Copyright | (c) 2013-2021 Brendan Hay |
---|---|
License | Mozilla Public License, v. 2.0. |
Maintainer | Brendan Hay <brendan.g.hay+amazonka@gmail.com> |
Stability | auto-generated |
Portability | non-portable (GHC extensions) |
Safe Haskell | None |
- Service Configuration
- Errors
- AcceptanceType
- BackfillMode
- BalancingStrategy
- BuildStatus
- CertificateType
- ComparisonOperatorType
- EC2InstanceType
- EventCode
- FleetAction
- FleetStatus
- FleetType
- FlexMatchMode
- GameServerClaimStatus
- GameServerGroupAction
- GameServerGroupDeleteOption
- GameServerGroupInstanceType
- GameServerGroupStatus
- GameServerHealthCheck
- GameServerInstanceStatus
- GameServerProtectionPolicy
- GameServerUtilizationStatus
- GameSessionPlacementState
- GameSessionStatus
- GameSessionStatusReason
- InstanceStatus
- IpProtocol
- LocationUpdateStatus
- MatchmakingConfigurationStatus
- MetricName
- OperatingSystem
- PlayerSessionCreationPolicy
- PlayerSessionStatus
- PolicyType
- PriorityType
- ProtectionPolicy
- RoutingStrategyType
- ScalingAdjustmentType
- ScalingStatusType
- SortOrder
- Alias
- AttributeValue
- AwsCredentials
- Build
- CertificateConfiguration
- DesiredPlayerSession
- EC2InstanceCounts
- EC2InstanceLimit
- Event
- FilterConfiguration
- FleetAttributes
- FleetCapacity
- FleetUtilization
- GameProperty
- GameServer
- GameServerGroup
- GameServerGroupAutoScalingPolicy
- GameServerInstance
- GameSession
- GameSessionConnectionInfo
- GameSessionDetail
- GameSessionPlacement
- GameSessionQueue
- GameSessionQueueDestination
- Instance
- InstanceAccess
- InstanceCredentials
- InstanceDefinition
- IpPermission
- LaunchTemplateSpecification
- LocationAttributes
- LocationConfiguration
- LocationState
- MatchedPlayerSession
- MatchmakingConfiguration
- MatchmakingRuleSet
- MatchmakingTicket
- PlacedPlayerSession
- Player
- PlayerLatency
- PlayerLatencyPolicy
- PlayerSession
- PriorityConfiguration
- ResourceCreationLimitPolicy
- RoutingStrategy
- RuntimeConfiguration
- S3Location
- ScalingPolicy
- Script
- ServerProcess
- Tag
- TargetConfiguration
- TargetTrackingConfiguration
- VpcPeeringAuthorization
- VpcPeeringConnection
- VpcPeeringConnectionStatus
Synopsis
- defaultService :: Service
- _OutOfCapacityException :: AsError a => Getting (First ServiceError) a ServiceError
- _InvalidFleetStatusException :: AsError a => Getting (First ServiceError) a ServiceError
- _InvalidRequestException :: AsError a => Getting (First ServiceError) a ServiceError
- _ConflictException :: AsError a => Getting (First ServiceError) a ServiceError
- _TaggingFailedException :: AsError a => Getting (First ServiceError) a ServiceError
- _TerminalRoutingStrategyException :: AsError a => Getting (First ServiceError) a ServiceError
- _NotFoundException :: AsError a => Getting (First ServiceError) a ServiceError
- _GameSessionFullException :: AsError a => Getting (First ServiceError) a ServiceError
- _UnsupportedRegionException :: AsError a => Getting (First ServiceError) a ServiceError
- _InvalidGameSessionStatusException :: AsError a => Getting (First ServiceError) a ServiceError
- _InternalServiceException :: AsError a => Getting (First ServiceError) a ServiceError
- _IdempotentParameterMismatchException :: AsError a => Getting (First ServiceError) a ServiceError
- _UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError
- _FleetCapacityExceededException :: AsError a => Getting (First ServiceError) a ServiceError
- _LimitExceededException :: AsError a => Getting (First ServiceError) a ServiceError
- newtype AcceptanceType where
- AcceptanceType' { }
- pattern AcceptanceType_ACCEPT :: AcceptanceType
- pattern AcceptanceType_REJECT :: AcceptanceType
- newtype BackfillMode where
- BackfillMode' { }
- pattern BackfillMode_AUTOMATIC :: BackfillMode
- pattern BackfillMode_MANUAL :: BackfillMode
- newtype BalancingStrategy where
- newtype BuildStatus where
- BuildStatus' { }
- pattern BuildStatus_FAILED :: BuildStatus
- pattern BuildStatus_INITIALIZED :: BuildStatus
- pattern BuildStatus_READY :: BuildStatus
- newtype CertificateType where
- CertificateType' { }
- pattern CertificateType_DISABLED :: CertificateType
- pattern CertificateType_GENERATED :: CertificateType
- newtype ComparisonOperatorType where
- ComparisonOperatorType' { }
- pattern ComparisonOperatorType_GreaterThanOrEqualToThreshold :: ComparisonOperatorType
- pattern ComparisonOperatorType_GreaterThanThreshold :: ComparisonOperatorType
- pattern ComparisonOperatorType_LessThanOrEqualToThreshold :: ComparisonOperatorType
- pattern ComparisonOperatorType_LessThanThreshold :: ComparisonOperatorType
- newtype EC2InstanceType where
- EC2InstanceType' { }
- 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
- newtype EventCode where
- EventCode' { }
- 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
- newtype FleetAction where
- FleetAction' { }
- pattern FleetAction_AUTO_SCALING :: FleetAction
- newtype FleetStatus where
- FleetStatus' { }
- pattern FleetStatus_ACTIVATING :: FleetStatus
- pattern FleetStatus_ACTIVE :: FleetStatus
- pattern FleetStatus_BUILDING :: FleetStatus
- pattern FleetStatus_DELETING :: FleetStatus
- pattern FleetStatus_DOWNLOADING :: FleetStatus
- pattern FleetStatus_ERROR :: FleetStatus
- pattern FleetStatus_NEW :: FleetStatus
- pattern FleetStatus_TERMINATED :: FleetStatus
- pattern FleetStatus_VALIDATING :: FleetStatus
- newtype FleetType where
- FleetType' { }
- pattern FleetType_ON_DEMAND :: FleetType
- pattern FleetType_SPOT :: FleetType
- newtype FlexMatchMode where
- FlexMatchMode' { }
- pattern FlexMatchMode_STANDALONE :: FlexMatchMode
- pattern FlexMatchMode_WITH_QUEUE :: FlexMatchMode
- newtype GameServerClaimStatus where
- newtype GameServerGroupAction where
- newtype GameServerGroupDeleteOption where
- newtype GameServerGroupInstanceType where
- GameServerGroupInstanceType' { }
- 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
- newtype GameServerGroupStatus where
- GameServerGroupStatus' { }
- pattern GameServerGroupStatus_ACTIVATING :: GameServerGroupStatus
- pattern GameServerGroupStatus_ACTIVE :: GameServerGroupStatus
- pattern GameServerGroupStatus_DELETED :: GameServerGroupStatus
- pattern GameServerGroupStatus_DELETE_SCHEDULED :: GameServerGroupStatus
- pattern GameServerGroupStatus_DELETING :: GameServerGroupStatus
- pattern GameServerGroupStatus_ERROR :: GameServerGroupStatus
- pattern GameServerGroupStatus_NEW :: GameServerGroupStatus
- newtype GameServerHealthCheck where
- newtype GameServerInstanceStatus where
- newtype GameServerProtectionPolicy where
- newtype GameServerUtilizationStatus where
- newtype GameSessionPlacementState where
- GameSessionPlacementState' { }
- pattern GameSessionPlacementState_CANCELLED :: GameSessionPlacementState
- pattern GameSessionPlacementState_FAILED :: GameSessionPlacementState
- pattern GameSessionPlacementState_FULFILLED :: GameSessionPlacementState
- pattern GameSessionPlacementState_PENDING :: GameSessionPlacementState
- pattern GameSessionPlacementState_TIMED_OUT :: GameSessionPlacementState
- newtype GameSessionStatus where
- GameSessionStatus' { }
- pattern GameSessionStatus_ACTIVATING :: GameSessionStatus
- pattern GameSessionStatus_ACTIVE :: GameSessionStatus
- pattern GameSessionStatus_ERROR :: GameSessionStatus
- pattern GameSessionStatus_TERMINATED :: GameSessionStatus
- pattern GameSessionStatus_TERMINATING :: GameSessionStatus
- newtype GameSessionStatusReason where
- newtype InstanceStatus where
- InstanceStatus' { }
- pattern InstanceStatus_ACTIVE :: InstanceStatus
- pattern InstanceStatus_PENDING :: InstanceStatus
- pattern InstanceStatus_TERMINATING :: InstanceStatus
- newtype IpProtocol where
- IpProtocol' { }
- pattern IpProtocol_TCP :: IpProtocol
- pattern IpProtocol_UDP :: IpProtocol
- newtype LocationUpdateStatus where
- newtype MatchmakingConfigurationStatus where
- MatchmakingConfigurationStatus' { }
- pattern MatchmakingConfigurationStatus_CANCELLED :: MatchmakingConfigurationStatus
- pattern MatchmakingConfigurationStatus_COMPLETED :: MatchmakingConfigurationStatus
- pattern MatchmakingConfigurationStatus_FAILED :: MatchmakingConfigurationStatus
- pattern MatchmakingConfigurationStatus_PLACING :: MatchmakingConfigurationStatus
- pattern MatchmakingConfigurationStatus_QUEUED :: MatchmakingConfigurationStatus
- pattern MatchmakingConfigurationStatus_REQUIRES_ACCEPTANCE :: MatchmakingConfigurationStatus
- pattern MatchmakingConfigurationStatus_SEARCHING :: MatchmakingConfigurationStatus
- pattern MatchmakingConfigurationStatus_TIMED_OUT :: MatchmakingConfigurationStatus
- newtype MetricName where
- MetricName' { }
- pattern MetricName_ActivatingGameSessions :: MetricName
- pattern MetricName_ActiveGameSessions :: MetricName
- pattern MetricName_ActiveInstances :: MetricName
- pattern MetricName_AvailableGameSessions :: MetricName
- pattern MetricName_AvailablePlayerSessions :: MetricName
- pattern MetricName_CurrentPlayerSessions :: MetricName
- pattern MetricName_IdleInstances :: MetricName
- pattern MetricName_PercentAvailableGameSessions :: MetricName
- pattern MetricName_PercentIdleInstances :: MetricName
- pattern MetricName_QueueDepth :: MetricName
- pattern MetricName_WaitTime :: MetricName
- newtype OperatingSystem where
- OperatingSystem' { }
- pattern OperatingSystem_AMAZON_LINUX :: OperatingSystem
- pattern OperatingSystem_AMAZON_LINUX_2 :: OperatingSystem
- pattern OperatingSystem_WINDOWS_2012 :: OperatingSystem
- newtype PlayerSessionCreationPolicy where
- newtype PlayerSessionStatus where
- newtype PolicyType where
- PolicyType' { }
- pattern PolicyType_RuleBased :: PolicyType
- pattern PolicyType_TargetBased :: PolicyType
- newtype PriorityType where
- PriorityType' { }
- pattern PriorityType_COST :: PriorityType
- pattern PriorityType_DESTINATION :: PriorityType
- pattern PriorityType_LATENCY :: PriorityType
- pattern PriorityType_LOCATION :: PriorityType
- newtype ProtectionPolicy where
- newtype RoutingStrategyType where
- newtype ScalingAdjustmentType where
- newtype ScalingStatusType where
- ScalingStatusType' { }
- pattern ScalingStatusType_ACTIVE :: ScalingStatusType
- pattern ScalingStatusType_DELETED :: ScalingStatusType
- pattern ScalingStatusType_DELETE_REQUESTED :: ScalingStatusType
- pattern ScalingStatusType_DELETING :: ScalingStatusType
- pattern ScalingStatusType_ERROR :: ScalingStatusType
- pattern ScalingStatusType_UPDATE_REQUESTED :: ScalingStatusType
- pattern ScalingStatusType_UPDATING :: ScalingStatusType
- newtype SortOrder where
- SortOrder' { }
- pattern SortOrder_ASCENDING :: SortOrder
- pattern SortOrder_DESCENDING :: SortOrder
- data Alias = Alias' {}
- newAlias :: Alias
- alias_creationTime :: Lens' Alias (Maybe UTCTime)
- alias_lastUpdatedTime :: Lens' Alias (Maybe UTCTime)
- alias_aliasId :: Lens' Alias (Maybe Text)
- alias_routingStrategy :: Lens' Alias (Maybe RoutingStrategy)
- alias_name :: Lens' Alias (Maybe Text)
- alias_aliasArn :: Lens' Alias (Maybe Text)
- alias_description :: Lens' Alias (Maybe Text)
- data AttributeValue = AttributeValue' {}
- newAttributeValue :: AttributeValue
- attributeValue_sl :: Lens' AttributeValue (Maybe [Text])
- attributeValue_sdm :: Lens' AttributeValue (Maybe (HashMap Text Double))
- attributeValue_n :: Lens' AttributeValue (Maybe Double)
- attributeValue_s :: Lens' AttributeValue (Maybe Text)
- data AwsCredentials = AwsCredentials' {}
- newAwsCredentials :: AwsCredentials
- awsCredentials_secretAccessKey :: Lens' AwsCredentials (Maybe Text)
- awsCredentials_sessionToken :: Lens' AwsCredentials (Maybe Text)
- awsCredentials_accessKeyId :: Lens' AwsCredentials (Maybe Text)
- data Build = Build' {}
- newBuild :: Build
- build_creationTime :: Lens' Build (Maybe UTCTime)
- build_status :: Lens' Build (Maybe BuildStatus)
- build_operatingSystem :: Lens' Build (Maybe OperatingSystem)
- build_buildId :: Lens' Build (Maybe Text)
- build_name :: Lens' Build (Maybe Text)
- build_version :: Lens' Build (Maybe Text)
- build_buildArn :: Lens' Build (Maybe Text)
- build_sizeOnDisk :: Lens' Build (Maybe Natural)
- data CertificateConfiguration = CertificateConfiguration' {}
- newCertificateConfiguration :: CertificateType -> CertificateConfiguration
- certificateConfiguration_certificateType :: Lens' CertificateConfiguration CertificateType
- data DesiredPlayerSession = DesiredPlayerSession' {}
- newDesiredPlayerSession :: DesiredPlayerSession
- desiredPlayerSession_playerData :: Lens' DesiredPlayerSession (Maybe Text)
- desiredPlayerSession_playerId :: Lens' DesiredPlayerSession (Maybe Text)
- data EC2InstanceCounts = EC2InstanceCounts' {}
- newEC2InstanceCounts :: EC2InstanceCounts
- eC2InstanceCounts_idle :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_terminating :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_pending :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_maximum :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_desired :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_minimum :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_active :: Lens' EC2InstanceCounts (Maybe Natural)
- data EC2InstanceLimit = EC2InstanceLimit' {}
- newEC2InstanceLimit :: EC2InstanceLimit
- eC2InstanceLimit_location :: Lens' EC2InstanceLimit (Maybe Text)
- eC2InstanceLimit_eC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType)
- eC2InstanceLimit_currentInstances :: Lens' EC2InstanceLimit (Maybe Natural)
- eC2InstanceLimit_instanceLimit :: Lens' EC2InstanceLimit (Maybe Natural)
- data Event = Event' {}
- newEvent :: Event
- event_resourceId :: Lens' Event (Maybe Text)
- event_preSignedLogUrl :: Lens' Event (Maybe Text)
- event_eventTime :: Lens' Event (Maybe UTCTime)
- event_message :: Lens' Event (Maybe Text)
- event_eventCode :: Lens' Event (Maybe EventCode)
- event_eventId :: Lens' Event (Maybe Text)
- data FilterConfiguration = FilterConfiguration' {}
- newFilterConfiguration :: FilterConfiguration
- filterConfiguration_allowedLocations :: Lens' FilterConfiguration (Maybe (NonEmpty Text))
- data FleetAttributes = FleetAttributes' {
- creationTime :: Maybe POSIX
- status :: Maybe FleetStatus
- serverLaunchParameters :: Maybe Text
- logPaths :: Maybe [Text]
- operatingSystem :: Maybe OperatingSystem
- buildId :: Maybe Text
- fleetArn :: Maybe Text
- fleetType :: Maybe FleetType
- terminationTime :: Maybe POSIX
- instanceType :: Maybe EC2InstanceType
- stoppedActions :: Maybe (NonEmpty FleetAction)
- newGameSessionProtectionPolicy' :: Maybe ProtectionPolicy
- name :: Maybe Text
- scriptId :: Maybe Text
- scriptArn :: Maybe Text
- certificateConfiguration :: Maybe CertificateConfiguration
- serverLaunchPath :: Maybe Text
- instanceRoleArn :: Maybe Text
- metricGroups :: Maybe [Text]
- buildArn :: Maybe Text
- fleetId :: Maybe Text
- description :: Maybe Text
- resourceCreationLimitPolicy :: Maybe ResourceCreationLimitPolicy
- newFleetAttributes :: FleetAttributes
- fleetAttributes_creationTime :: Lens' FleetAttributes (Maybe UTCTime)
- fleetAttributes_status :: Lens' FleetAttributes (Maybe FleetStatus)
- fleetAttributes_serverLaunchParameters :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_logPaths :: Lens' FleetAttributes (Maybe [Text])
- fleetAttributes_operatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem)
- fleetAttributes_buildId :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_fleetArn :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_fleetType :: Lens' FleetAttributes (Maybe FleetType)
- fleetAttributes_terminationTime :: Lens' FleetAttributes (Maybe UTCTime)
- fleetAttributes_instanceType :: Lens' FleetAttributes (Maybe EC2InstanceType)
- fleetAttributes_stoppedActions :: Lens' FleetAttributes (Maybe (NonEmpty FleetAction))
- fleetAttributes_newGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy)
- fleetAttributes_name :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_scriptId :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_scriptArn :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_certificateConfiguration :: Lens' FleetAttributes (Maybe CertificateConfiguration)
- fleetAttributes_serverLaunchPath :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_instanceRoleArn :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_metricGroups :: Lens' FleetAttributes (Maybe [Text])
- fleetAttributes_buildArn :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_fleetId :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_description :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_resourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy)
- data FleetCapacity = FleetCapacity' {}
- newFleetCapacity :: FleetCapacity
- fleetCapacity_location :: Lens' FleetCapacity (Maybe Text)
- fleetCapacity_fleetArn :: Lens' FleetCapacity (Maybe Text)
- fleetCapacity_instanceType :: Lens' FleetCapacity (Maybe EC2InstanceType)
- fleetCapacity_fleetId :: Lens' FleetCapacity (Maybe Text)
- fleetCapacity_instanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts)
- data FleetUtilization = FleetUtilization' {}
- newFleetUtilization :: FleetUtilization
- fleetUtilization_activeGameSessionCount :: Lens' FleetUtilization (Maybe Natural)
- fleetUtilization_location :: Lens' FleetUtilization (Maybe Text)
- fleetUtilization_fleetArn :: Lens' FleetUtilization (Maybe Text)
- fleetUtilization_maximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)
- fleetUtilization_currentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)
- fleetUtilization_fleetId :: Lens' FleetUtilization (Maybe Text)
- fleetUtilization_activeServerProcessCount :: Lens' FleetUtilization (Maybe Natural)
- data GameProperty = GameProperty' {}
- newGameProperty :: Text -> Text -> GameProperty
- gameProperty_key :: Lens' GameProperty Text
- gameProperty_value :: Lens' GameProperty Text
- data GameServer = GameServer' {
- instanceId :: Maybe Text
- lastClaimTime :: Maybe POSIX
- gameServerGroupName :: Maybe Text
- gameServerData :: Maybe Text
- claimStatus :: Maybe GameServerClaimStatus
- gameServerId :: Maybe Text
- utilizationStatus :: Maybe GameServerUtilizationStatus
- registrationTime :: Maybe POSIX
- lastHealthCheckTime :: Maybe POSIX
- connectionInfo :: Maybe Text
- gameServerGroupArn :: Maybe Text
- newGameServer :: GameServer
- gameServer_instanceId :: Lens' GameServer (Maybe Text)
- gameServer_lastClaimTime :: Lens' GameServer (Maybe UTCTime)
- gameServer_gameServerGroupName :: Lens' GameServer (Maybe Text)
- gameServer_gameServerData :: Lens' GameServer (Maybe Text)
- gameServer_claimStatus :: Lens' GameServer (Maybe GameServerClaimStatus)
- gameServer_gameServerId :: Lens' GameServer (Maybe Text)
- gameServer_utilizationStatus :: Lens' GameServer (Maybe GameServerUtilizationStatus)
- gameServer_registrationTime :: Lens' GameServer (Maybe UTCTime)
- gameServer_lastHealthCheckTime :: Lens' GameServer (Maybe UTCTime)
- gameServer_connectionInfo :: Lens' GameServer (Maybe Text)
- gameServer_gameServerGroupArn :: Lens' GameServer (Maybe Text)
- data GameServerGroup = GameServerGroup' {
- creationTime :: Maybe POSIX
- status :: Maybe GameServerGroupStatus
- instanceDefinitions :: Maybe (NonEmpty InstanceDefinition)
- lastUpdatedTime :: Maybe POSIX
- balancingStrategy :: Maybe BalancingStrategy
- gameServerGroupName :: Maybe Text
- suspendedActions :: Maybe (NonEmpty GameServerGroupAction)
- autoScalingGroupArn :: Maybe Text
- statusReason :: Maybe Text
- gameServerProtectionPolicy :: Maybe GameServerProtectionPolicy
- gameServerGroupArn :: Maybe Text
- roleArn :: Maybe Text
- newGameServerGroup :: GameServerGroup
- gameServerGroup_creationTime :: Lens' GameServerGroup (Maybe UTCTime)
- gameServerGroup_status :: Lens' GameServerGroup (Maybe GameServerGroupStatus)
- gameServerGroup_instanceDefinitions :: Lens' GameServerGroup (Maybe (NonEmpty InstanceDefinition))
- gameServerGroup_lastUpdatedTime :: Lens' GameServerGroup (Maybe UTCTime)
- gameServerGroup_balancingStrategy :: Lens' GameServerGroup (Maybe BalancingStrategy)
- gameServerGroup_gameServerGroupName :: Lens' GameServerGroup (Maybe Text)
- gameServerGroup_suspendedActions :: Lens' GameServerGroup (Maybe (NonEmpty GameServerGroupAction))
- gameServerGroup_autoScalingGroupArn :: Lens' GameServerGroup (Maybe Text)
- gameServerGroup_statusReason :: Lens' GameServerGroup (Maybe Text)
- gameServerGroup_gameServerProtectionPolicy :: Lens' GameServerGroup (Maybe GameServerProtectionPolicy)
- gameServerGroup_gameServerGroupArn :: Lens' GameServerGroup (Maybe Text)
- gameServerGroup_roleArn :: Lens' GameServerGroup (Maybe Text)
- data GameServerGroupAutoScalingPolicy = GameServerGroupAutoScalingPolicy' {}
- newGameServerGroupAutoScalingPolicy :: TargetTrackingConfiguration -> GameServerGroupAutoScalingPolicy
- gameServerGroupAutoScalingPolicy_estimatedInstanceWarmup :: Lens' GameServerGroupAutoScalingPolicy (Maybe Natural)
- gameServerGroupAutoScalingPolicy_targetTrackingConfiguration :: Lens' GameServerGroupAutoScalingPolicy TargetTrackingConfiguration
- data GameServerInstance = GameServerInstance' {}
- newGameServerInstance :: GameServerInstance
- gameServerInstance_instanceId :: Lens' GameServerInstance (Maybe Text)
- gameServerInstance_gameServerGroupName :: Lens' GameServerInstance (Maybe Text)
- gameServerInstance_instanceStatus :: Lens' GameServerInstance (Maybe GameServerInstanceStatus)
- gameServerInstance_gameServerGroupArn :: Lens' GameServerInstance (Maybe Text)
- data GameSession = GameSession' {
- creationTime :: Maybe POSIX
- status :: Maybe GameSessionStatus
- gameProperties :: Maybe [GameProperty]
- ipAddress :: Maybe Text
- location :: Maybe Text
- gameSessionId :: Maybe Text
- matchmakerData :: Maybe Text
- fleetArn :: Maybe Text
- maximumPlayerSessionCount :: Maybe Natural
- terminationTime :: Maybe POSIX
- playerSessionCreationPolicy :: Maybe PlayerSessionCreationPolicy
- name :: Maybe Text
- currentPlayerSessionCount :: Maybe Natural
- statusReason :: Maybe GameSessionStatusReason
- gameSessionData :: Maybe Text
- fleetId :: Maybe Text
- dnsName :: Maybe Text
- creatorId :: Maybe Text
- port :: Maybe Natural
- newGameSession :: GameSession
- gameSession_creationTime :: Lens' GameSession (Maybe UTCTime)
- gameSession_status :: Lens' GameSession (Maybe GameSessionStatus)
- gameSession_gameProperties :: Lens' GameSession (Maybe [GameProperty])
- gameSession_ipAddress :: Lens' GameSession (Maybe Text)
- gameSession_location :: Lens' GameSession (Maybe Text)
- gameSession_gameSessionId :: Lens' GameSession (Maybe Text)
- gameSession_matchmakerData :: Lens' GameSession (Maybe Text)
- gameSession_fleetArn :: Lens' GameSession (Maybe Text)
- gameSession_maximumPlayerSessionCount :: Lens' GameSession (Maybe Natural)
- gameSession_terminationTime :: Lens' GameSession (Maybe UTCTime)
- gameSession_playerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy)
- gameSession_name :: Lens' GameSession (Maybe Text)
- gameSession_currentPlayerSessionCount :: Lens' GameSession (Maybe Natural)
- gameSession_statusReason :: Lens' GameSession (Maybe GameSessionStatusReason)
- gameSession_gameSessionData :: Lens' GameSession (Maybe Text)
- gameSession_fleetId :: Lens' GameSession (Maybe Text)
- gameSession_dnsName :: Lens' GameSession (Maybe Text)
- gameSession_creatorId :: Lens' GameSession (Maybe Text)
- gameSession_port :: Lens' GameSession (Maybe Natural)
- data GameSessionConnectionInfo = GameSessionConnectionInfo' {}
- newGameSessionConnectionInfo :: GameSessionConnectionInfo
- gameSessionConnectionInfo_matchedPlayerSessions :: Lens' GameSessionConnectionInfo (Maybe [MatchedPlayerSession])
- gameSessionConnectionInfo_ipAddress :: Lens' GameSessionConnectionInfo (Maybe Text)
- gameSessionConnectionInfo_gameSessionArn :: Lens' GameSessionConnectionInfo (Maybe Text)
- gameSessionConnectionInfo_dnsName :: Lens' GameSessionConnectionInfo (Maybe Text)
- gameSessionConnectionInfo_port :: Lens' GameSessionConnectionInfo (Maybe Natural)
- data GameSessionDetail = GameSessionDetail' {}
- newGameSessionDetail :: GameSessionDetail
- gameSessionDetail_gameSession :: Lens' GameSessionDetail (Maybe GameSession)
- gameSessionDetail_protectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy)
- data GameSessionPlacement = GameSessionPlacement' {
- status :: Maybe GameSessionPlacementState
- placementId :: Maybe Text
- gameProperties :: Maybe [GameProperty]
- ipAddress :: Maybe Text
- gameSessionName :: Maybe Text
- startTime :: Maybe POSIX
- gameSessionId :: Maybe Text
- gameSessionRegion :: Maybe Text
- matchmakerData :: Maybe Text
- maximumPlayerSessionCount :: Maybe Natural
- endTime :: Maybe POSIX
- gameSessionArn :: Maybe Text
- playerLatencies :: Maybe [PlayerLatency]
- gameSessionData :: Maybe Text
- dnsName :: Maybe Text
- gameSessionQueueName :: Maybe Text
- placedPlayerSessions :: Maybe [PlacedPlayerSession]
- port :: Maybe Natural
- newGameSessionPlacement :: GameSessionPlacement
- gameSessionPlacement_status :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState)
- gameSessionPlacement_placementId :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameProperties :: Lens' GameSessionPlacement (Maybe [GameProperty])
- gameSessionPlacement_ipAddress :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionName :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_startTime :: Lens' GameSessionPlacement (Maybe UTCTime)
- gameSessionPlacement_gameSessionId :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionRegion :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_matchmakerData :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_maximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural)
- gameSessionPlacement_endTime :: Lens' GameSessionPlacement (Maybe UTCTime)
- gameSessionPlacement_gameSessionArn :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_playerLatencies :: Lens' GameSessionPlacement (Maybe [PlayerLatency])
- gameSessionPlacement_gameSessionData :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_dnsName :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_placedPlayerSessions :: Lens' GameSessionPlacement (Maybe [PlacedPlayerSession])
- gameSessionPlacement_port :: Lens' GameSessionPlacement (Maybe Natural)
- data GameSessionQueue = GameSessionQueue' {
- gameSessionQueueArn :: Maybe Text
- playerLatencyPolicies :: Maybe [PlayerLatencyPolicy]
- filterConfiguration :: Maybe FilterConfiguration
- notificationTarget :: Maybe Text
- timeoutInSeconds :: Maybe Natural
- destinations :: Maybe [GameSessionQueueDestination]
- name :: Maybe Text
- customEventData :: Maybe Text
- priorityConfiguration :: Maybe PriorityConfiguration
- newGameSessionQueue :: GameSessionQueue
- gameSessionQueue_gameSessionQueueArn :: Lens' GameSessionQueue (Maybe Text)
- gameSessionQueue_playerLatencyPolicies :: Lens' GameSessionQueue (Maybe [PlayerLatencyPolicy])
- gameSessionQueue_filterConfiguration :: Lens' GameSessionQueue (Maybe FilterConfiguration)
- gameSessionQueue_notificationTarget :: Lens' GameSessionQueue (Maybe Text)
- gameSessionQueue_timeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural)
- gameSessionQueue_destinations :: Lens' GameSessionQueue (Maybe [GameSessionQueueDestination])
- gameSessionQueue_name :: Lens' GameSessionQueue (Maybe Text)
- gameSessionQueue_customEventData :: Lens' GameSessionQueue (Maybe Text)
- gameSessionQueue_priorityConfiguration :: Lens' GameSessionQueue (Maybe PriorityConfiguration)
- data GameSessionQueueDestination = GameSessionQueueDestination' {}
- newGameSessionQueueDestination :: GameSessionQueueDestination
- gameSessionQueueDestination_destinationArn :: Lens' GameSessionQueueDestination (Maybe Text)
- data Instance = Instance' {}
- newInstance :: Instance
- instance_creationTime :: Lens' Instance (Maybe UTCTime)
- instance_instanceId :: Lens' Instance (Maybe Text)
- instance_status :: Lens' Instance (Maybe InstanceStatus)
- instance_ipAddress :: Lens' Instance (Maybe Text)
- instance_location :: Lens' Instance (Maybe Text)
- instance_operatingSystem :: Lens' Instance (Maybe OperatingSystem)
- instance_fleetArn :: Lens' Instance (Maybe Text)
- instance_type :: Lens' Instance (Maybe EC2InstanceType)
- instance_fleetId :: Lens' Instance (Maybe Text)
- instance_dnsName :: Lens' Instance (Maybe Text)
- data InstanceAccess = InstanceAccess' {}
- newInstanceAccess :: InstanceAccess
- instanceAccess_instanceId :: Lens' InstanceAccess (Maybe Text)
- instanceAccess_ipAddress :: Lens' InstanceAccess (Maybe Text)
- instanceAccess_operatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem)
- instanceAccess_credentials :: Lens' InstanceAccess (Maybe InstanceCredentials)
- instanceAccess_fleetId :: Lens' InstanceAccess (Maybe Text)
- data InstanceCredentials = InstanceCredentials' {}
- newInstanceCredentials :: InstanceCredentials
- instanceCredentials_userName :: Lens' InstanceCredentials (Maybe Text)
- instanceCredentials_secret :: Lens' InstanceCredentials (Maybe Text)
- data InstanceDefinition = InstanceDefinition' {}
- newInstanceDefinition :: GameServerGroupInstanceType -> InstanceDefinition
- instanceDefinition_weightedCapacity :: Lens' InstanceDefinition (Maybe Text)
- instanceDefinition_instanceType :: Lens' InstanceDefinition GameServerGroupInstanceType
- data IpPermission = IpPermission' {}
- newIpPermission :: Natural -> Natural -> Text -> IpProtocol -> IpPermission
- ipPermission_fromPort :: Lens' IpPermission Natural
- ipPermission_toPort :: Lens' IpPermission Natural
- ipPermission_ipRange :: Lens' IpPermission Text
- ipPermission_protocol :: Lens' IpPermission IpProtocol
- data LaunchTemplateSpecification = LaunchTemplateSpecification' {}
- newLaunchTemplateSpecification :: LaunchTemplateSpecification
- launchTemplateSpecification_launchTemplateName :: Lens' LaunchTemplateSpecification (Maybe Text)
- launchTemplateSpecification_launchTemplateId :: Lens' LaunchTemplateSpecification (Maybe Text)
- launchTemplateSpecification_version :: Lens' LaunchTemplateSpecification (Maybe Text)
- data LocationAttributes = LocationAttributes' {}
- newLocationAttributes :: LocationAttributes
- locationAttributes_stoppedActions :: Lens' LocationAttributes (Maybe (NonEmpty FleetAction))
- locationAttributes_locationState :: Lens' LocationAttributes (Maybe LocationState)
- locationAttributes_updateStatus :: Lens' LocationAttributes (Maybe LocationUpdateStatus)
- data LocationConfiguration = LocationConfiguration' {}
- newLocationConfiguration :: LocationConfiguration
- locationConfiguration_location :: Lens' LocationConfiguration (Maybe Text)
- data LocationState = LocationState' {}
- newLocationState :: LocationState
- locationState_status :: Lens' LocationState (Maybe FleetStatus)
- locationState_location :: Lens' LocationState (Maybe Text)
- data MatchedPlayerSession = MatchedPlayerSession' {}
- newMatchedPlayerSession :: MatchedPlayerSession
- matchedPlayerSession_playerSessionId :: Lens' MatchedPlayerSession (Maybe Text)
- matchedPlayerSession_playerId :: Lens' MatchedPlayerSession (Maybe Text)
- data MatchmakingConfiguration = MatchmakingConfiguration' {
- creationTime :: Maybe POSIX
- backfillMode :: Maybe BackfillMode
- gameProperties :: Maybe [GameProperty]
- ruleSetName :: Maybe Text
- acceptanceTimeoutSeconds :: Maybe Natural
- requestTimeoutSeconds :: Maybe Natural
- notificationTarget :: Maybe Text
- flexMatchMode :: Maybe FlexMatchMode
- gameSessionQueueArns :: Maybe [Text]
- name :: Maybe Text
- customEventData :: Maybe Text
- configurationArn :: Maybe Text
- acceptanceRequired :: Maybe Bool
- gameSessionData :: Maybe Text
- description :: Maybe Text
- additionalPlayerCount :: Maybe Natural
- ruleSetArn :: Maybe Text
- newMatchmakingConfiguration :: MatchmakingConfiguration
- matchmakingConfiguration_creationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime)
- matchmakingConfiguration_backfillMode :: Lens' MatchmakingConfiguration (Maybe BackfillMode)
- matchmakingConfiguration_gameProperties :: Lens' MatchmakingConfiguration (Maybe [GameProperty])
- matchmakingConfiguration_ruleSetName :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
- matchmakingConfiguration_requestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
- matchmakingConfiguration_notificationTarget :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_flexMatchMode :: Lens' MatchmakingConfiguration (Maybe FlexMatchMode)
- matchmakingConfiguration_gameSessionQueueArns :: Lens' MatchmakingConfiguration (Maybe [Text])
- matchmakingConfiguration_name :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_customEventData :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_configurationArn :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_acceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool)
- matchmakingConfiguration_gameSessionData :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_description :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_additionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural)
- matchmakingConfiguration_ruleSetArn :: Lens' MatchmakingConfiguration (Maybe Text)
- data MatchmakingRuleSet = MatchmakingRuleSet' {
- creationTime :: Maybe POSIX
- ruleSetName :: Maybe Text
- ruleSetArn :: Maybe Text
- ruleSetBody :: Text
- newMatchmakingRuleSet :: Text -> MatchmakingRuleSet
- matchmakingRuleSet_creationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime)
- matchmakingRuleSet_ruleSetName :: Lens' MatchmakingRuleSet (Maybe Text)
- matchmakingRuleSet_ruleSetArn :: Lens' MatchmakingRuleSet (Maybe Text)
- matchmakingRuleSet_ruleSetBody :: Lens' MatchmakingRuleSet Text
- data MatchmakingTicket = MatchmakingTicket' {
- status :: Maybe MatchmakingConfigurationStatus
- configurationName :: Maybe Text
- startTime :: Maybe POSIX
- gameSessionConnectionInfo :: Maybe GameSessionConnectionInfo
- ticketId :: Maybe Text
- estimatedWaitTime :: Maybe Natural
- statusMessage :: Maybe Text
- endTime :: Maybe POSIX
- configurationArn :: Maybe Text
- statusReason :: Maybe Text
- players :: Maybe [Player]
- newMatchmakingTicket :: MatchmakingTicket
- matchmakingTicket_status :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus)
- matchmakingTicket_configurationName :: Lens' MatchmakingTicket (Maybe Text)
- matchmakingTicket_startTime :: Lens' MatchmakingTicket (Maybe UTCTime)
- matchmakingTicket_gameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo)
- matchmakingTicket_ticketId :: Lens' MatchmakingTicket (Maybe Text)
- matchmakingTicket_estimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural)
- matchmakingTicket_statusMessage :: Lens' MatchmakingTicket (Maybe Text)
- matchmakingTicket_endTime :: Lens' MatchmakingTicket (Maybe UTCTime)
- matchmakingTicket_configurationArn :: Lens' MatchmakingTicket (Maybe Text)
- matchmakingTicket_statusReason :: Lens' MatchmakingTicket (Maybe Text)
- matchmakingTicket_players :: Lens' MatchmakingTicket (Maybe [Player])
- data PlacedPlayerSession = PlacedPlayerSession' {}
- newPlacedPlayerSession :: PlacedPlayerSession
- placedPlayerSession_playerSessionId :: Lens' PlacedPlayerSession (Maybe Text)
- placedPlayerSession_playerId :: Lens' PlacedPlayerSession (Maybe Text)
- data Player = Player' {}
- newPlayer :: Player
- player_playerAttributes :: Lens' Player (Maybe (HashMap Text AttributeValue))
- player_team :: Lens' Player (Maybe Text)
- player_playerId :: Lens' Player (Maybe Text)
- player_latencyInMs :: Lens' Player (Maybe (HashMap Text Natural))
- data PlayerLatency = PlayerLatency' {}
- newPlayerLatency :: PlayerLatency
- playerLatency_latencyInMilliseconds :: Lens' PlayerLatency (Maybe Double)
- playerLatency_regionIdentifier :: Lens' PlayerLatency (Maybe Text)
- playerLatency_playerId :: Lens' PlayerLatency (Maybe Text)
- data PlayerLatencyPolicy = PlayerLatencyPolicy' {}
- newPlayerLatencyPolicy :: PlayerLatencyPolicy
- playerLatencyPolicy_policyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
- playerLatencyPolicy_maximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
- data PlayerSession = PlayerSession' {
- creationTime :: Maybe POSIX
- status :: Maybe PlayerSessionStatus
- ipAddress :: Maybe Text
- gameSessionId :: Maybe Text
- fleetArn :: Maybe Text
- terminationTime :: Maybe POSIX
- playerSessionId :: Maybe Text
- fleetId :: Maybe Text
- playerData :: Maybe Text
- playerId :: Maybe Text
- dnsName :: Maybe Text
- port :: Maybe Natural
- newPlayerSession :: PlayerSession
- playerSession_creationTime :: Lens' PlayerSession (Maybe UTCTime)
- playerSession_status :: Lens' PlayerSession (Maybe PlayerSessionStatus)
- playerSession_ipAddress :: Lens' PlayerSession (Maybe Text)
- playerSession_gameSessionId :: Lens' PlayerSession (Maybe Text)
- playerSession_fleetArn :: Lens' PlayerSession (Maybe Text)
- playerSession_terminationTime :: Lens' PlayerSession (Maybe UTCTime)
- playerSession_playerSessionId :: Lens' PlayerSession (Maybe Text)
- playerSession_fleetId :: Lens' PlayerSession (Maybe Text)
- playerSession_playerData :: Lens' PlayerSession (Maybe Text)
- playerSession_playerId :: Lens' PlayerSession (Maybe Text)
- playerSession_dnsName :: Lens' PlayerSession (Maybe Text)
- playerSession_port :: Lens' PlayerSession (Maybe Natural)
- data PriorityConfiguration = PriorityConfiguration' {}
- newPriorityConfiguration :: PriorityConfiguration
- priorityConfiguration_priorityOrder :: Lens' PriorityConfiguration (Maybe (NonEmpty PriorityType))
- priorityConfiguration_locationOrder :: Lens' PriorityConfiguration (Maybe (NonEmpty Text))
- data ResourceCreationLimitPolicy = ResourceCreationLimitPolicy' {}
- newResourceCreationLimitPolicy :: ResourceCreationLimitPolicy
- resourceCreationLimitPolicy_newGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
- resourceCreationLimitPolicy_policyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
- data RoutingStrategy = RoutingStrategy' {}
- newRoutingStrategy :: RoutingStrategy
- routingStrategy_type :: Lens' RoutingStrategy (Maybe RoutingStrategyType)
- routingStrategy_message :: Lens' RoutingStrategy (Maybe Text)
- routingStrategy_fleetId :: Lens' RoutingStrategy (Maybe Text)
- data RuntimeConfiguration = RuntimeConfiguration' {}
- newRuntimeConfiguration :: RuntimeConfiguration
- runtimeConfiguration_gameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural)
- runtimeConfiguration_serverProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))
- runtimeConfiguration_maxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural)
- data S3Location = S3Location' {}
- newS3Location :: S3Location
- s3Location_bucket :: Lens' S3Location (Maybe Text)
- s3Location_key :: Lens' S3Location (Maybe Text)
- s3Location_objectVersion :: Lens' S3Location (Maybe Text)
- s3Location_roleArn :: Lens' S3Location (Maybe Text)
- data ScalingPolicy = ScalingPolicy' {
- status :: Maybe ScalingStatusType
- scalingAdjustmentType :: Maybe ScalingAdjustmentType
- location :: Maybe Text
- evaluationPeriods :: Maybe Natural
- policyType :: Maybe PolicyType
- metricName :: Maybe MetricName
- fleetArn :: Maybe Text
- comparisonOperator :: Maybe ComparisonOperatorType
- name :: Maybe Text
- threshold :: Maybe Double
- scalingAdjustment :: Maybe Int
- updateStatus :: Maybe LocationUpdateStatus
- fleetId :: Maybe Text
- targetConfiguration :: Maybe TargetConfiguration
- newScalingPolicy :: ScalingPolicy
- scalingPolicy_status :: Lens' ScalingPolicy (Maybe ScalingStatusType)
- scalingPolicy_scalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType)
- scalingPolicy_location :: Lens' ScalingPolicy (Maybe Text)
- scalingPolicy_evaluationPeriods :: Lens' ScalingPolicy (Maybe Natural)
- scalingPolicy_policyType :: Lens' ScalingPolicy (Maybe PolicyType)
- scalingPolicy_metricName :: Lens' ScalingPolicy (Maybe MetricName)
- scalingPolicy_fleetArn :: Lens' ScalingPolicy (Maybe Text)
- scalingPolicy_comparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType)
- scalingPolicy_name :: Lens' ScalingPolicy (Maybe Text)
- scalingPolicy_threshold :: Lens' ScalingPolicy (Maybe Double)
- scalingPolicy_scalingAdjustment :: Lens' ScalingPolicy (Maybe Int)
- scalingPolicy_updateStatus :: Lens' ScalingPolicy (Maybe LocationUpdateStatus)
- scalingPolicy_fleetId :: Lens' ScalingPolicy (Maybe Text)
- scalingPolicy_targetConfiguration :: Lens' ScalingPolicy (Maybe TargetConfiguration)
- data Script = Script' {}
- newScript :: Script
- script_creationTime :: Lens' Script (Maybe UTCTime)
- script_storageLocation :: Lens' Script (Maybe S3Location)
- script_name :: Lens' Script (Maybe Text)
- script_scriptId :: Lens' Script (Maybe Text)
- script_version :: Lens' Script (Maybe Text)
- script_scriptArn :: Lens' Script (Maybe Text)
- script_sizeOnDisk :: Lens' Script (Maybe Natural)
- data ServerProcess = ServerProcess' {}
- newServerProcess :: Text -> Natural -> ServerProcess
- serverProcess_parameters :: Lens' ServerProcess (Maybe Text)
- serverProcess_launchPath :: Lens' ServerProcess Text
- serverProcess_concurrentExecutions :: Lens' ServerProcess Natural
- data Tag = Tag' {}
- newTag :: Text -> Text -> Tag
- tag_key :: Lens' Tag Text
- tag_value :: Lens' Tag Text
- data TargetConfiguration = TargetConfiguration' {}
- newTargetConfiguration :: Double -> TargetConfiguration
- targetConfiguration_targetValue :: Lens' TargetConfiguration Double
- data TargetTrackingConfiguration = TargetTrackingConfiguration' {}
- newTargetTrackingConfiguration :: Double -> TargetTrackingConfiguration
- targetTrackingConfiguration_targetValue :: Lens' TargetTrackingConfiguration Double
- data VpcPeeringAuthorization = VpcPeeringAuthorization' {}
- newVpcPeeringAuthorization :: VpcPeeringAuthorization
- vpcPeeringAuthorization_creationTime :: Lens' VpcPeeringAuthorization (Maybe UTCTime)
- vpcPeeringAuthorization_peerVpcId :: Lens' VpcPeeringAuthorization (Maybe Text)
- vpcPeeringAuthorization_peerVpcAwsAccountId :: Lens' VpcPeeringAuthorization (Maybe Text)
- vpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' VpcPeeringAuthorization (Maybe Text)
- vpcPeeringAuthorization_expirationTime :: Lens' VpcPeeringAuthorization (Maybe UTCTime)
- data VpcPeeringConnection = VpcPeeringConnection' {}
- newVpcPeeringConnection :: VpcPeeringConnection
- vpcPeeringConnection_vpcPeeringConnectionId :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_status :: Lens' VpcPeeringConnection (Maybe VpcPeeringConnectionStatus)
- vpcPeeringConnection_peerVpcId :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_fleetArn :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_ipV4CidrBlock :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_gameLiftVpcId :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_fleetId :: Lens' VpcPeeringConnection (Maybe Text)
- data VpcPeeringConnectionStatus = VpcPeeringConnectionStatus' {}
- newVpcPeeringConnectionStatus :: VpcPeeringConnectionStatus
- vpcPeeringConnectionStatus_code :: Lens' VpcPeeringConnectionStatus (Maybe Text)
- vpcPeeringConnectionStatus_message :: Lens' VpcPeeringConnectionStatus (Maybe Text)
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 #
pattern AcceptanceType_ACCEPT :: AcceptanceType | |
pattern AcceptanceType_REJECT :: AcceptanceType |
Instances
BackfillMode
newtype BackfillMode Source #
pattern BackfillMode_AUTOMATIC :: BackfillMode | |
pattern BackfillMode_MANUAL :: BackfillMode |
Instances
BalancingStrategy
newtype BalancingStrategy Source #
pattern BalancingStrategy_ON_DEMAND_ONLY :: BalancingStrategy | |
pattern BalancingStrategy_SPOT_ONLY :: BalancingStrategy | |
pattern BalancingStrategy_SPOT_PREFERRED :: BalancingStrategy |
Instances
BuildStatus
newtype BuildStatus Source #
pattern BuildStatus_FAILED :: BuildStatus | |
pattern BuildStatus_INITIALIZED :: BuildStatus | |
pattern BuildStatus_READY :: BuildStatus |
Instances
CertificateType
newtype CertificateType Source #
pattern CertificateType_DISABLED :: CertificateType | |
pattern CertificateType_GENERATED :: CertificateType |
Instances
ComparisonOperatorType
newtype ComparisonOperatorType Source #
Instances
EC2InstanceType
newtype EC2InstanceType Source #
Instances
EventCode
Instances
FleetAction
newtype FleetAction Source #
pattern FleetAction_AUTO_SCALING :: FleetAction |
Instances
FleetStatus
newtype FleetStatus Source #
pattern FleetStatus_ACTIVATING :: FleetStatus | |
pattern FleetStatus_ACTIVE :: FleetStatus | |
pattern FleetStatus_BUILDING :: FleetStatus | |
pattern FleetStatus_DELETING :: FleetStatus | |
pattern FleetStatus_DOWNLOADING :: FleetStatus | |
pattern FleetStatus_ERROR :: FleetStatus | |
pattern FleetStatus_NEW :: FleetStatus | |
pattern FleetStatus_TERMINATED :: FleetStatus | |
pattern FleetStatus_VALIDATING :: FleetStatus |
Instances
FleetType
pattern FleetType_ON_DEMAND :: FleetType | |
pattern FleetType_SPOT :: FleetType |
Instances
FlexMatchMode
newtype FlexMatchMode Source #
pattern FlexMatchMode_STANDALONE :: FlexMatchMode | |
pattern FlexMatchMode_WITH_QUEUE :: FlexMatchMode |
Instances
GameServerClaimStatus
newtype GameServerClaimStatus Source #
Instances
GameServerGroupAction
newtype GameServerGroupAction Source #
Instances
GameServerGroupDeleteOption
newtype GameServerGroupDeleteOption Source #
Instances
GameServerGroupInstanceType
newtype GameServerGroupInstanceType Source #
Instances
GameServerGroupStatus
newtype GameServerGroupStatus Source #
pattern GameServerGroupStatus_ACTIVATING :: GameServerGroupStatus | |
pattern GameServerGroupStatus_ACTIVE :: GameServerGroupStatus | |
pattern GameServerGroupStatus_DELETED :: GameServerGroupStatus | |
pattern GameServerGroupStatus_DELETE_SCHEDULED :: GameServerGroupStatus | |
pattern GameServerGroupStatus_DELETING :: GameServerGroupStatus | |
pattern GameServerGroupStatus_ERROR :: GameServerGroupStatus | |
pattern GameServerGroupStatus_NEW :: GameServerGroupStatus |
Instances
GameServerHealthCheck
newtype GameServerHealthCheck Source #
Instances
GameServerInstanceStatus
newtype GameServerInstanceStatus Source #
Instances
GameServerProtectionPolicy
newtype GameServerProtectionPolicy Source #
pattern GameServerProtectionPolicy_FULL_PROTECTION :: GameServerProtectionPolicy | |
pattern GameServerProtectionPolicy_NO_PROTECTION :: GameServerProtectionPolicy |
Instances
GameServerUtilizationStatus
newtype GameServerUtilizationStatus Source #
pattern GameServerUtilizationStatus_AVAILABLE :: GameServerUtilizationStatus | |
pattern GameServerUtilizationStatus_UTILIZED :: GameServerUtilizationStatus |
Instances
GameSessionPlacementState
newtype GameSessionPlacementState Source #
Instances
GameSessionStatus
newtype GameSessionStatus Source #
pattern GameSessionStatus_ACTIVATING :: GameSessionStatus | |
pattern GameSessionStatus_ACTIVE :: GameSessionStatus | |
pattern GameSessionStatus_ERROR :: GameSessionStatus | |
pattern GameSessionStatus_TERMINATED :: GameSessionStatus | |
pattern GameSessionStatus_TERMINATING :: GameSessionStatus |
Instances
GameSessionStatusReason
newtype GameSessionStatusReason Source #
Instances
InstanceStatus
newtype InstanceStatus Source #
pattern InstanceStatus_ACTIVE :: InstanceStatus | |
pattern InstanceStatus_PENDING :: InstanceStatus | |
pattern InstanceStatus_TERMINATING :: InstanceStatus |
Instances
IpProtocol
newtype IpProtocol Source #
pattern IpProtocol_TCP :: IpProtocol | |
pattern IpProtocol_UDP :: IpProtocol |
Instances
LocationUpdateStatus
newtype LocationUpdateStatus Source #
Instances
MatchmakingConfigurationStatus
newtype MatchmakingConfigurationStatus Source #
Instances
MetricName
newtype MetricName Source #
pattern MetricName_ActivatingGameSessions :: MetricName | |
pattern MetricName_ActiveGameSessions :: MetricName | |
pattern MetricName_ActiveInstances :: MetricName | |
pattern MetricName_AvailableGameSessions :: MetricName | |
pattern MetricName_AvailablePlayerSessions :: MetricName | |
pattern MetricName_CurrentPlayerSessions :: MetricName | |
pattern MetricName_IdleInstances :: MetricName | |
pattern MetricName_PercentAvailableGameSessions :: MetricName | |
pattern MetricName_PercentIdleInstances :: MetricName | |
pattern MetricName_QueueDepth :: MetricName | |
pattern MetricName_WaitTime :: MetricName |
Instances
OperatingSystem
newtype OperatingSystem Source #
pattern OperatingSystem_AMAZON_LINUX :: OperatingSystem | |
pattern OperatingSystem_AMAZON_LINUX_2 :: OperatingSystem | |
pattern OperatingSystem_WINDOWS_2012 :: OperatingSystem |
Instances
PlayerSessionCreationPolicy
newtype PlayerSessionCreationPolicy Source #
pattern PlayerSessionCreationPolicy_ACCEPT_ALL :: PlayerSessionCreationPolicy | |
pattern PlayerSessionCreationPolicy_DENY_ALL :: PlayerSessionCreationPolicy |
Instances
PlayerSessionStatus
newtype PlayerSessionStatus Source #
pattern PlayerSessionStatus_ACTIVE :: PlayerSessionStatus | |
pattern PlayerSessionStatus_COMPLETED :: PlayerSessionStatus | |
pattern PlayerSessionStatus_RESERVED :: PlayerSessionStatus | |
pattern PlayerSessionStatus_TIMEDOUT :: PlayerSessionStatus |
Instances
PolicyType
newtype PolicyType Source #
pattern PolicyType_RuleBased :: PolicyType | |
pattern PolicyType_TargetBased :: PolicyType |
Instances
PriorityType
newtype PriorityType Source #
pattern PriorityType_COST :: PriorityType | |
pattern PriorityType_DESTINATION :: PriorityType | |
pattern PriorityType_LATENCY :: PriorityType | |
pattern PriorityType_LOCATION :: PriorityType |
Instances
ProtectionPolicy
newtype ProtectionPolicy Source #
pattern ProtectionPolicy_FullProtection :: ProtectionPolicy | |
pattern ProtectionPolicy_NoProtection :: ProtectionPolicy |
Instances
RoutingStrategyType
newtype RoutingStrategyType Source #
pattern RoutingStrategyType_SIMPLE :: RoutingStrategyType | |
pattern RoutingStrategyType_TERMINAL :: RoutingStrategyType |
Instances
ScalingAdjustmentType
newtype ScalingAdjustmentType Source #
Instances
ScalingStatusType
newtype ScalingStatusType Source #
pattern ScalingStatusType_ACTIVE :: ScalingStatusType | |
pattern ScalingStatusType_DELETED :: ScalingStatusType | |
pattern ScalingStatusType_DELETE_REQUESTED :: ScalingStatusType | |
pattern ScalingStatusType_DELETING :: ScalingStatusType | |
pattern ScalingStatusType_ERROR :: ScalingStatusType | |
pattern ScalingStatusType_UPDATE_REQUESTED :: ScalingStatusType | |
pattern ScalingStatusType_UPDATING :: ScalingStatusType |
Instances
SortOrder
pattern SortOrder_ASCENDING :: SortOrder | |
pattern SortOrder_DESCENDING :: SortOrder |
Instances
Alias
Properties that describe an alias resource.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
See: newAlias
smart constructor.
Alias' | |
|
Instances
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.
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.
AttributeValue' | |
|
Instances
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.
AwsCredentials' | |
|
Instances
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
Properties describing a custom game build.
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
See: newBuild
smart constructor.
Build' | |
|
Instances
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_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.
CertificateConfiguration' | |
|
Instances
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.
Instances
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.
EC2InstanceCounts' | |
|
Instances
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.
EC2InstanceLimit' | |
|
Instances
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
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.
Event' | |
|
Instances
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
toDOWNLOADING
. 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
toVALIDATING
. - 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
toBUILDING
. - 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
toACTIVATING
. - 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
toACTIVE
. 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_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
toDOWNLOADING
. 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
toVALIDATING
. - 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
toBUILDING
. - 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
toACTIVATING
. - 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
toACTIVE
. 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.
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.
FilterConfiguration' | |
|
Instances
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.
FleetAttributes' | |
|
Instances
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.
FleetCapacity' | |
|
Instances
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.
FleetUtilization' | |
|
Instances
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.
Instances
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.
GameServer' | |
|
Instances
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.
GameServerGroup' | |
|
Instances
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 theCreateGameServerGroup()
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 validDeleteGameServerGroup()
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 theCreateGameServerGroup()
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 validDeleteGameServerGroup()
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.
GameServerGroupAutoScalingPolicy' | |
|
Instances
newGameServerGroupAutoScalingPolicy Source #
:: TargetTrackingConfiguration |
|
-> GameServerGroupAutoScalingPolicy |
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.
GameServerInstance' | |
|
Instances
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.
GameSession' | |
|
Instances
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.
GameSessionConnectionInfo' | |
|
Instances
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.
GameSessionDetail' | |
|
Instances
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_gameSession :: Lens' GameSessionDetail (Maybe GameSession) Source #
Object that describes a game session.
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.
GameSessionPlacement' | |
|
Instances
newGameSessionPlacement :: GameSessionPlacement Source #
Create a value of GameSessionPlacement
with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
The following record fields are available, with the corresponding lenses provided for backwards compatibility:
$sel:status:GameSessionPlacement'
, gameSessionPlacement_status
- Current status of the game session placement request.
- PENDING -- The placement request is currently in the queue waiting to be processed.
- FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.
- CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.
- TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
- FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
$sel:placementId:GameSessionPlacement'
, gameSessionPlacement_placementId
- A unique identifier for a game session placement.
$sel:gameProperties:GameSessionPlacement'
, gameSessionPlacement_gameProperties
- A set of custom properties for a game session, formatted as key:value
pairs. These properties are passed to a game server process in the
GameSession object with a request to start a new game session (see
Start a Game Session).
$sel:ipAddress:GameSessionPlacement'
, gameSessionPlacement_ipAddress
- The IP address of the game session. To connect to a GameLift game
server, an app needs both the IP address and port number. This value is
set once the new game session is placed (placement status is
FULFILLED
).
$sel:gameSessionName:GameSessionPlacement'
, gameSessionPlacement_gameSessionName
- A descriptive label that is associated with a game session. Session
names do not need to be unique.
$sel:startTime:GameSessionPlacement'
, gameSessionPlacement_startTime
- Time stamp indicating when this request was placed in the queue. Format
is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
$sel:gameSessionId:GameSessionPlacement'
, gameSessionPlacement_gameSessionId
- A unique identifier for the game session. This value is set once the new
game session is placed (placement status is FULFILLED
).
$sel:gameSessionRegion:GameSessionPlacement'
, gameSessionPlacement_gameSessionRegion
- Name of the Region where the game session created by this placement
request is running. This value is set once the new game session is
placed (placement status is FULFILLED
).
$sel:matchmakerData:GameSessionPlacement'
, gameSessionPlacement_matchmakerData
- Information on the matchmaking process for this game. Data is in JSON
syntax, formatted as a string. It identifies the matchmaking
configuration used to create the match, and contains data on all players
assigned to the match, including player attributes and team assignments.
For more details on matchmaker data, see
Match Data.
$sel:maximumPlayerSessionCount:GameSessionPlacement'
, gameSessionPlacement_maximumPlayerSessionCount
- The maximum number of players that can be connected simultaneously to
the game session.
$sel:endTime:GameSessionPlacement'
, gameSessionPlacement_endTime
- Time stamp indicating when this request was completed, canceled, or
timed out.
$sel:gameSessionArn:GameSessionPlacement'
, gameSessionPlacement_gameSessionArn
- Identifier for the game session created by this placement request. This
value is set once the new game session is placed (placement status is
FULFILLED
). This identifier is unique across all Regions. You can use
this value as a GameSessionId
value as needed.
$sel:playerLatencies:GameSessionPlacement'
, gameSessionPlacement_playerLatencies
- A set of values, expressed in milliseconds, that indicates the amount of
latency that a player experiences when connected to AWS Regions.
$sel:gameSessionData:GameSessionPlacement'
, gameSessionPlacement_gameSessionData
- A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see
Start a Game Session).
$sel:dnsName:GameSessionPlacement'
, gameSessionPlacement_dnsName
- The DNS identifier assigned to the instance that is running the game
session. Values have the following format:
- TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. - Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
$sel:gameSessionQueueName:GameSessionPlacement'
, gameSessionPlacement_gameSessionQueueName
- A descriptive label that is associated with game session queue. Queue
names must be unique within each Region.
$sel:placedPlayerSessions:GameSessionPlacement'
, gameSessionPlacement_placedPlayerSessions
- A collection of information on player sessions created in response to
the game session placement request. These player sessions are created
only once a new game session is successfully placed (placement status is
FULFILLED
). This information includes the player ID (as provided in
the placement request) and the corresponding player session ID. Retrieve
full player sessions by calling DescribePlayerSessions with the player
session ID.
$sel:port:GameSessionPlacement'
, gameSessionPlacement_port
- The port number for the game session. To connect to a GameLift game
server, an app needs both the IP address and port number. This value is
set once the new game session is placed (placement status is
FULFILLED
).
gameSessionPlacement_status :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState) Source #
Current status of the game session placement request.
- PENDING -- The placement request is currently in the queue waiting to be processed.
- FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.
- CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.
- TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
- FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
gameSessionPlacement_placementId :: Lens' GameSessionPlacement (Maybe Text) Source #
A unique identifier for a game session placement.
gameSessionPlacement_gameProperties :: Lens' GameSessionPlacement (Maybe [GameProperty]) Source #
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
gameSessionPlacement_ipAddress :: Lens' GameSessionPlacement (Maybe Text) Source #
The IP address of the game session. To connect to a GameLift game
server, an app needs both the IP address and port number. This value is
set once the new game session is placed (placement status is
FULFILLED
).
gameSessionPlacement_gameSessionName :: Lens' GameSessionPlacement (Maybe Text) Source #
A descriptive label that is associated with a game session. Session names do not need to be unique.
gameSessionPlacement_startTime :: Lens' GameSessionPlacement (Maybe UTCTime) Source #
Time stamp indicating when this request was placed in the queue. Format
is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
gameSessionPlacement_gameSessionId :: Lens' GameSessionPlacement (Maybe Text) Source #
A unique identifier for the game session. This value is set once the new
game session is placed (placement status is FULFILLED
).
gameSessionPlacement_gameSessionRegion :: Lens' GameSessionPlacement (Maybe Text) Source #
Name of the Region where the game session created by this placement
request is running. This value is set once the new game session is
placed (placement status is FULFILLED
).
gameSessionPlacement_matchmakerData :: Lens' GameSessionPlacement (Maybe Text) Source #
Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.
gameSessionPlacement_maximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural) Source #
The maximum number of players that can be connected simultaneously to the game session.
gameSessionPlacement_endTime :: Lens' GameSessionPlacement (Maybe UTCTime) Source #
Time stamp indicating when this request was completed, canceled, or timed out.
gameSessionPlacement_gameSessionArn :: Lens' GameSessionPlacement (Maybe Text) Source #
Identifier for the game session created by this placement request. This
value is set once the new game session is placed (placement status is
FULFILLED
). This identifier is unique across all Regions. You can use
this value as a GameSessionId
value as needed.
gameSessionPlacement_playerLatencies :: Lens' GameSessionPlacement (Maybe [PlayerLatency]) Source #
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.
gameSessionPlacement_gameSessionData :: Lens' GameSessionPlacement (Maybe Text) Source #
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
gameSessionPlacement_dnsName :: Lens' GameSessionPlacement (Maybe Text) Source #
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
- TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. - Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
gameSessionPlacement_gameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text) Source #
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
gameSessionPlacement_placedPlayerSessions :: Lens' GameSessionPlacement (Maybe [PlacedPlayerSession]) Source #
A collection of information on player sessions created in response to
the game session placement request. These player sessions are created
only once a new game session is successfully placed (placement status is
FULFILLED
). This information includes the player ID (as provided in
the placement request) and the corresponding player session ID. Retrieve
full player sessions by calling DescribePlayerSessions with the player
session ID.
gameSessionPlacement_port :: Lens' GameSessionPlacement (Maybe Natural) Source #
The port number for the game session. To connect to a GameLift game
server, an app needs both the IP address and port number. This value is
set once the new game session is placed (placement status is
FULFILLED
).
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.
GameSessionQueue' | |
|
Instances
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.
GameSessionQueueDestination' | |
|
Instances
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
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.
Instance' | |
|
Instances
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_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.
InstanceAccess' | |
|
Instances
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.
Instances
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_userName :: Lens' InstanceCredentials (Maybe Text) Source #
User login string.
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.
InstanceDefinition' | |
|
Instances
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".
instanceDefinition_instanceType :: Lens' InstanceDefinition GameServerGroupInstanceType Source #
An EC2 instance type designation.
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.
IpPermission' | |
|
Instances
:: Natural | |
-> Natural | |
-> Text | |
-> IpProtocol | |
-> IpPermission |
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.
LaunchTemplateSpecification' | |
|
Instances
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.
LocationAttributes' | |
|
Instances
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.
Instances
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.
Instances
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.
Instances
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
matchedPlayerSession_playerSessionId :: Lens' MatchedPlayerSession (Maybe Text) Source #
A unique identifier for a player session
matchedPlayerSession_playerId :: Lens' MatchedPlayerSession (Maybe Text) Source #
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.
MatchmakingConfiguration' | |
|
Instances
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.
MatchmakingRuleSet' | |
|
Instances
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.
MatchmakingTicket' | |
|
Instances
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.
Instances
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
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.
Player' | |
|
Instances
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_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.
PlayerLatency' | |
|
Instances
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.
PlayerLatencyPolicy' | |
|
Instances
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.
PlayerSession' | |
|
Instances
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.
PriorityConfiguration' | |
|
Instances
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 inLocationOrder
.
$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 inLocationOrder
.
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.
ResourceCreationLimitPolicy' | |
|
Instances
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.
RoutingStrategy' | |
|
Instances
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.
RuntimeConfiguration' | |
|
Instances
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.
S3Location' | |
|
Instances
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.
ScalingPolicy' | |
|
Instances
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
Properties describing a Realtime script.
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
See: newScript
smart constructor.
Script' | |
|
Instances
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_storageLocation :: Lens' Script (Maybe S3Location) Source #
Undocumented member.
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_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.
ServerProcess' | |
|
Instances
:: Text | |
-> Natural | |
-> ServerProcess |
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
A label that can be assigned to a GameLift resource.
Learn more
Tagging AWS Resources in the AWS General Reference
Related actions
TagResource | UntagResource | ListTagsForResource | All APIs by task
See: newTag
smart constructor.
Instances
Eq Tag Source # | |
Read Tag Source # | |
Show Tag Source # | |
Generic Tag Source # | |
NFData Tag Source # | |
Defined in Amazonka.GameLift.Types.Tag | |
Hashable Tag Source # | |
Defined in Amazonka.GameLift.Types.Tag | |
ToJSON Tag Source # | |
Defined in Amazonka.GameLift.Types.Tag | |
FromJSON Tag Source # | |
type Rep Tag Source # | |
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))) |
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.
TargetConfiguration' | |
|
Instances
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.
TargetTrackingConfiguration' | |
|
Instances
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.
VpcPeeringAuthorization' | |
|
Instances
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.
VpcPeeringConnection' | |
|
Instances
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.
Instances
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.