionStatus

type Rep VpcPeeringConnectionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringConnectionStatus

type Rep VpcPeeringConnectionStatus = D1 ('MetaData "VpcPeeringConnectionStatus" "Amazonka.GameLift.Types.VpcPeeringConnectionStatus" "libZSservicesZSamazonka-gameliftZSamazonka-gamelift" 'False) (C1 ('MetaCons "VpcPeeringConnectionStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "code") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "message") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newVpcPeeringConnectionStatus :: VpcPeeringConnectionStatus Source #

Create a value of VpcPeeringConnectionStatus 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:code:VpcPeeringConnectionStatus', vpcPeeringConnectionStatus_code - Code indicating the status of a VPC peering connection.

$sel:message:VpcPeeringConnectionStatus', vpcPeeringConnectionStatus_message - Additional messaging associated with the connection status.

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.