| Copyright | (c) 2013-2023 Brendan Hay |
|---|---|
| License | Mozilla Public License, v. 2.0. |
| Maintainer | Brendan Hay |
| Stability | auto-generated |
| Portability | non-portable (GHC extensions) |
| Safe Haskell | Safe-Inferred |
| Language | Haskell2010 |
Amazonka.GameLift
Contents
- Service Configuration
- Errors
- ConflictException
- FleetCapacityExceededException
- GameSessionFullException
- IdempotentParameterMismatchException
- InternalServiceException
- InvalidFleetStatusException
- InvalidGameSessionStatusException
- InvalidRequestException
- LimitExceededException
- NotFoundException
- OutOfCapacityException
- TaggingFailedException
- TerminalRoutingStrategyException
- UnauthorizedException
- UnsupportedRegionException
- Waiters
- Operations
- AcceptMatch
- ClaimGameServer
- CreateAlias
- CreateBuild
- CreateFleet
- CreateFleetLocations
- CreateGameServerGroup
- CreateGameSession
- CreateGameSessionQueue
- CreateLocation
- CreateMatchmakingConfiguration
- CreateMatchmakingRuleSet
- CreatePlayerSession
- CreatePlayerSessions
- CreateScript
- CreateVpcPeeringAuthorization
- CreateVpcPeeringConnection
- DeleteAlias
- DeleteBuild
- DeleteFleet
- DeleteFleetLocations
- DeleteGameServerGroup
- DeleteGameSessionQueue
- DeleteLocation
- DeleteMatchmakingConfiguration
- DeleteMatchmakingRuleSet
- DeleteScalingPolicy
- DeleteScript
- DeleteVpcPeeringAuthorization
- DeleteVpcPeeringConnection
- DeregisterCompute
- DeregisterGameServer
- DescribeAlias
- DescribeBuild
- DescribeCompute
- DescribeEC2InstanceLimits
- DescribeFleetAttributes (Paginated)
- DescribeFleetCapacity (Paginated)
- DescribeFleetEvents (Paginated)
- DescribeFleetLocationAttributes
- DescribeFleetLocationCapacity
- DescribeFleetLocationUtilization
- DescribeFleetPortSettings
- DescribeFleetUtilization (Paginated)
- DescribeGameServer
- DescribeGameServerGroup
- DescribeGameServerInstances (Paginated)
- DescribeGameSessionDetails (Paginated)
- DescribeGameSessionPlacement
- DescribeGameSessionQueues (Paginated)
- DescribeGameSessions (Paginated)
- DescribeInstances (Paginated)
- DescribeMatchmaking
- DescribeMatchmakingConfigurations (Paginated)
- DescribeMatchmakingRuleSets (Paginated)
- DescribePlayerSessions (Paginated)
- DescribeRuntimeConfiguration
- DescribeScalingPolicies (Paginated)
- DescribeScript
- DescribeVpcPeeringAuthorizations
- DescribeVpcPeeringConnections
- GetComputeAccess
- GetComputeAuthToken
- GetGameSessionLogUrl
- GetInstanceAccess
- ListAliases (Paginated)
- ListBuilds (Paginated)
- ListCompute (Paginated)
- ListFleets (Paginated)
- ListGameServerGroups (Paginated)
- ListGameServers (Paginated)
- ListLocations (Paginated)
- ListScripts (Paginated)
- ListTagsForResource
- PutScalingPolicy
- RegisterCompute
- RegisterGameServer
- RequestUploadCredentials
- ResolveAlias
- ResumeGameServerGroup
- SearchGameSessions (Paginated)
- StartFleetActions
- StartGameSessionPlacement
- StartMatchBackfill
- StartMatchmaking
- StopFleetActions
- StopGameSessionPlacement
- StopMatchmaking
- SuspendGameServerGroup
- TagResource
- UntagResource
- UpdateAlias
- UpdateBuild
- UpdateFleetAttributes
- UpdateFleetCapacity
- UpdateFleetPortSettings
- UpdateGameServer
- UpdateGameServerGroup
- UpdateGameSession
- UpdateGameSessionQueue
- UpdateMatchmakingConfiguration
- UpdateRuntimeConfiguration
- UpdateScript
- ValidateMatchmakingRuleSet
- Types
- AcceptanceType
- BackfillMode
- BalancingStrategy
- BuildStatus
- CertificateType
- ComparisonOperatorType
- ComputeStatus
- ComputeType
- EC2InstanceType
- EventCode
- FleetAction
- FleetStatus
- FleetType
- FlexMatchMode
- GameServerClaimStatus
- GameServerGroupAction
- GameServerGroupDeleteOption
- GameServerGroupInstanceType
- GameServerGroupStatus
- GameServerHealthCheck
- GameServerInstanceStatus
- GameServerProtectionPolicy
- GameServerUtilizationStatus
- GameSessionPlacementState
- GameSessionStatus
- GameSessionStatusReason
- InstanceStatus
- IpProtocol
- LocationFilter
- LocationUpdateStatus
- MatchmakingConfigurationStatus
- MetricName
- OperatingSystem
- PlayerSessionCreationPolicy
- PlayerSessionStatus
- PolicyType
- PriorityType
- ProtectionPolicy
- RoutingStrategyType
- ScalingAdjustmentType
- ScalingStatusType
- SortOrder
- Alias
- AnywhereConfiguration
- AttributeValue
- AwsCredentials
- Build
- CertificateConfiguration
- Compute
- 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
- LocationModel
- LocationState
- MatchedPlayerSession
- MatchmakingConfiguration
- MatchmakingRuleSet
- MatchmakingTicket
- PlacedPlayerSession
- Player
- PlayerLatency
- PlayerLatencyPolicy
- PlayerSession
- PriorityConfiguration
- ResourceCreationLimitPolicy
- RoutingStrategy
- RuntimeConfiguration
- S3Location
- ScalingPolicy
- Script
- ServerProcess
- Tag
- TargetConfiguration
- TargetTrackingConfiguration
- VpcPeeringAuthorization
- VpcPeeringConnection
- VpcPeeringConnectionStatus
Description
Derived from API version 2015-10-01 of the AWS service descriptions, licensed under Apache 2.0.
Amazon GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.
About GameLift solutions
Get more information on these GameLift solutions in the GameLift Developer Guide.
- GameLift managed hosting -- GameLift offers a fully managed service to set up and maintain computing machines for hosting, manage game session and player session life cycle, and handle security, storage, and performance tracking. You can use automatic scaling tools to balance player demand and hosting costs, configure your game session management to minimize player latency, and add FlexMatch for matchmaking.
- Managed hosting with Realtime Servers -- With GameLift Realtime Servers, you can quickly configure and set up ready-to-go game servers for your game. Realtime Servers provides a game server framework with core GameLift infrastructure already built in. Then use the full range of GameLift managed hosting features, including FlexMatch, for your game.
- GameLift FleetIQ -- Use GameLift FleetIQ as a standalone service while hosting your games using EC2 instances and Auto Scaling groups. GameLift FleetIQ provides optimizations for game hosting, including boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the GameLift FleetIQ and FlexMatch standalone services.
- GameLift FlexMatch -- Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking service for multiplayer games. Use FlexMatch as integrated with GameLift managed hosting or incorporate FlexMatch as a standalone service into your own hosting solution.
About this API Reference
This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links:
Synopsis
- defaultService :: Service
- _ConflictException :: AsError a => Fold a ServiceError
- _FleetCapacityExceededException :: AsError a => Fold a ServiceError
- _GameSessionFullException :: AsError a => Fold a ServiceError
- _IdempotentParameterMismatchException :: AsError a => Fold a ServiceError
- _InternalServiceException :: AsError a => Fold a ServiceError
- _InvalidFleetStatusException :: AsError a => Fold a ServiceError
- _InvalidGameSessionStatusException :: AsError a => Fold a ServiceError
- _InvalidRequestException :: AsError a => Fold a ServiceError
- _LimitExceededException :: AsError a => Fold a ServiceError
- _NotFoundException :: AsError a => Fold a ServiceError
- _OutOfCapacityException :: AsError a => Fold a ServiceError
- _TaggingFailedException :: AsError a => Fold a ServiceError
- _TerminalRoutingStrategyException :: AsError a => Fold a ServiceError
- _UnauthorizedException :: AsError a => Fold a ServiceError
- _UnsupportedRegionException :: AsError a => Fold a ServiceError
- data AcceptMatch = AcceptMatch' Text [Text] AcceptanceType
- newAcceptMatch :: Text -> AcceptanceType -> AcceptMatch
- data AcceptMatchResponse = AcceptMatchResponse' Int
- newAcceptMatchResponse :: Int -> AcceptMatchResponse
- data ClaimGameServer = ClaimGameServer' (Maybe Text) (Maybe Text) Text
- newClaimGameServer :: Text -> ClaimGameServer
- data ClaimGameServerResponse = ClaimGameServerResponse' (Maybe GameServer) Int
- newClaimGameServerResponse :: Int -> ClaimGameServerResponse
- data CreateAlias = CreateAlias' (Maybe Text) (Maybe [Tag]) Text RoutingStrategy
- newCreateAlias :: Text -> RoutingStrategy -> CreateAlias
- data CreateAliasResponse = CreateAliasResponse' (Maybe Alias) Int
- newCreateAliasResponse :: Int -> CreateAliasResponse
- data CreateBuild = CreateBuild' (Maybe Text) (Maybe OperatingSystem) (Maybe Text) (Maybe S3Location) (Maybe [Tag]) (Maybe Text)
- newCreateBuild :: CreateBuild
- data CreateBuildResponse = CreateBuildResponse' (Maybe Build) (Maybe S3Location) (Maybe (Sensitive AwsCredentials)) Int
- newCreateBuildResponse :: Int -> CreateBuildResponse
- data CreateFleet = CreateFleet' (Maybe AnywhereConfiguration) (Maybe Text) (Maybe CertificateConfiguration) (Maybe ComputeType) (Maybe Text) (Maybe [IpPermission]) (Maybe EC2InstanceType) (Maybe FleetType) (Maybe Text) (Maybe (NonEmpty LocationConfiguration)) (Maybe [Text]) (Maybe [Text]) (Maybe ProtectionPolicy) (Maybe Text) (Maybe Text) (Maybe ResourceCreationLimitPolicy) (Maybe RuntimeConfiguration) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe [Tag]) Text
- newCreateFleet :: Text -> CreateFleet
- data CreateFleetResponse = CreateFleetResponse' (Maybe FleetAttributes) (Maybe [LocationState]) Int
- newCreateFleetResponse :: Int -> CreateFleetResponse
- data CreateFleetLocations = CreateFleetLocations' Text (NonEmpty LocationConfiguration)
- newCreateFleetLocations :: Text -> NonEmpty LocationConfiguration -> CreateFleetLocations
- data CreateFleetLocationsResponse = CreateFleetLocationsResponse' (Maybe Text) (Maybe Text) (Maybe [LocationState]) Int
- newCreateFleetLocationsResponse :: Int -> CreateFleetLocationsResponse
- data CreateGameServerGroup = CreateGameServerGroup' (Maybe GameServerGroupAutoScalingPolicy) (Maybe BalancingStrategy) (Maybe GameServerProtectionPolicy) (Maybe [Tag]) (Maybe (NonEmpty Text)) Text Text Natural Natural LaunchTemplateSpecification (NonEmpty InstanceDefinition)
- newCreateGameServerGroup :: Text -> Text -> Natural -> Natural -> LaunchTemplateSpecification -> NonEmpty InstanceDefinition -> CreateGameServerGroup
- data CreateGameServerGroupResponse = CreateGameServerGroupResponse' (Maybe GameServerGroup) Int
- newCreateGameServerGroupResponse :: Int -> CreateGameServerGroupResponse
- data CreateGameSession = CreateGameSession' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe [GameProperty]) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) Natural
- newCreateGameSession :: Natural -> CreateGameSession
- data CreateGameSessionResponse = CreateGameSessionResponse' (Maybe GameSession) Int
- newCreateGameSessionResponse :: Int -> CreateGameSessionResponse
- data CreateGameSessionQueue = CreateGameSessionQueue' (Maybe Text) (Maybe [GameSessionQueueDestination]) (Maybe FilterConfiguration) (Maybe Text) (Maybe [PlayerLatencyPolicy]) (Maybe PriorityConfiguration) (Maybe [Tag]) (Maybe Natural) Text
- newCreateGameSessionQueue :: Text -> CreateGameSessionQueue
- data CreateGameSessionQueueResponse = CreateGameSessionQueueResponse' (Maybe GameSessionQueue) Int
- newCreateGameSessionQueueResponse :: Int -> CreateGameSessionQueueResponse
- data CreateLocation = CreateLocation' (Maybe [Tag]) Text
- newCreateLocation :: Text -> CreateLocation
- data CreateLocationResponse = CreateLocationResponse' (Maybe LocationModel) Int
- newCreateLocationResponse :: Int -> CreateLocationResponse
- data CreateMatchmakingConfiguration = CreateMatchmakingConfiguration' (Maybe Natural) (Maybe Natural) (Maybe BackfillMode) (Maybe Text) (Maybe Text) (Maybe FlexMatchMode) (Maybe [GameProperty]) (Maybe Text) (Maybe [Text]) (Maybe Text) (Maybe [Tag]) Text Natural Bool Text
- newCreateMatchmakingConfiguration :: Text -> Natural -> Bool -> Text -> CreateMatchmakingConfiguration
- data CreateMatchmakingConfigurationResponse = CreateMatchmakingConfigurationResponse' (Maybe MatchmakingConfiguration) Int
- newCreateMatchmakingConfigurationResponse :: Int -> CreateMatchmakingConfigurationResponse
- data CreateMatchmakingRuleSet = CreateMatchmakingRuleSet' (Maybe [Tag]) Text Text
- newCreateMatchmakingRuleSet :: Text -> Text -> CreateMatchmakingRuleSet
- data CreateMatchmakingRuleSetResponse = CreateMatchmakingRuleSetResponse' Int MatchmakingRuleSet
- newCreateMatchmakingRuleSetResponse :: Int -> MatchmakingRuleSet -> CreateMatchmakingRuleSetResponse
- data CreatePlayerSession = CreatePlayerSession' (Maybe Text) Text Text
- newCreatePlayerSession :: Text -> Text -> CreatePlayerSession
- data CreatePlayerSessionResponse = CreatePlayerSessionResponse' (Maybe PlayerSession) Int
- newCreatePlayerSessionResponse :: Int -> CreatePlayerSessionResponse
- data CreatePlayerSessions = CreatePlayerSessions' (Maybe (HashMap Text Text)) Text (NonEmpty Text)
- newCreatePlayerSessions :: Text -> NonEmpty Text -> CreatePlayerSessions
- data CreatePlayerSessionsResponse = CreatePlayerSessionsResponse' (Maybe [PlayerSession]) Int
- newCreatePlayerSessionsResponse :: Int -> CreatePlayerSessionsResponse
- data CreateScript = CreateScript' (Maybe Text) (Maybe S3Location) (Maybe [Tag]) (Maybe Text) (Maybe Base64)
- newCreateScript :: CreateScript
- data CreateScriptResponse = CreateScriptResponse' (Maybe Script) Int
- newCreateScriptResponse :: Int -> CreateScriptResponse
- data CreateVpcPeeringAuthorization = CreateVpcPeeringAuthorization' Text Text
- newCreateVpcPeeringAuthorization :: Text -> Text -> CreateVpcPeeringAuthorization
- data CreateVpcPeeringAuthorizationResponse = CreateVpcPeeringAuthorizationResponse' (Maybe VpcPeeringAuthorization) Int
- newCreateVpcPeeringAuthorizationResponse :: Int -> CreateVpcPeeringAuthorizationResponse
- data CreateVpcPeeringConnection = CreateVpcPeeringConnection' Text Text Text
- newCreateVpcPeeringConnection :: Text -> Text -> Text -> CreateVpcPeeringConnection
- data CreateVpcPeeringConnectionResponse = CreateVpcPeeringConnectionResponse' Int
- newCreateVpcPeeringConnectionResponse :: Int -> CreateVpcPeeringConnectionResponse
- data DeleteAlias = DeleteAlias' Text
- newDeleteAlias :: Text -> DeleteAlias
- data DeleteAliasResponse = DeleteAliasResponse' {
- newDeleteAliasResponse :: DeleteAliasResponse
- data DeleteBuild = DeleteBuild' Text
- newDeleteBuild :: Text -> DeleteBuild
- data DeleteBuildResponse = DeleteBuildResponse' {
- newDeleteBuildResponse :: DeleteBuildResponse
- data DeleteFleet = DeleteFleet' Text
- newDeleteFleet :: Text -> DeleteFleet
- data DeleteFleetResponse = DeleteFleetResponse' {
- newDeleteFleetResponse :: DeleteFleetResponse
- data DeleteFleetLocations = DeleteFleetLocations' Text (NonEmpty Text)
- newDeleteFleetLocations :: Text -> NonEmpty Text -> DeleteFleetLocations
- data DeleteFleetLocationsResponse = DeleteFleetLocationsResponse' (Maybe Text) (Maybe Text) (Maybe [LocationState]) Int
- newDeleteFleetLocationsResponse :: Int -> DeleteFleetLocationsResponse
- data DeleteGameServerGroup = DeleteGameServerGroup' (Maybe GameServerGroupDeleteOption) Text
- newDeleteGameServerGroup :: Text -> DeleteGameServerGroup
- data DeleteGameServerGroupResponse = DeleteGameServerGroupResponse' (Maybe GameServerGroup) Int
- newDeleteGameServerGroupResponse :: Int -> DeleteGameServerGroupResponse
- data DeleteGameSessionQueue = DeleteGameSessionQueue' Text
- newDeleteGameSessionQueue :: Text -> DeleteGameSessionQueue
- data DeleteGameSessionQueueResponse = DeleteGameSessionQueueResponse' Int
- newDeleteGameSessionQueueResponse :: Int -> DeleteGameSessionQueueResponse
- data DeleteLocation = DeleteLocation' Text
- newDeleteLocation :: Text -> DeleteLocation
- data DeleteLocationResponse = DeleteLocationResponse' Int
- newDeleteLocationResponse :: Int -> DeleteLocationResponse
- data DeleteMatchmakingConfiguration = DeleteMatchmakingConfiguration' Text
- newDeleteMatchmakingConfiguration :: Text -> DeleteMatchmakingConfiguration
- data DeleteMatchmakingConfigurationResponse = DeleteMatchmakingConfigurationResponse' Int
- newDeleteMatchmakingConfigurationResponse :: Int -> DeleteMatchmakingConfigurationResponse
- data DeleteMatchmakingRuleSet = DeleteMatchmakingRuleSet' Text
- newDeleteMatchmakingRuleSet :: Text -> DeleteMatchmakingRuleSet
- data DeleteMatchmakingRuleSetResponse = DeleteMatchmakingRuleSetResponse' Int
- newDeleteMatchmakingRuleSetResponse :: Int -> DeleteMatchmakingRuleSetResponse
- data DeleteScalingPolicy = DeleteScalingPolicy' Text Text
- newDeleteScalingPolicy :: Text -> Text -> DeleteScalingPolicy
- data DeleteScalingPolicyResponse = DeleteScalingPolicyResponse' {
- newDeleteScalingPolicyResponse :: DeleteScalingPolicyResponse
- data DeleteScript = DeleteScript' Text
- newDeleteScript :: Text -> DeleteScript
- data DeleteScriptResponse = DeleteScriptResponse' {
- newDeleteScriptResponse :: DeleteScriptResponse
- data DeleteVpcPeeringAuthorization = DeleteVpcPeeringAuthorization' Text Text
- newDeleteVpcPeeringAuthorization :: Text -> Text -> DeleteVpcPeeringAuthorization
- data DeleteVpcPeeringAuthorizationResponse = DeleteVpcPeeringAuthorizationResponse' Int
- newDeleteVpcPeeringAuthorizationResponse :: Int -> DeleteVpcPeeringAuthorizationResponse
- data DeleteVpcPeeringConnection = DeleteVpcPeeringConnection' Text Text
- newDeleteVpcPeeringConnection :: Text -> Text -> DeleteVpcPeeringConnection
- data DeleteVpcPeeringConnectionResponse = DeleteVpcPeeringConnectionResponse' Int
- newDeleteVpcPeeringConnectionResponse :: Int -> DeleteVpcPeeringConnectionResponse
- data DeregisterCompute = DeregisterCompute' Text Text
- newDeregisterCompute :: Text -> Text -> DeregisterCompute
- data DeregisterComputeResponse = DeregisterComputeResponse' Int
- newDeregisterComputeResponse :: Int -> DeregisterComputeResponse
- data DeregisterGameServer = DeregisterGameServer' Text Text
- newDeregisterGameServer :: Text -> Text -> DeregisterGameServer
- data DeregisterGameServerResponse = DeregisterGameServerResponse' {
- newDeregisterGameServerResponse :: DeregisterGameServerResponse
- data DescribeAlias = DescribeAlias' Text
- newDescribeAlias :: Text -> DescribeAlias
- data DescribeAliasResponse = DescribeAliasResponse' (Maybe Alias) Int
- newDescribeAliasResponse :: Int -> DescribeAliasResponse
- data DescribeBuild = DescribeBuild' Text
- newDescribeBuild :: Text -> DescribeBuild
- data DescribeBuildResponse = DescribeBuildResponse' (Maybe Build) Int
- newDescribeBuildResponse :: Int -> DescribeBuildResponse
- data DescribeCompute = DescribeCompute' Text Text
- newDescribeCompute :: Text -> Text -> DescribeCompute
- data DescribeComputeResponse = DescribeComputeResponse' (Maybe Compute) Int
- newDescribeComputeResponse :: Int -> DescribeComputeResponse
- data DescribeEC2InstanceLimits = DescribeEC2InstanceLimits' (Maybe EC2InstanceType) (Maybe Text)
- newDescribeEC2InstanceLimits :: DescribeEC2InstanceLimits
- data DescribeEC2InstanceLimitsResponse = DescribeEC2InstanceLimitsResponse' (Maybe [EC2InstanceLimit]) Int
- newDescribeEC2InstanceLimitsResponse :: Int -> DescribeEC2InstanceLimitsResponse
- data DescribeFleetAttributes = DescribeFleetAttributes' (Maybe (NonEmpty Text)) (Maybe Natural) (Maybe Text)
- newDescribeFleetAttributes :: DescribeFleetAttributes
- data DescribeFleetAttributesResponse = DescribeFleetAttributesResponse' (Maybe [FleetAttributes]) (Maybe Text) Int
- newDescribeFleetAttributesResponse :: Int -> DescribeFleetAttributesResponse
- data DescribeFleetCapacity = DescribeFleetCapacity' (Maybe (NonEmpty Text)) (Maybe Natural) (Maybe Text)
- newDescribeFleetCapacity :: DescribeFleetCapacity
- data DescribeFleetCapacityResponse = DescribeFleetCapacityResponse' (Maybe [FleetCapacity]) (Maybe Text) Int
- newDescribeFleetCapacityResponse :: Int -> DescribeFleetCapacityResponse
- data DescribeFleetEvents = DescribeFleetEvents' (Maybe POSIX) (Maybe Natural) (Maybe Text) (Maybe POSIX) Text
- newDescribeFleetEvents :: Text -> DescribeFleetEvents
- data DescribeFleetEventsResponse = DescribeFleetEventsResponse' (Maybe [Event]) (Maybe Text) Int
- newDescribeFleetEventsResponse :: Int -> DescribeFleetEventsResponse
- data DescribeFleetLocationAttributes = DescribeFleetLocationAttributes' (Maybe Natural) (Maybe (NonEmpty Text)) (Maybe Text) Text
- newDescribeFleetLocationAttributes :: Text -> DescribeFleetLocationAttributes
- data DescribeFleetLocationAttributesResponse = DescribeFleetLocationAttributesResponse' (Maybe Text) (Maybe Text) (Maybe [LocationAttributes]) (Maybe Text) Int
- newDescribeFleetLocationAttributesResponse :: Int -> DescribeFleetLocationAttributesResponse
- data DescribeFleetLocationCapacity = DescribeFleetLocationCapacity' Text Text
- newDescribeFleetLocationCapacity :: Text -> Text -> DescribeFleetLocationCapacity
- data DescribeFleetLocationCapacityResponse = DescribeFleetLocationCapacityResponse' (Maybe FleetCapacity) Int
- newDescribeFleetLocationCapacityResponse :: Int -> DescribeFleetLocationCapacityResponse
- data DescribeFleetLocationUtilization = DescribeFleetLocationUtilization' Text Text
- newDescribeFleetLocationUtilization :: Text -> Text -> DescribeFleetLocationUtilization
- data DescribeFleetLocationUtilizationResponse = DescribeFleetLocationUtilizationResponse' (Maybe FleetUtilization) Int
- newDescribeFleetLocationUtilizationResponse :: Int -> DescribeFleetLocationUtilizationResponse
- data DescribeFleetPortSettings = DescribeFleetPortSettings' (Maybe Text) Text
- newDescribeFleetPortSettings :: Text -> DescribeFleetPortSettings
- data DescribeFleetPortSettingsResponse = DescribeFleetPortSettingsResponse' (Maybe Text) (Maybe Text) (Maybe [IpPermission]) (Maybe Text) (Maybe LocationUpdateStatus) Int
- newDescribeFleetPortSettingsResponse :: Int -> DescribeFleetPortSettingsResponse
- data DescribeFleetUtilization = DescribeFleetUtilization' (Maybe (NonEmpty Text)) (Maybe Natural) (Maybe Text)
- newDescribeFleetUtilization :: DescribeFleetUtilization
- data DescribeFleetUtilizationResponse = DescribeFleetUtilizationResponse' (Maybe [FleetUtilization]) (Maybe Text) Int
- newDescribeFleetUtilizationResponse :: Int -> DescribeFleetUtilizationResponse
- data DescribeGameServer = DescribeGameServer' Text Text
- newDescribeGameServer :: Text -> Text -> DescribeGameServer
- data DescribeGameServerResponse = DescribeGameServerResponse' (Maybe GameServer) Int
- newDescribeGameServerResponse :: Int -> DescribeGameServerResponse
- data DescribeGameServerGroup = DescribeGameServerGroup' Text
- newDescribeGameServerGroup :: Text -> DescribeGameServerGroup
- data DescribeGameServerGroupResponse = DescribeGameServerGroupResponse' (Maybe GameServerGroup) Int
- newDescribeGameServerGroupResponse :: Int -> DescribeGameServerGroupResponse
- data DescribeGameServerInstances = DescribeGameServerInstances' (Maybe (NonEmpty Text)) (Maybe Natural) (Maybe Text) Text
- newDescribeGameServerInstances :: Text -> DescribeGameServerInstances
- data DescribeGameServerInstancesResponse = DescribeGameServerInstancesResponse' (Maybe [GameServerInstance]) (Maybe Text) Int
- newDescribeGameServerInstancesResponse :: Int -> DescribeGameServerInstancesResponse
- data DescribeGameSessionDetails = DescribeGameSessionDetails' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text)
- newDescribeGameSessionDetails :: DescribeGameSessionDetails
- data DescribeGameSessionDetailsResponse = DescribeGameSessionDetailsResponse' (Maybe [GameSessionDetail]) (Maybe Text) Int
- newDescribeGameSessionDetailsResponse :: Int -> DescribeGameSessionDetailsResponse
- data DescribeGameSessionPlacement = DescribeGameSessionPlacement' Text
- newDescribeGameSessionPlacement :: Text -> DescribeGameSessionPlacement
- data DescribeGameSessionPlacementResponse = DescribeGameSessionPlacementResponse' (Maybe GameSessionPlacement) Int
- newDescribeGameSessionPlacementResponse :: Int -> DescribeGameSessionPlacementResponse
- data DescribeGameSessionQueues = DescribeGameSessionQueues' (Maybe Natural) (Maybe [Text]) (Maybe Text)
- newDescribeGameSessionQueues :: DescribeGameSessionQueues
- data DescribeGameSessionQueuesResponse = DescribeGameSessionQueuesResponse' (Maybe [GameSessionQueue]) (Maybe Text) Int
- newDescribeGameSessionQueuesResponse :: Int -> DescribeGameSessionQueuesResponse
- data DescribeGameSessions = DescribeGameSessions' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text)
- newDescribeGameSessions :: DescribeGameSessions
- data DescribeGameSessionsResponse = DescribeGameSessionsResponse' (Maybe [GameSession]) (Maybe Text) Int
- newDescribeGameSessionsResponse :: Int -> DescribeGameSessionsResponse
- data DescribeInstances = DescribeInstances' (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) Text
- newDescribeInstances :: Text -> DescribeInstances
- data DescribeInstancesResponse = DescribeInstancesResponse' (Maybe [Instance]) (Maybe Text) Int
- newDescribeInstancesResponse :: Int -> DescribeInstancesResponse
- data DescribeMatchmaking = DescribeMatchmaking' [Text]
- newDescribeMatchmaking :: DescribeMatchmaking
- data DescribeMatchmakingResponse = DescribeMatchmakingResponse' (Maybe [MatchmakingTicket]) Int
- newDescribeMatchmakingResponse :: Int -> DescribeMatchmakingResponse
- data DescribeMatchmakingConfigurations = DescribeMatchmakingConfigurations' (Maybe Natural) (Maybe [Text]) (Maybe Text) (Maybe Text)
- newDescribeMatchmakingConfigurations :: DescribeMatchmakingConfigurations
- data DescribeMatchmakingConfigurationsResponse = DescribeMatchmakingConfigurationsResponse' (Maybe [MatchmakingConfiguration]) (Maybe Text) Int
- newDescribeMatchmakingConfigurationsResponse :: Int -> DescribeMatchmakingConfigurationsResponse
- data DescribeMatchmakingRuleSets = DescribeMatchmakingRuleSets' (Maybe Natural) (Maybe (NonEmpty Text)) (Maybe Text)
- newDescribeMatchmakingRuleSets :: DescribeMatchmakingRuleSets
- data DescribeMatchmakingRuleSetsResponse = DescribeMatchmakingRuleSetsResponse' (Maybe Text) Int [MatchmakingRuleSet]
- newDescribeMatchmakingRuleSetsResponse :: Int -> DescribeMatchmakingRuleSetsResponse
- data DescribePlayerSessions = DescribePlayerSessions' (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text)
- newDescribePlayerSessions :: DescribePlayerSessions
- data DescribePlayerSessionsResponse = DescribePlayerSessionsResponse' (Maybe Text) (Maybe [PlayerSession]) Int
- newDescribePlayerSessionsResponse :: Int -> DescribePlayerSessionsResponse
- data DescribeRuntimeConfiguration = DescribeRuntimeConfiguration' Text
- newDescribeRuntimeConfiguration :: Text -> DescribeRuntimeConfiguration
- data DescribeRuntimeConfigurationResponse = DescribeRuntimeConfigurationResponse' (Maybe RuntimeConfiguration) Int
- newDescribeRuntimeConfigurationResponse :: Int -> DescribeRuntimeConfigurationResponse
- data DescribeScalingPolicies = DescribeScalingPolicies' (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe ScalingStatusType) Text
- newDescribeScalingPolicies :: Text -> DescribeScalingPolicies
- data DescribeScalingPoliciesResponse = DescribeScalingPoliciesResponse' (Maybe Text) (Maybe [ScalingPolicy]) Int
- newDescribeScalingPoliciesResponse :: Int -> DescribeScalingPoliciesResponse
- data DescribeScript = DescribeScript' Text
- newDescribeScript :: Text -> DescribeScript
- data DescribeScriptResponse = DescribeScriptResponse' (Maybe Script) Int
- newDescribeScriptResponse :: Int -> DescribeScriptResponse
- data DescribeVpcPeeringAuthorizations = DescribeVpcPeeringAuthorizations' {
- newDescribeVpcPeeringAuthorizations :: DescribeVpcPeeringAuthorizations
- data DescribeVpcPeeringAuthorizationsResponse = DescribeVpcPeeringAuthorizationsResponse' (Maybe [VpcPeeringAuthorization]) Int
- newDescribeVpcPeeringAuthorizationsResponse :: Int -> DescribeVpcPeeringAuthorizationsResponse
- data DescribeVpcPeeringConnections = DescribeVpcPeeringConnections' (Maybe Text)
- newDescribeVpcPeeringConnections :: DescribeVpcPeeringConnections
- data DescribeVpcPeeringConnectionsResponse = DescribeVpcPeeringConnectionsResponse' (Maybe [VpcPeeringConnection]) Int
- newDescribeVpcPeeringConnectionsResponse :: Int -> DescribeVpcPeeringConnectionsResponse
- data GetComputeAccess = GetComputeAccess' Text Text
- newGetComputeAccess :: Text -> Text -> GetComputeAccess
- data GetComputeAccessResponse = GetComputeAccessResponse' (Maybe Text) (Maybe Text) (Maybe (Sensitive AwsCredentials)) (Maybe Text) (Maybe Text) Int
- newGetComputeAccessResponse :: Int -> GetComputeAccessResponse
- data GetComputeAuthToken = GetComputeAuthToken' Text Text
- newGetComputeAuthToken :: Text -> Text -> GetComputeAuthToken
- data GetComputeAuthTokenResponse = GetComputeAuthTokenResponse' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe Text) Int
- newGetComputeAuthTokenResponse :: Int -> GetComputeAuthTokenResponse
- data GetGameSessionLogUrl = GetGameSessionLogUrl' Text
- newGetGameSessionLogUrl :: Text -> GetGameSessionLogUrl
- data GetGameSessionLogUrlResponse = GetGameSessionLogUrlResponse' (Maybe Text) Int
- newGetGameSessionLogUrlResponse :: Int -> GetGameSessionLogUrlResponse
- data GetInstanceAccess = GetInstanceAccess' Text Text
- newGetInstanceAccess :: Text -> Text -> GetInstanceAccess
- data GetInstanceAccessResponse = GetInstanceAccessResponse' (Maybe InstanceAccess) Int
- newGetInstanceAccessResponse :: Int -> GetInstanceAccessResponse
- data ListAliases = ListAliases' (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe RoutingStrategyType)
- newListAliases :: ListAliases
- data ListAliasesResponse = ListAliasesResponse' (Maybe [Alias]) (Maybe Text) Int
- newListAliasesResponse :: Int -> ListAliasesResponse
- data ListBuilds = ListBuilds' (Maybe Natural) (Maybe Text) (Maybe BuildStatus)
- newListBuilds :: ListBuilds
- data ListBuildsResponse = ListBuildsResponse' (Maybe [Build]) (Maybe Text) Int
- newListBuildsResponse :: Int -> ListBuildsResponse
- data ListCompute = ListCompute' (Maybe Natural) (Maybe Text) (Maybe Text) Text
- newListCompute :: Text -> ListCompute
- data ListComputeResponse = ListComputeResponse' (Maybe [Compute]) (Maybe Text) Int
- newListComputeResponse :: Int -> ListComputeResponse
- data ListFleets = ListFleets' (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text)
- newListFleets :: ListFleets
- data ListFleetsResponse = ListFleetsResponse' (Maybe (NonEmpty Text)) (Maybe Text) Int
- newListFleetsResponse :: Int -> ListFleetsResponse
- data ListGameServerGroups = ListGameServerGroups' (Maybe Natural) (Maybe Text)
- newListGameServerGroups :: ListGameServerGroups
- data ListGameServerGroupsResponse = ListGameServerGroupsResponse' (Maybe [GameServerGroup]) (Maybe Text) Int
- newListGameServerGroupsResponse :: Int -> ListGameServerGroupsResponse
- data ListGameServers = ListGameServers' (Maybe Natural) (Maybe Text) (Maybe SortOrder) Text
- newListGameServers :: Text -> ListGameServers
- data ListGameServersResponse = ListGameServersResponse' (Maybe [GameServer]) (Maybe Text) Int
- newListGameServersResponse :: Int -> ListGameServersResponse
- data ListLocations = ListLocations' (Maybe (NonEmpty LocationFilter)) (Maybe Natural) (Maybe Text)
- newListLocations :: ListLocations
- data ListLocationsResponse = ListLocationsResponse' (Maybe [LocationModel]) (Maybe Text) Int
- newListLocationsResponse :: Int -> ListLocationsResponse
- data ListScripts = ListScripts' (Maybe Natural) (Maybe Text)
- newListScripts :: ListScripts
- data ListScriptsResponse = ListScriptsResponse' (Maybe Text) (Maybe [Script]) Int
- newListScriptsResponse :: Int -> ListScriptsResponse
- data ListTagsForResource = ListTagsForResource' Text
- newListTagsForResource :: Text -> ListTagsForResource
- data ListTagsForResourceResponse = ListTagsForResourceResponse' (Maybe [Tag]) Int
- newListTagsForResourceResponse :: Int -> ListTagsForResourceResponse
- data PutScalingPolicy = PutScalingPolicy' (Maybe ComparisonOperatorType) (Maybe Natural) (Maybe PolicyType) (Maybe Int) (Maybe ScalingAdjustmentType) (Maybe TargetConfiguration) (Maybe Double) Text Text MetricName
- newPutScalingPolicy :: Text -> Text -> MetricName -> PutScalingPolicy
- data PutScalingPolicyResponse = PutScalingPolicyResponse' (Maybe Text) Int
- newPutScalingPolicyResponse :: Int -> PutScalingPolicyResponse
- data RegisterCompute = RegisterCompute' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) Text Text
- newRegisterCompute :: Text -> Text -> RegisterCompute
- data RegisterComputeResponse = RegisterComputeResponse' (Maybe Compute) Int
- newRegisterComputeResponse :: Int -> RegisterComputeResponse
- data RegisterGameServer = RegisterGameServer' (Maybe Text) (Maybe Text) Text Text Text
- newRegisterGameServer :: Text -> Text -> Text -> RegisterGameServer
- data RegisterGameServerResponse = RegisterGameServerResponse' (Maybe GameServer) Int
- newRegisterGameServerResponse :: Int -> RegisterGameServerResponse
- data RequestUploadCredentials = RequestUploadCredentials' Text
- newRequestUploadCredentials :: Text -> RequestUploadCredentials
- data RequestUploadCredentialsResponse = RequestUploadCredentialsResponse' (Maybe S3Location) (Maybe (Sensitive AwsCredentials)) Int
- newRequestUploadCredentialsResponse :: Int -> RequestUploadCredentialsResponse
- data ResolveAlias = ResolveAlias' Text
- newResolveAlias :: Text -> ResolveAlias
- data ResolveAliasResponse = ResolveAliasResponse' (Maybe Text) (Maybe Text) Int
- newResolveAliasResponse :: Int -> ResolveAliasResponse
- data ResumeGameServerGroup = ResumeGameServerGroup' Text (NonEmpty GameServerGroupAction)
- newResumeGameServerGroup :: Text -> NonEmpty GameServerGroupAction -> ResumeGameServerGroup
- data ResumeGameServerGroupResponse = ResumeGameServerGroupResponse' (Maybe GameServerGroup) Int
- newResumeGameServerGroupResponse :: Int -> ResumeGameServerGroupResponse
- data SearchGameSessions = SearchGameSessions' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text)
- newSearchGameSessions :: SearchGameSessions
- data SearchGameSessionsResponse = SearchGameSessionsResponse' (Maybe [GameSession]) (Maybe Text) Int
- newSearchGameSessionsResponse :: Int -> SearchGameSessionsResponse
- data StartFleetActions = StartFleetActions' (Maybe Text) Text (NonEmpty FleetAction)
- newStartFleetActions :: Text -> NonEmpty FleetAction -> StartFleetActions
- data StartFleetActionsResponse = StartFleetActionsResponse' (Maybe Text) (Maybe Text) Int
- newStartFleetActionsResponse :: Int -> StartFleetActionsResponse
- data StartGameSessionPlacement = StartGameSessionPlacement' (Maybe [DesiredPlayerSession]) (Maybe [GameProperty]) (Maybe Text) (Maybe Text) (Maybe [PlayerLatency]) Text Text Natural
- newStartGameSessionPlacement :: Text -> Text -> Natural -> StartGameSessionPlacement
- data StartGameSessionPlacementResponse = StartGameSessionPlacementResponse' (Maybe GameSessionPlacement) Int
- newStartGameSessionPlacementResponse :: Int -> StartGameSessionPlacementResponse
- data StartMatchBackfill = StartMatchBackfill' (Maybe Text) (Maybe Text) Text [Player]
- newStartMatchBackfill :: Text -> StartMatchBackfill
- data StartMatchBackfillResponse = StartMatchBackfillResponse' (Maybe MatchmakingTicket) Int
- newStartMatchBackfillResponse :: Int -> StartMatchBackfillResponse
- data StartMatchmaking = StartMatchmaking' (Maybe Text) Text [Player]
- newStartMatchmaking :: Text -> StartMatchmaking
- data StartMatchmakingResponse = StartMatchmakingResponse' (Maybe MatchmakingTicket) Int
- newStartMatchmakingResponse :: Int -> StartMatchmakingResponse
- data StopFleetActions = StopFleetActions' (Maybe Text) Text (NonEmpty FleetAction)
- newStopFleetActions :: Text -> NonEmpty FleetAction -> StopFleetActions
- data StopFleetActionsResponse = StopFleetActionsResponse' (Maybe Text) (Maybe Text) Int
- newStopFleetActionsResponse :: Int -> StopFleetActionsResponse
- data StopGameSessionPlacement = StopGameSessionPlacement' Text
- newStopGameSessionPlacement :: Text -> StopGameSessionPlacement
- data StopGameSessionPlacementResponse = StopGameSessionPlacementResponse' (Maybe GameSessionPlacement) Int
- newStopGameSessionPlacementResponse :: Int -> StopGameSessionPlacementResponse
- data StopMatchmaking = StopMatchmaking' Text
- newStopMatchmaking :: Text -> StopMatchmaking
- data StopMatchmakingResponse = StopMatchmakingResponse' Int
- newStopMatchmakingResponse :: Int -> StopMatchmakingResponse
- data SuspendGameServerGroup = SuspendGameServerGroup' Text (NonEmpty GameServerGroupAction)
- newSuspendGameServerGroup :: Text -> NonEmpty GameServerGroupAction -> SuspendGameServerGroup
- data SuspendGameServerGroupResponse = SuspendGameServerGroupResponse' (Maybe GameServerGroup) Int
- newSuspendGameServerGroupResponse :: Int -> SuspendGameServerGroupResponse
- data TagResource = TagResource' Text [Tag]
- newTagResource :: Text -> TagResource
- data TagResourceResponse = TagResourceResponse' Int
- newTagResourceResponse :: Int -> TagResourceResponse
- data UntagResource = UntagResource' Text [Text]
- newUntagResource :: Text -> UntagResource
- data UntagResourceResponse = UntagResourceResponse' Int
- newUntagResourceResponse :: Int -> UntagResourceResponse
- data UpdateAlias = UpdateAlias' (Maybe Text) (Maybe Text) (Maybe RoutingStrategy) Text
- newUpdateAlias :: Text -> UpdateAlias
- data UpdateAliasResponse = UpdateAliasResponse' (Maybe Alias) Int
- newUpdateAliasResponse :: Int -> UpdateAliasResponse
- data UpdateBuild = UpdateBuild' (Maybe Text) (Maybe Text) Text
- newUpdateBuild :: Text -> UpdateBuild
- data UpdateBuildResponse = UpdateBuildResponse' (Maybe Build) Int
- newUpdateBuildResponse :: Int -> UpdateBuildResponse
- data UpdateFleetAttributes = UpdateFleetAttributes' (Maybe AnywhereConfiguration) (Maybe Text) (Maybe [Text]) (Maybe Text) (Maybe ProtectionPolicy) (Maybe ResourceCreationLimitPolicy) Text
- newUpdateFleetAttributes :: Text -> UpdateFleetAttributes
- data UpdateFleetAttributesResponse = UpdateFleetAttributesResponse' (Maybe Text) (Maybe Text) Int
- newUpdateFleetAttributesResponse :: Int -> UpdateFleetAttributesResponse
- data UpdateFleetCapacity = UpdateFleetCapacity' (Maybe Natural) (Maybe Text) (Maybe Natural) (Maybe Natural) Text
- newUpdateFleetCapacity :: Text -> UpdateFleetCapacity
- data UpdateFleetCapacityResponse = UpdateFleetCapacityResponse' (Maybe Text) (Maybe Text) (Maybe Text) Int
- newUpdateFleetCapacityResponse :: Int -> UpdateFleetCapacityResponse
- data UpdateFleetPortSettings = UpdateFleetPortSettings' (Maybe [IpPermission]) (Maybe [IpPermission]) Text
- newUpdateFleetPortSettings :: Text -> UpdateFleetPortSettings
- data UpdateFleetPortSettingsResponse = UpdateFleetPortSettingsResponse' (Maybe Text) (Maybe Text) Int
- newUpdateFleetPortSettingsResponse :: Int -> UpdateFleetPortSettingsResponse
- data UpdateGameServer = UpdateGameServer' (Maybe Text) (Maybe GameServerHealthCheck) (Maybe GameServerUtilizationStatus) Text Text
- newUpdateGameServer :: Text -> Text -> UpdateGameServer
- data UpdateGameServerResponse = UpdateGameServerResponse' (Maybe GameServer) Int
- newUpdateGameServerResponse :: Int -> UpdateGameServerResponse
- data UpdateGameServerGroup = UpdateGameServerGroup' (Maybe BalancingStrategy) (Maybe GameServerProtectionPolicy) (Maybe (NonEmpty InstanceDefinition)) (Maybe Text) Text
- newUpdateGameServerGroup :: Text -> UpdateGameServerGroup
- data UpdateGameServerGroupResponse = UpdateGameServerGroupResponse' (Maybe GameServerGroup) Int
- newUpdateGameServerGroupResponse :: Int -> UpdateGameServerGroupResponse
- data UpdateGameSession = UpdateGameSession' (Maybe Natural) (Maybe Text) (Maybe PlayerSessionCreationPolicy) (Maybe ProtectionPolicy) Text
- newUpdateGameSession :: Text -> UpdateGameSession
- data UpdateGameSessionResponse = UpdateGameSessionResponse' (Maybe GameSession) Int
- newUpdateGameSessionResponse :: Int -> UpdateGameSessionResponse
- data UpdateGameSessionQueue = UpdateGameSessionQueue' (Maybe Text) (Maybe [GameSessionQueueDestination]) (Maybe FilterConfiguration) (Maybe Text) (Maybe [PlayerLatencyPolicy]) (Maybe PriorityConfiguration) (Maybe Natural) Text
- newUpdateGameSessionQueue :: Text -> UpdateGameSessionQueue
- data UpdateGameSessionQueueResponse = UpdateGameSessionQueueResponse' (Maybe GameSessionQueue) Int
- newUpdateGameSessionQueueResponse :: Int -> UpdateGameSessionQueueResponse
- data UpdateMatchmakingConfiguration = UpdateMatchmakingConfiguration' (Maybe Bool) (Maybe Natural) (Maybe Natural) (Maybe BackfillMode) (Maybe Text) (Maybe Text) (Maybe FlexMatchMode) (Maybe [GameProperty]) (Maybe Text) (Maybe [Text]) (Maybe Text) (Maybe Natural) (Maybe Text) Text
- newUpdateMatchmakingConfiguration :: Text -> UpdateMatchmakingConfiguration
- data UpdateMatchmakingConfigurationResponse = UpdateMatchmakingConfigurationResponse' (Maybe MatchmakingConfiguration) Int
- newUpdateMatchmakingConfigurationResponse :: Int -> UpdateMatchmakingConfigurationResponse
- data UpdateRuntimeConfiguration = UpdateRuntimeConfiguration' Text RuntimeConfiguration
- newUpdateRuntimeConfiguration :: Text -> RuntimeConfiguration -> UpdateRuntimeConfiguration
- data UpdateRuntimeConfigurationResponse = UpdateRuntimeConfigurationResponse' (Maybe RuntimeConfiguration) Int
- newUpdateRuntimeConfigurationResponse :: Int -> UpdateRuntimeConfigurationResponse
- data UpdateScript = UpdateScript' (Maybe Text) (Maybe S3Location) (Maybe Text) (Maybe Base64) Text
- newUpdateScript :: Text -> UpdateScript
- data UpdateScriptResponse = UpdateScriptResponse' (Maybe Script) Int
- newUpdateScriptResponse :: Int -> UpdateScriptResponse
- data ValidateMatchmakingRuleSet = ValidateMatchmakingRuleSet' Text
- newValidateMatchmakingRuleSet :: Text -> ValidateMatchmakingRuleSet
- data ValidateMatchmakingRuleSetResponse = ValidateMatchmakingRuleSetResponse' (Maybe Bool) Int
- newValidateMatchmakingRuleSetResponse :: Int -> ValidateMatchmakingRuleSetResponse
- 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 ComputeStatus where
- ComputeStatus' { }
- pattern ComputeStatus_ACTIVE :: ComputeStatus
- pattern ComputeStatus_PENDING :: ComputeStatus
- pattern ComputeStatus_TERMINATING :: ComputeStatus
- newtype ComputeType where
- ComputeType' { }
- pattern ComputeType_ANYWHERE :: ComputeType
- pattern ComputeType_EC2 :: ComputeType
- 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_C5d_12xlarge :: EC2InstanceType
- pattern EC2InstanceType_C5d_18xlarge :: EC2InstanceType
- pattern EC2InstanceType_C5d_24xlarge :: EC2InstanceType
- pattern EC2InstanceType_C5d_2xlarge :: EC2InstanceType
- pattern EC2InstanceType_C5d_4xlarge :: EC2InstanceType
- pattern EC2InstanceType_C5d_9xlarge :: EC2InstanceType
- pattern EC2InstanceType_C5d_large :: EC2InstanceType
- pattern EC2InstanceType_C5d_xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6a_12xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6a_16xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6a_24xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6a_2xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6a_4xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6a_8xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6a_large :: EC2InstanceType
- pattern EC2InstanceType_C6a_xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6i_12xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6i_16xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6i_24xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6i_2xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6i_4xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6i_8xlarge :: EC2InstanceType
- pattern EC2InstanceType_C6i_large :: EC2InstanceType
- pattern EC2InstanceType_C6i_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_R5d_12xlarge :: EC2InstanceType
- pattern EC2InstanceType_R5d_16xlarge :: EC2InstanceType
- pattern EC2InstanceType_R5d_24xlarge :: EC2InstanceType
- pattern EC2InstanceType_R5d_2xlarge :: EC2InstanceType
- pattern EC2InstanceType_R5d_4xlarge :: EC2InstanceType
- pattern EC2InstanceType_R5d_8xlarge :: EC2InstanceType
- pattern EC2InstanceType_R5d_large :: EC2InstanceType
- pattern EC2InstanceType_R5d_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_INSTANCE_RECYCLED :: 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_NOT_FOUND :: 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_C6g_12xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_C6g_16xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_C6g_2xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_C6g_4xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_C6g_8xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_C6g_large :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_C6g_medium :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_C6g_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_M6g_12xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_M6g_16xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_M6g_2xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_M6g_4xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_M6g_8xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_M6g_large :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_M6g_medium :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_M6g_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
- pattern GameServerGroupInstanceType_R6g_12xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_R6g_16xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_R6g_2xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_R6g_4xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_R6g_8xlarge :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_R6g_large :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_R6g_medium :: GameServerGroupInstanceType
- pattern GameServerGroupInstanceType_R6g_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 LocationFilter where
- LocationFilter' { }
- pattern LocationFilter_AWS :: LocationFilter
- pattern LocationFilter_CUSTOM :: LocationFilter
- 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_ConcurrentActivatableGameSessions :: 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' (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe RoutingStrategy)
- newAlias :: Alias
- data AnywhereConfiguration = AnywhereConfiguration' Text
- newAnywhereConfiguration :: Text -> AnywhereConfiguration
- data AttributeValue = AttributeValue' (Maybe Double) (Maybe Text) (Maybe (HashMap Text Double)) (Maybe [Text])
- newAttributeValue :: AttributeValue
- data AwsCredentials = AwsCredentials' (Maybe Text) (Maybe Text) (Maybe Text)
- newAwsCredentials :: AwsCredentials
- data Build = Build' (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe OperatingSystem) (Maybe Text) (Maybe Natural) (Maybe BuildStatus) (Maybe Text)
- newBuild :: Build
- data CertificateConfiguration = CertificateConfiguration' CertificateType
- newCertificateConfiguration :: CertificateType -> CertificateConfiguration
- data Compute = Compute' (Maybe Text) (Maybe Text) (Maybe ComputeStatus) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe OperatingSystem) (Maybe EC2InstanceType)
- newCompute :: Compute
- data DesiredPlayerSession = DesiredPlayerSession' (Maybe Text) (Maybe Text)
- newDesiredPlayerSession :: DesiredPlayerSession
- data EC2InstanceCounts = EC2InstanceCounts' (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Natural)
- newEC2InstanceCounts :: EC2InstanceCounts
- data EC2InstanceLimit = EC2InstanceLimit' (Maybe Natural) (Maybe EC2InstanceType) (Maybe Natural) (Maybe Text)
- newEC2InstanceLimit :: EC2InstanceLimit
- data Event = Event' (Maybe EventCode) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text)
- newEvent :: Event
- data FilterConfiguration = FilterConfiguration' (Maybe (NonEmpty Text))
- newFilterConfiguration :: FilterConfiguration
- data FleetAttributes = FleetAttributes' (Maybe AnywhereConfiguration) (Maybe Text) (Maybe Text) (Maybe CertificateConfiguration) (Maybe ComputeType) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe FleetType) (Maybe Text) (Maybe EC2InstanceType) (Maybe [Text]) (Maybe [Text]) (Maybe Text) (Maybe ProtectionPolicy) (Maybe OperatingSystem) (Maybe ResourceCreationLimitPolicy) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe FleetStatus) (Maybe (NonEmpty FleetAction)) (Maybe POSIX)
- newFleetAttributes :: FleetAttributes
- data FleetCapacity = FleetCapacity' (Maybe Text) (Maybe Text) (Maybe EC2InstanceCounts) (Maybe EC2InstanceType) (Maybe Text)
- newFleetCapacity :: FleetCapacity
- data FleetUtilization = FleetUtilization' (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural)
- newFleetUtilization :: FleetUtilization
- data GameProperty = GameProperty' Text Text
- newGameProperty :: Text -> Text -> GameProperty
- data GameServer = GameServer' (Maybe GameServerClaimStatus) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe POSIX) (Maybe POSIX) (Maybe GameServerUtilizationStatus)
- newGameServer :: GameServer
- data GameServerGroup = GameServerGroup' (Maybe Text) (Maybe BalancingStrategy) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe GameServerProtectionPolicy) (Maybe (NonEmpty InstanceDefinition)) (Maybe POSIX) (Maybe Text) (Maybe GameServerGroupStatus) (Maybe Text) (Maybe (NonEmpty GameServerGroupAction))
- newGameServerGroup :: GameServerGroup
- data GameServerGroupAutoScalingPolicy = GameServerGroupAutoScalingPolicy' (Maybe Natural) TargetTrackingConfiguration
- newGameServerGroupAutoScalingPolicy :: TargetTrackingConfiguration -> GameServerGroupAutoScalingPolicy
- data GameServerInstance = GameServerInstance' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe GameServerInstanceStatus)
- newGameServerInstance :: GameServerInstance
- data GameSession = GameSession' (Maybe POSIX) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe [GameProperty]) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe PlayerSessionCreationPolicy) (Maybe Natural) (Maybe GameSessionStatus) (Maybe GameSessionStatusReason) (Maybe POSIX)
- newGameSession :: GameSession
- data GameSessionConnectionInfo = GameSessionConnectionInfo' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe [MatchedPlayerSession]) (Maybe Natural)
- newGameSessionConnectionInfo :: GameSessionConnectionInfo
- data GameSessionDetail = GameSessionDetail' (Maybe GameSession) (Maybe ProtectionPolicy)
- newGameSessionDetail :: GameSessionDetail
- data GameSessionPlacement = GameSessionPlacement' (Maybe Text) (Maybe POSIX) (Maybe [GameProperty]) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe [PlacedPlayerSession]) (Maybe Text) (Maybe [PlayerLatency]) (Maybe Natural) (Maybe POSIX) (Maybe GameSessionPlacementState)
- newGameSessionPlacement :: GameSessionPlacement
- data GameSessionQueue = GameSessionQueue' (Maybe Text) (Maybe [GameSessionQueueDestination]) (Maybe FilterConfiguration) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe [PlayerLatencyPolicy]) (Maybe PriorityConfiguration) (Maybe Natural)
- newGameSessionQueue :: GameSessionQueue
- data GameSessionQueueDestination = GameSessionQueueDestination' (Maybe Text)
- newGameSessionQueueDestination :: GameSessionQueueDestination
- data Instance = Instance' (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe OperatingSystem) (Maybe InstanceStatus) (Maybe EC2InstanceType)
- newInstance :: Instance
- data InstanceAccess = InstanceAccess' (Maybe (Sensitive InstanceCredentials)) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe OperatingSystem)
- newInstanceAccess :: InstanceAccess
- data InstanceCredentials = InstanceCredentials' (Maybe Text) (Maybe Text)
- newInstanceCredentials :: InstanceCredentials
- data InstanceDefinition = InstanceDefinition' (Maybe Text) GameServerGroupInstanceType
- newInstanceDefinition :: GameServerGroupInstanceType -> InstanceDefinition
- data IpPermission = IpPermission' Natural Natural Text IpProtocol
- newIpPermission :: Natural -> Natural -> Text -> IpProtocol -> IpPermission
- data LaunchTemplateSpecification = LaunchTemplateSpecification' (Maybe Text) (Maybe Text) (Maybe Text)
- newLaunchTemplateSpecification :: LaunchTemplateSpecification
- data LocationAttributes = LocationAttributes' (Maybe LocationState) (Maybe (NonEmpty FleetAction)) (Maybe LocationUpdateStatus)
- newLocationAttributes :: LocationAttributes
- data LocationConfiguration = LocationConfiguration' Text
- newLocationConfiguration :: Text -> LocationConfiguration
- data LocationModel = LocationModel' (Maybe Text) (Maybe Text)
- newLocationModel :: LocationModel
- data LocationState = LocationState' (Maybe Text) (Maybe FleetStatus)
- newLocationState :: LocationState
- data MatchedPlayerSession = MatchedPlayerSession' (Maybe Text) (Maybe Text)
- newMatchedPlayerSession :: MatchedPlayerSession
- data MatchmakingConfiguration = MatchmakingConfiguration' (Maybe Bool) (Maybe Natural) (Maybe Natural) (Maybe BackfillMode) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe FlexMatchMode) (Maybe [GameProperty]) (Maybe Text) (Maybe [Text]) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text)
- newMatchmakingConfiguration :: MatchmakingConfiguration
- data MatchmakingRuleSet = MatchmakingRuleSet' (Maybe POSIX) (Maybe Text) (Maybe Text) Text
- newMatchmakingRuleSet :: Text -> MatchmakingRuleSet
- data MatchmakingTicket = MatchmakingTicket' (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe Natural) (Maybe GameSessionConnectionInfo) (Maybe [Player]) (Maybe POSIX) (Maybe MatchmakingConfigurationStatus) (Maybe Text) (Maybe Text) (Maybe Text)
- newMatchmakingTicket :: MatchmakingTicket
- data PlacedPlayerSession = PlacedPlayerSession' (Maybe Text) (Maybe Text)
- newPlacedPlayerSession :: PlacedPlayerSession
- data Player = Player' (Maybe (HashMap Text Natural)) (Maybe (HashMap Text AttributeValue)) (Maybe Text) (Maybe Text)
- newPlayer :: Player
- data PlayerLatency = PlayerLatency' (Maybe Double) (Maybe Text) (Maybe Text)
- newPlayerLatency :: PlayerLatency
- data PlayerLatencyPolicy = PlayerLatencyPolicy' (Maybe Natural) (Maybe Natural)
- newPlayerLatencyPolicy :: PlayerLatencyPolicy
- data PlayerSession = PlayerSession' (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe PlayerSessionStatus) (Maybe POSIX)
- newPlayerSession :: PlayerSession
- data PriorityConfiguration = PriorityConfiguration' (Maybe (NonEmpty Text)) (Maybe (NonEmpty PriorityType))
- newPriorityConfiguration :: PriorityConfiguration
- data ResourceCreationLimitPolicy = ResourceCreationLimitPolicy' (Maybe Natural) (Maybe Natural)
- newResourceCreationLimitPolicy :: ResourceCreationLimitPolicy
- data RoutingStrategy = RoutingStrategy' (Maybe Text) (Maybe Text) (Maybe RoutingStrategyType)
- newRoutingStrategy :: RoutingStrategy
- data RuntimeConfiguration = RuntimeConfiguration' (Maybe Natural) (Maybe Natural) (Maybe (NonEmpty ServerProcess))
- newRuntimeConfiguration :: RuntimeConfiguration
- data S3Location = S3Location' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text)
- newS3Location :: S3Location
- data ScalingPolicy = ScalingPolicy' (Maybe ComparisonOperatorType) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe MetricName) (Maybe Text) (Maybe PolicyType) (Maybe Int) (Maybe ScalingAdjustmentType) (Maybe ScalingStatusType) (Maybe TargetConfiguration) (Maybe Double) (Maybe LocationUpdateStatus)
- newScalingPolicy :: ScalingPolicy
- data Script = Script' (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe S3Location) (Maybe Text)
- newScript :: Script
- data ServerProcess = ServerProcess' (Maybe Text) Text Natural
- newServerProcess :: Text -> Natural -> ServerProcess
- data Tag = Tag' Text Text
- newTag :: Text -> Text -> Tag
- data TargetConfiguration = TargetConfiguration' Double
- newTargetConfiguration :: Double -> TargetConfiguration
- data TargetTrackingConfiguration = TargetTrackingConfiguration' Double
- newTargetTrackingConfiguration :: Double -> TargetTrackingConfiguration
- data VpcPeeringAuthorization = VpcPeeringAuthorization' (Maybe POSIX) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text)
- newVpcPeeringAuthorization :: VpcPeeringAuthorization
- data VpcPeeringConnection = VpcPeeringConnection' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe VpcPeeringConnectionStatus) (Maybe Text)
- newVpcPeeringConnection :: VpcPeeringConnection
- data VpcPeeringConnectionStatus = VpcPeeringConnectionStatus' (Maybe Text) (Maybe Text)
- newVpcPeeringConnectionStatus :: VpcPeeringConnectionStatus
Service Configuration
defaultService :: Service Source #
API version 2015-10-01 of the Amazon GameLift SDK configuration.
Errors
Error matchers are designed for use with the functions provided by
Control.Exception.Lens.
This allows catching (and rethrowing) service specific errors returned
by GameLift.
ConflictException
_ConflictException :: AsError a => Fold 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.
FleetCapacityExceededException
_FleetCapacityExceededException :: AsError a => Fold 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.
GameSessionFullException
_GameSessionFullException :: AsError a => Fold 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.
IdempotentParameterMismatchException
_IdempotentParameterMismatchException :: AsError a => Fold a ServiceError Source #
A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.
InternalServiceException
_InternalServiceException :: AsError a => Fold 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.
InvalidFleetStatusException
_InvalidFleetStatusException :: AsError a => Fold 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.
InvalidGameSessionStatusException
_InvalidGameSessionStatusException :: AsError a => Fold 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.
InvalidRequestException
_InvalidRequestException :: AsError a => Fold a ServiceError Source #
One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
LimitExceededException
_LimitExceededException :: AsError a => Fold a ServiceError Source #
The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
NotFoundException
_NotFoundException :: AsError a => Fold a ServiceError Source #
THe requested resources was not found. The resource was either not created yet or deleted.
OutOfCapacityException
_OutOfCapacityException :: AsError a => Fold 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.
TaggingFailedException
_TaggingFailedException :: AsError a => Fold 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
_TerminalRoutingStrategyException :: AsError a => Fold 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.
UnauthorizedException
_UnauthorizedException :: AsError a => Fold a ServiceError Source #
The client failed authentication. Clients should not retry such requests.
UnsupportedRegionException
_UnsupportedRegionException :: AsError a => Fold a ServiceError Source #
The requested operation is not supported in the Region specified.
Waiters
Waiters poll by repeatedly sending a request until some remote success condition
configured by the Wait specification is fulfilled. The Wait specification
determines how many attempts should be made, in addition to delay and retry strategies.
Operations
Some AWS operations return results that are incomplete and require subsequent
requests in order to obtain the entire result set. The process of sending
subsequent requests to continue where a previous request left off is called
pagination. For example, the ListObjects operation of Amazon S3 returns up to
1000 objects at a time, and you must send subsequent requests with the
appropriate Marker in order to retrieve the next page of results.
Operations that have an AWSPager instance can transparently perform subsequent
requests, correctly setting Markers and other request facets to iterate through
the entire result set of a truncated API operation. Operations which support
this have an additional note in the documentation.
Many operations have the ability to filter results on the server side. See the individual operation parameters for details.
AcceptMatch
data AcceptMatch Source #
See: newAcceptMatch smart constructor.
Constructors
| AcceptMatch' Text [Text] AcceptanceType |
Instances
Arguments
| :: Text | |
| -> AcceptanceType | |
| -> AcceptMatch |
Create a value of AcceptMatch 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:
AcceptMatch, acceptMatch_ticketId - A unique identifier for a matchmaking ticket. The ticket must be in
status REQUIRES_ACCEPTANCE; otherwise this request will fail.
$sel:playerIds:AcceptMatch', acceptMatch_playerIds - A unique identifier for a player delivering the response. This parameter
can include one or multiple player IDs.
$sel:acceptanceType:AcceptMatch', acceptMatch_acceptanceType - Player response to the proposed match.
data AcceptMatchResponse Source #
See: newAcceptMatchResponse smart constructor.
Constructors
| AcceptMatchResponse' Int |
Instances
newAcceptMatchResponse Source #
Arguments
| :: Int | |
| -> AcceptMatchResponse |
Create a value of AcceptMatchResponse 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:httpStatus:AcceptMatchResponse', acceptMatchResponse_httpStatus - The response's http status code.
ClaimGameServer
data ClaimGameServer Source #
See: newClaimGameServer smart constructor.
Instances
Arguments
| :: Text | |
| -> ClaimGameServer |
Create a value of ClaimGameServer 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:
ClaimGameServer, claimGameServer_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.
ClaimGameServer, claimGameServer_gameServerId - A custom string that uniquely identifies the game server to claim. If
this parameter is left empty, GameLift FleetIQ searches for an available
game server in the specified game server group.
ClaimGameServer, claimGameServer_gameServerGroupName - A unique identifier for the game server group where the game server is
running. If you are not specifying a game server to claim, this value
identifies where you want GameLift FleetIQ to look for an available game
server to claim.
data ClaimGameServerResponse Source #
See: newClaimGameServerResponse smart constructor.
Constructors
| ClaimGameServerResponse' (Maybe GameServer) Int |
Instances
newClaimGameServerResponse Source #
Create a value of ClaimGameServerResponse 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:gameServer:ClaimGameServerResponse', claimGameServerResponse_gameServer - Object that describes the newly claimed game server.
$sel:httpStatus:ClaimGameServerResponse', claimGameServerResponse_httpStatus - The response's http status code.
CreateAlias
data CreateAlias Source #
See: newCreateAlias smart constructor.
Constructors
| CreateAlias' (Maybe Text) (Maybe [Tag]) Text RoutingStrategy |
Instances
Arguments
| :: Text | |
| -> RoutingStrategy | |
| -> CreateAlias |
Create a value of CreateAlias 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:
CreateAlias, createAlias_description - A human-readable description of the alias.
$sel:tags:CreateAlias', createAlias_tags - A list of labels to assign to the new alias resource. Tags are
developer-defined key-value pairs. Tagging Amazon Web Services resources
are useful for resource management, access management and cost
allocation. For more information, see
Tagging Amazon Web Services Resources
in the Amazon Web Services General Reference.
CreateAlias, createAlias_name - A descriptive label that is associated with an alias. Alias names do not
need to be unique.
CreateAlias, createAlias_routingStrategy - The routing configuration, including routing type and fleet target, for
the alias.
data CreateAliasResponse Source #
See: newCreateAliasResponse smart constructor.
Constructors
| CreateAliasResponse' (Maybe Alias) Int |
Instances
newCreateAliasResponse Source #
Arguments
| :: Int | |
| -> CreateAliasResponse |
Create a value of CreateAliasResponse 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:alias:CreateAliasResponse', createAliasResponse_alias - The newly created alias resource.
$sel:httpStatus:CreateAliasResponse', createAliasResponse_httpStatus - The response's http status code.
CreateBuild
data CreateBuild Source #
See: newCreateBuild smart constructor.
Constructors
| CreateBuild' (Maybe Text) (Maybe OperatingSystem) (Maybe Text) (Maybe S3Location) (Maybe [Tag]) (Maybe Text) |
Instances
newCreateBuild :: CreateBuild Source #
Create a value of CreateBuild 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:
CreateBuild, createBuild_name - A descriptive label associated with a build. Build names do not need to
be unique. You can change this value later.
CreateBuild, createBuild_operatingSystem - The operating system that you built the game server binaries to run on.
This value determines the type of fleet resources that you can use for
this build. If your game build contains multiple executables, they all
must run on the same operating system. If an operating system is not
specified when creating a build, GameLift uses the default value
(WINDOWS_2012). This value cannot be changed later.
CreateBuild, createBuild_serverSdkVersion - A server SDK version you used when integrating your game server build
with GameLift. For more information see
Integrate games with custom game servers.
CreateBuild, createBuild_storageLocation - Information indicating where your game build files are stored. Use this
parameter only when creating a build with files stored in an Amazon S3
bucket that you own. The storage location must specify an Amazon S3
bucket name and key. The location must also specify a role ARN that you
set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3
bucket and your new build must be in the same Region.
If a StorageLocation is specified, the size of your file can be found
in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk of
0.
$sel:tags:CreateBuild', createBuild_tags - A list of labels to assign to the new build resource. Tags are developer
defined key-value pairs. Tagging Amazon Web Services resources are
useful for resource management, access management and cost allocation.
For more information, see
Tagging Amazon Web Services Resources
in the Amazon Web Services General Reference. Once the resource is
created, you can use
TagResource,
UntagResource,
and
ListTagsForResource
to add, remove, and view tags. The maximum tag limit may be lower than
stated. See the Amazon Web Services General Reference for actual tagging
limits.
CreateBuild, createBuild_version - Version information associated with a build or script. Version strings
do not need to be unique. You can change this value later.
data CreateBuildResponse Source #
See: newCreateBuildResponse smart constructor.
Constructors
| CreateBuildResponse' (Maybe Build) (Maybe S3Location) (Maybe (Sensitive AwsCredentials)) Int |
Instances
newCreateBuildResponse Source #
Arguments
| :: Int | |
| -> CreateBuildResponse |
Create a value of CreateBuildResponse 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:build:CreateBuildResponse', createBuildResponse_build - The newly created build resource, including a unique build IDs and
status.
CreateBuild, createBuildResponse_storageLocation - Amazon S3 location for your game build file, including bucket name and
key.
$sel:uploadCredentials:CreateBuildResponse', createBuildResponse_uploadCredentials - This element is returned only when the operation is called without a
storage location. It contains credentials to use when you are uploading
a build file to an Amazon S3 bucket that is owned by Amazon GameLift.
Credentials have a limited life span. To refresh these credentials, call
RequestUploadCredentials.
$sel:httpStatus:CreateBuildResponse', createBuildResponse_httpStatus - The response's http status code.
CreateFleet
data CreateFleet Source #
See: newCreateFleet smart constructor.
Constructors
| CreateFleet' (Maybe AnywhereConfiguration) (Maybe Text) (Maybe CertificateConfiguration) (Maybe ComputeType) (Maybe Text) (Maybe [IpPermission]) (Maybe EC2InstanceType) (Maybe FleetType) (Maybe Text) (Maybe (NonEmpty LocationConfiguration)) (Maybe [Text]) (Maybe [Text]) (Maybe ProtectionPolicy) (Maybe Text) (Maybe Text) (Maybe ResourceCreationLimitPolicy) (Maybe RuntimeConfiguration) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe [Tag]) Text |
Instances
Arguments
| :: Text | |
| -> CreateFleet |
Create a value of CreateFleet 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:
CreateFleet, createFleet_anywhereConfiguration - GameLift Anywhere configuration options.
CreateFleet, createFleet_buildId - The unique identifier for a custom game server build to be deployed on
fleet instances. You can use either the build ID or ARN. The build must
be uploaded to GameLift and in READY status. This fleet property
cannot be changed later.
CreateFleet, createFleet_certificateConfiguration - Prompts GameLift to generate a TLS/SSL certificate for the fleet.
GameLift uses the certificates to encrypt traffic between game clients
and the game servers running on GameLift. By default, the
CertificateConfiguration is DISABLED. You can't change this
property after you create the fleet.
Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.
ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.
CreateFleet, createFleet_computeType - The type of compute resource used to host your game servers. You can use
your own compute resources with GameLift Anywhere or use Amazon EC2
instances with managed GameLift.
CreateFleet, createFleet_description - A description for the fleet.
$sel:eC2InboundPermissions:CreateFleet', createFleet_eC2InboundPermissions - The allowed IP address ranges and port settings that allow inbound
traffic to access game sessions on this fleet. If the fleet is hosting a
custom game build, this property must be set before players can connect
to game sessions. For Realtime Servers fleets, GameLift automatically
sets TCP and UDP ranges.
CreateFleet, createFleet_eC2InstanceType - The GameLift-supported Amazon EC2 instance type to use for all fleet
instances. Instance type determines the computing resources that will be
used to host your game servers, including CPU, memory, storage, and
networking capacity. See
Amazon Elastic Compute Cloud Instance Types
for detailed descriptions of Amazon EC2 instance types.
CreateFleet, createFleet_fleetType - Indicates whether to use On-Demand or Spot instances for this fleet. By
default, this property is set to ON_DEMAND. Learn more about when to
use
On-Demand versus Spot Instances.
This property cannot be changed after the fleet is created.
CreateFleet, createFleet_instanceRoleArn - A unique identifier for an IAM role that manages access to your Amazon
Web Services 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 Amazon Web
Services Management Console. Learn more about using on-box credentials
for your game servers at
Access external resources from a game server.
This property cannot be changed after the fleet is created.
$sel:locations:CreateFleet', createFleet_locations - A set of remote locations to deploy additional instances to and manage
as part of the fleet. This parameter can only be used when creating
fleets in Amazon Web Services Regions that support multiple locations.
You can add any GameLift-supported Amazon Web Services Region as a
remote location, in the form of an Amazon Web Services Region code such
as us-west-2. To create a fleet with instances in the home Region
only, omit this parameter.
CreateFleet, createFleet_logPaths - This parameter is no longer used. To specify where GameLift should
store log files once a server process shuts down, use the GameLift
server API ProcessReady() and specify one or more directory paths in
logParameters. For more information, see
Initialize the server process
in the GameLift Developer Guide.
CreateFleet, createFleet_metricGroups - The name of an Amazon Web Services CloudWatch metric group to add this
fleet to. A metric group is used to aggregate the metrics for multiple
fleets. You can specify an existing metric group name or set a new name
to create a new metric group. A fleet can be included in only one metric
group at a time.
CreateFleet, createFleet_newGameSessionProtectionPolicy - The status of termination protection for active game sessions on the
fleet. By default, this property is set to NoProtection. You can also
set game session protection for an individual game session by calling
UpdateGameSession.
- NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
- FullProtection - Game sessions in
ACTIVEstatus cannot be terminated during a scale-down event.
CreateFleet, createFleet_peerVpcAwsAccountId - Used when peering your GameLift fleet with a VPC, the unique identifier
for the Amazon Web Services account that owns the VPC. You can find your
account ID in the Amazon Web Services Management Console under account
settings.
CreateFleet, createFleet_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 Amazon Web
Services Management Console. Learn more about VPC peering in
VPC Peering with GameLift Fleets.
CreateFleet, createFleet_resourceCreationLimitPolicy - A policy that limits the number of game sessions that an individual
player can create on instances in this fleet within a specified span of
time.
$sel:runtimeConfiguration:CreateFleet', createFleet_runtimeConfiguration - Instructions for how to launch and maintain server processes on
instances in the fleet. The runtime configuration defines one or more
server process configurations, each identifying a build executable or
Realtime script file and the number of processes of that type to run
concurrently.
The RuntimeConfiguration parameter is required unless the fleet is
being configured using the older parameters ServerLaunchPath and
ServerLaunchParameters, which are still supported for backward
compatibility.
CreateFleet, createFleet_scriptId - The unique identifier for a Realtime configuration script to be deployed
on fleet instances. You can use either the script ID or ARN. Scripts
must be uploaded to GameLift prior to creating the fleet. This fleet
property cannot be changed later.
CreateFleet, createFleet_serverLaunchParameters - This parameter is no longer used. Specify server launch parameters
using the RuntimeConfiguration parameter. Requests that use this
parameter instead continue to be valid.
CreateFleet, createFleet_serverLaunchPath - This parameter is no longer used. Specify a server launch path using
the RuntimeConfiguration parameter. Requests that use this parameter
instead continue to be valid.
$sel:tags:CreateFleet', createFleet_tags - A list of labels to assign to the new fleet resource. Tags are
developer-defined key-value pairs. Tagging Amazon Web Services resources
are useful for resource management, access management and cost
allocation. For more information, see
Tagging Amazon Web Services Resources
in the Amazon Web Services General Reference.
CreateFleet, createFleet_name - A descriptive label that is associated with a fleet. Fleet names do not
need to be unique.
data CreateFleetResponse Source #
See: newCreateFleetResponse smart constructor.
Constructors
| CreateFleetResponse' (Maybe FleetAttributes) (Maybe [LocationState]) Int |
Instances
newCreateFleetResponse Source #
Arguments
| :: Int | |
| -> CreateFleetResponse |
Create a value of CreateFleetResponse 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:fleetAttributes:CreateFleetResponse', createFleetResponse_fleetAttributes - The properties for the new fleet, including the current status. All
fleets are placed in NEW status on creation.
$sel:locationStates:CreateFleetResponse', createFleetResponse_locationStates - The fleet's locations and life-cycle status of each location. For new
fleets, the status of all locations is set to NEW. During fleet
creation, GameLift updates each location status as instances are
deployed there and prepared for game hosting. This list includes an
entry for the fleet's home Region. For fleets with no remote locations,
only one entry, representing the home Region, is returned.
$sel:httpStatus:CreateFleetResponse', createFleetResponse_httpStatus - The response's http status code.
CreateFleetLocations
data CreateFleetLocations Source #
See: newCreateFleetLocations smart constructor.
Constructors
| CreateFleetLocations' Text (NonEmpty LocationConfiguration) |
Instances
newCreateFleetLocations Source #
Arguments
| :: Text | |
| -> NonEmpty LocationConfiguration | |
| -> CreateFleetLocations |
Create a value of CreateFleetLocations 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:
CreateFleetLocations, createFleetLocations_fleetId - A unique identifier for the fleet to add locations to. You can use
either the fleet ID or ARN value.
$sel:locations:CreateFleetLocations', createFleetLocations_locations - A list of locations to deploy additional instances to and manage as part
of the fleet. You can add any GameLift-supported Amazon Web Services
Region as a remote location, in the form of an Amazon Web Services
Region code such as us-west-2.
data CreateFleetLocationsResponse Source #
See: newCreateFleetLocationsResponse smart constructor.
Constructors
| CreateFleetLocationsResponse' (Maybe Text) (Maybe Text) (Maybe [LocationState]) Int |
Instances
newCreateFleetLocationsResponse Source #
Create a value of CreateFleetLocationsResponse 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:
CreateFleetLocationsResponse, createFleetLocationsResponse_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.
CreateFleetLocations, createFleetLocationsResponse_fleetId - A unique identifier for the fleet that was updated with new locations.
$sel:locationStates:CreateFleetLocationsResponse', createFleetLocationsResponse_locationStates - The remote locations that are being added to the fleet, and the
life-cycle status of each location. For new locations, the status is set
to NEW. During location creation, GameLift updates each location's
status as instances are deployed there and prepared for game hosting.
This list does not include the fleet home Region or any remote locations
that were already added to the fleet.
$sel:httpStatus:CreateFleetLocationsResponse', createFleetLocationsResponse_httpStatus - The response's http status code.
CreateGameServerGroup
data CreateGameServerGroup Source #
See: newCreateGameServerGroup smart constructor.
Constructors
Instances
newCreateGameServerGroup Source #
Arguments
| :: Text | |
| -> Text | |
| -> Natural | |
| -> Natural | |
| -> LaunchTemplateSpecification | |
| -> NonEmpty InstanceDefinition | |
| -> CreateGameServerGroup |
Create a value of CreateGameServerGroup 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:autoScalingPolicy:CreateGameServerGroup', createGameServerGroup_autoScalingPolicy - Configuration settings to define a scaling policy for the Auto Scaling
group that is optimized for game hosting. The scaling policy uses the
metric "PercentUtilizedGameServers" to maintain a buffer of idle
game servers that can immediately accommodate new games and players.
After the Auto Scaling group is created, update this value directly in
the Auto Scaling group using the Amazon Web Services console or APIs.
CreateGameServerGroup, createGameServerGroup_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.
CreateGameServerGroup, createGameServerGroup_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 Amazon Web
Services regardless of protection status. This property is set to
NO_PROTECTION by default.
$sel:tags:CreateGameServerGroup', createGameServerGroup_tags - A list of labels to assign to the new game server group resource. Tags
are developer-defined key-value pairs. Tagging Amazon Web Services
resources is useful for resource management, access management, and cost
allocation. For more information, see
Tagging Amazon Web Services Resources
in the Amazon Web Services General Reference.
$sel:vpcSubnets:CreateGameServerGroup', createGameServerGroup_vpcSubnets - A list of virtual private cloud (VPC) subnets to use with instances in
the game server group. By default, all GameLift FleetIQ-supported
Availability Zones are used. You can use this parameter to specify VPCs
that you've set up. This property cannot be updated after the game
server group is created, and the corresponding Auto Scaling group will
always use the property value that is set with this request, even if the
Auto Scaling group is updated directly.
CreateGameServerGroup, createGameServerGroup_gameServerGroupName - An identifier for the new game server group. This value is used to
generate unique ARN identifiers for the Amazon EC2 Auto Scaling group
and the GameLift FleetIQ game server group. The name must be unique per
Region per Amazon Web Services account.
CreateGameServerGroup, createGameServerGroup_roleArn - The Amazon Resource Name
(ARN)
for an IAM role that allows Amazon GameLift to access your Amazon EC2
Auto Scaling groups.
$sel:minSize:CreateGameServerGroup', createGameServerGroup_minSize - The minimum number of instances allowed in the Amazon EC2 Auto Scaling
group. During automatic scaling events, GameLift FleetIQ and Amazon EC2
do not scale down the group below this minimum. In production, this
value should be set to at least 1. After the Auto Scaling group is
created, update this value directly in the Auto Scaling group using the
Amazon Web Services console or APIs.
$sel:maxSize:CreateGameServerGroup', createGameServerGroup_maxSize - The maximum number of instances allowed in the Amazon EC2 Auto Scaling
group. During automatic scaling events, GameLift FleetIQ and EC2 do not
scale up the group above this maximum. After the Auto Scaling group is
created, update this value directly in the Auto Scaling group using the
Amazon Web Services console or APIs.
$sel:launchTemplate:CreateGameServerGroup', createGameServerGroup_launchTemplate - The Amazon EC2 launch template that contains configuration settings and
game server code to be deployed to all instances in the game server
group. You can specify the template using either the template name or
ID. For help with creating a launch template, see
Creating a Launch Template for an Auto Scaling Group
in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the
Auto Scaling group is created, update this value directly in the Auto
Scaling group using the Amazon Web Services console or APIs.
If you specify network interfaces in your launch template, you must
explicitly set the property AssociatePublicIpAddress to "true". If
no network interface is specified in the launch template, GameLift
FleetIQ uses your account's default VPC.
CreateGameServerGroup, createGameServerGroup_instanceDefinitions - The Amazon EC2 instance types and sizes to use in the Auto Scaling
group. The instance definitions must specify at least two different
instance types that are supported by GameLift FleetIQ. For more
information on instance types, see
EC2 Instance Types
in the Amazon Elastic Compute Cloud User Guide. You can optionally
specify capacity weighting for each instance type. If no weight value is
specified for an instance type, it is set to the default value "1".
For more information about capacity weighting, see
Instance Weighting for Amazon EC2 Auto Scaling
in the Amazon EC2 Auto Scaling User Guide.
data CreateGameServerGroupResponse Source #
See: newCreateGameServerGroupResponse smart constructor.
Constructors
| CreateGameServerGroupResponse' (Maybe GameServerGroup) Int |
Instances
newCreateGameServerGroupResponse Source #
Create a value of CreateGameServerGroupResponse 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:gameServerGroup:CreateGameServerGroupResponse', createGameServerGroupResponse_gameServerGroup - The newly created game server group object, including the new ARN value
for the GameLift FleetIQ game server group and the object's status. The
Amazon EC2 Auto Scaling group ARN is initially null, since the group has
not yet been created. This value is added once the game server group
status reaches ACTIVE.
$sel:httpStatus:CreateGameServerGroupResponse', createGameServerGroupResponse_httpStatus - The response's http status code.
CreateGameSession
data CreateGameSession Source #
See: newCreateGameSession smart constructor.
Constructors
| CreateGameSession' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe [GameProperty]) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) Natural |
Instances
Arguments
| :: Natural | |
| -> CreateGameSession |
Create a value of CreateGameSession 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:
CreateGameSession, createGameSession_aliasId - A unique identifier for the alias associated with the fleet to create a
game session in. You can use either the alias ID or ARN value. Each
request must reference either a fleet ID or alias ID, but not both.
CreateGameSession, createGameSession_creatorId - A unique identifier for a player or entity creating the game session.
This parameter is required when requesting a new game session on a fleet
with a resource creation limit policy. This type of policy limits the
number of concurrent active game sessions that one player can create
within a certain time span. GameLift uses the CreatorId to evaluate the
new request against the policy.
CreateGameSession, createGameSession_fleetId - A unique identifier for the fleet to create a game session in. You can
use either the fleet ID or ARN value. Each request must reference either
a fleet ID or alias ID, but not both.
CreateGameSession, createGameSession_gameProperties - A set of custom properties for a game session, formatted as key:value
pairs. These properties are passed to a game server process with a
request to start a new game session (see
Start a Game Session).
CreateGameSession, createGameSession_gameSessionData - A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process with a request to
start a new game session (see
Start a Game Session).
CreateGameSession, createGameSession_gameSessionId - This parameter is deprecated. Use IdempotencyToken instead.
Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.
$sel:idempotencyToken:CreateGameSession', createGameSession_idempotencyToken - Custom string that uniquely identifies the new game session request.
This is useful for ensuring that game session requests with the same
idempotency token are processed only once. Subsequent requests with the
same string return the original GameSession object, with an updated
status. Maximum token length is 48 characters. If provided, this string
is included in the new game session's ID. A game session ARN has the
following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.
Idempotency tokens remain in use for 30 days after a game session has
ended; game session objects are retained for this time period and then
deleted.
CreateGameSession, createGameSession_location - A fleet's remote location to place the new game session in. If this
parameter is not set, the new game session is placed in the fleet's
home Region. Specify a remote location with an Amazon Web Services
Region code such as us-west-2.
CreateGameSession, createGameSession_name - A descriptive label that is associated with a game session. Session
names do not need to be unique.
CreateGameSession, createGameSession_maximumPlayerSessionCount - The maximum number of players that can be connected simultaneously to
the game session.
data CreateGameSessionResponse Source #
See: newCreateGameSessionResponse smart constructor.
Constructors
| CreateGameSessionResponse' (Maybe GameSession) Int |
Instances
newCreateGameSessionResponse Source #
Create a value of CreateGameSessionResponse 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:
CreateGameSessionResponse, createGameSessionResponse_gameSession - Object that describes the newly created game session record.
$sel:httpStatus:CreateGameSessionResponse', createGameSessionResponse_httpStatus - The response's http status code.
CreateGameSessionQueue
data CreateGameSessionQueue Source #
See: newCreateGameSessionQueue smart constructor.
Constructors
Instances
newCreateGameSessionQueue Source #
Arguments
| :: Text | |
| -> CreateGameSessionQueue |
Create a value of CreateGameSessionQueue 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:
CreateGameSessionQueue, createGameSessionQueue_customEventData - Information to be added to all events that are related to this game
session queue.
CreateGameSessionQueue, createGameSessionQueue_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.
CreateGameSessionQueue, createGameSessionQueue_filterConfiguration - A list of locations where a queue is allowed to place new game sessions.
Locations are specified in the form of Amazon Web Services Region codes,
such as us-west-2. If this parameter is not set, game sessions can be
placed in any queue location.
CreateGameSessionQueue, createGameSessionQueue_notificationTarget - An SNS topic ARN that is set up to receive game session placement
notifications. See
Setting up notifications for game session placement.
CreateGameSessionQueue, createGameSessionQueue_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.
CreateGameSessionQueue, createGameSessionQueue_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.
$sel:tags:CreateGameSessionQueue', createGameSessionQueue_tags - A list of labels to assign to the new game session queue resource. Tags
are developer-defined key-value pairs. Tagging Amazon Web Services
resources are useful for resource management, access management and cost
allocation. For more information, see
Tagging Amazon Web Services Resources
in the Amazon Web Services General Reference.
CreateGameSessionQueue, createGameSessionQueue_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.
CreateGameSessionQueue, createGameSessionQueue_name - A descriptive label that is associated with game session queue. Queue
names must be unique within each Region.
data CreateGameSessionQueueResponse Source #
See: newCreateGameSessionQueueResponse smart constructor.
Constructors
| CreateGameSessionQueueResponse' (Maybe GameSessionQueue) Int |
Instances
newCreateGameSessionQueueResponse Source #
Create a value of CreateGameSessionQueueResponse 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:gameSessionQueue:CreateGameSessionQueueResponse', createGameSessionQueueResponse_gameSessionQueue - An object that describes the newly created game session queue.
$sel:httpStatus:CreateGameSessionQueueResponse', createGameSessionQueueResponse_httpStatus - The response's http status code.
CreateLocation
data CreateLocation Source #
See: newCreateLocation smart constructor.
Constructors
| CreateLocation' (Maybe [Tag]) Text |
Instances
Arguments
| :: Text | |
| -> CreateLocation |
Create a value of CreateLocation 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:tags:CreateLocation', createLocation_tags - A list of labels to assign to the new matchmaking configuration
resource. Tags are developer-defined key-value pairs. Tagging Amazon Web
Services resources are useful for resource management, access management
and cost allocation. For more information, see
Tagging Amazon Web Services Resources
in the Amazon Web Services General Rareference.
CreateLocation, createLocation_locationName - A descriptive name for the custom location.
data CreateLocationResponse Source #
See: newCreateLocationResponse smart constructor.
Constructors
| CreateLocationResponse' (Maybe LocationModel) Int |
Instances
newCreateLocationResponse Source #
Create a value of CreateLocationResponse 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:
CreateLocationResponse, createLocationResponse_location - The details of the custom location you created.
$sel:httpStatus:CreateLocationResponse', createLocationResponse_httpStatus - The response's http status code.
CreateMatchmakingConfiguration
data CreateMatchmakingConfiguration Source #
See: newCreateMatchmakingConfiguration smart constructor.
Constructors
| CreateMatchmakingConfiguration' (Maybe Natural) (Maybe Natural) (Maybe BackfillMode) (Maybe Text) (Maybe Text) (Maybe FlexMatchMode) (Maybe [GameProperty]) (Maybe Text) (Maybe [Text]) (Maybe Text) (Maybe [Tag]) Text Natural Bool Text |
Instances
newCreateMatchmakingConfiguration Source #
Arguments
| :: Text | |
| -> Natural | |
| -> Bool | |
| -> Text | |
| -> CreateMatchmakingConfiguration |
Create a value of CreateMatchmakingConfiguration 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:
CreateMatchmakingConfiguration, createMatchmakingConfiguration_acceptanceTimeoutSeconds - The length of time (in seconds) to wait for players to accept a proposed
match, if acceptance is required.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_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 if
FlexMatchMode is set to STANDALONE.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_backfillMode - The method used to backfill game sessions that are created with this
matchmaking configuration. Specify MANUAL when your game manages
backfill requests manually or does not use the match backfill feature.
Specify AUTOMATIC to have GameLift create a backfill request whenever
a game session has one or more open slots. Learn more about manual and
automatic backfill in
Backfill Existing Games with FlexMatch.
Automatic backfill is not available when FlexMatchMode is set to
STANDALONE.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_customEventData - Information to be added to all events related to this matchmaking
configuration.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_description - A human-readable description of the matchmaking configuration.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_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.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_gameProperties - A set of custom properties for a game session, formatted as key:value
pairs. These properties are passed to a game server process with a
request to start a new game session (see
Start a Game Session).
This information is added to the new GameSession object that is
created for a successful match. This parameter is not used if
FlexMatchMode is set to STANDALONE.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_gameSessionData - A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process with a request to
start a new game session (see
Start a Game Session).
This information is added to the new GameSession object that is
created for a successful match. This parameter is not used if
FlexMatchMode is set to STANDALONE.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_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. If FlexMatchMode is set to STANDALONE, do
not set this parameter.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications.
See
Setting up notifications for matchmaking
for more information.
$sel:tags:CreateMatchmakingConfiguration', createMatchmakingConfiguration_tags - A list of labels to assign to the new matchmaking configuration
resource. Tags are developer-defined key-value pairs. Tagging Amazon Web
Services resources are useful for resource management, access management
and cost allocation. For more information, see
Tagging Amazon Web Services Resources
in the Amazon Web Services General Reference.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_name - A unique identifier for the matchmaking configuration. This name is used
to identify the configuration associated with a matchmaking request or
ticket.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_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.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_acceptanceRequired - A flag that determines whether a match that was created with this
configuration must be accepted by the matched players. To require
acceptance, set to TRUE. With this option enabled, matchmaking tickets
use the status REQUIRES_ACCEPTANCE to indicate when a completed
potential match is waiting for player acceptance.
CreateMatchmakingConfiguration, createMatchmakingConfiguration_ruleSetName - A unique identifier for the matchmaking rule set to use with this
configuration. You can use either the rule set name or ARN value. A
matchmaking configuration can only use rule sets that are defined in the
same Region.
data CreateMatchmakingConfigurationResponse Source #
See: newCreateMatchmakingConfigurationResponse smart constructor.
Instances
newCreateMatchmakingConfigurationResponse Source #
Arguments
| :: Int | |
| -> CreateMatchmakingConfigurationResponse |
Create a value of CreateMatchmakingConfigurationResponse 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:configuration:CreateMatchmakingConfigurationResponse', createMatchmakingConfigurationResponse_configuration - Object that describes the newly created matchmaking configuration.
$sel:httpStatus:CreateMatchmakingConfigurationResponse', createMatchmakingConfigurationResponse_httpStatus - The response's http status code.
CreateMatchmakingRuleSet
data CreateMatchmakingRuleSet Source #
See: newCreateMatchmakingRuleSet smart constructor.
Constructors
| CreateMatchmakingRuleSet' (Maybe [Tag]) Text Text |
Instances
newCreateMatchmakingRuleSet Source #
Create a value of CreateMatchmakingRuleSet 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:tags:CreateMatchmakingRuleSet', createMatchmakingRuleSet_tags - A list of labels to assign to the new matchmaking rule set resource.
Tags are developer-defined key-value pairs. Tagging Amazon Web Services
resources are useful for resource management, access management and cost
allocation. For more information, see
Tagging Amazon Web Services Resources
in the Amazon Web Services General Reference.
CreateMatchmakingRuleSet, createMatchmakingRuleSet_name - A unique identifier for the matchmaking rule set. A matchmaking
configuration identifies the rule set it uses by this name value. Note
that the rule set name is different from the optional name field in
the rule set body.
CreateMatchmakingRuleSet, createMatchmakingRuleSet_ruleSetBody - A collection of matchmaking rules, formatted as a JSON string. Comments
are not allowed in JSON, but most elements support a description field.
data CreateMatchmakingRuleSetResponse Source #
See: newCreateMatchmakingRuleSetResponse smart constructor.
Constructors
| CreateMatchmakingRuleSetResponse' Int MatchmakingRuleSet |
Instances
newCreateMatchmakingRuleSetResponse Source #
Arguments
| :: Int | |
| -> MatchmakingRuleSet | |
| -> CreateMatchmakingRuleSetResponse |
Create a value of CreateMatchmakingRuleSetResponse 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:httpStatus:CreateMatchmakingRuleSetResponse', createMatchmakingRuleSetResponse_httpStatus - The response's http status code.
$sel:ruleSet:CreateMatchmakingRuleSetResponse', createMatchmakingRuleSetResponse_ruleSet - The newly created matchmaking rule set.
CreatePlayerSession
data CreatePlayerSession Source #
See: newCreatePlayerSession smart constructor.
Constructors
| CreatePlayerSession' (Maybe Text) Text Text |
Instances
newCreatePlayerSession Source #
Arguments
| :: Text | |
| -> Text | |
| -> CreatePlayerSession |
Create a value of CreatePlayerSession 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:
CreatePlayerSession, createPlayerSession_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.
CreatePlayerSession, createPlayerSession_gameSessionId - A unique identifier for the game session to add a player to.
CreatePlayerSession, createPlayerSession_playerId - A unique identifier for a player. Player IDs are developer-defined.
data CreatePlayerSessionResponse Source #
See: newCreatePlayerSessionResponse smart constructor.
Constructors
| CreatePlayerSessionResponse' (Maybe PlayerSession) Int |
Instances
newCreatePlayerSessionResponse Source #
Create a value of CreatePlayerSessionResponse 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:playerSession:CreatePlayerSessionResponse', createPlayerSessionResponse_playerSession - Object that describes the newly created player session record.
$sel:httpStatus:CreatePlayerSessionResponse', createPlayerSessionResponse_httpStatus - The response's http status code.
CreatePlayerSessions
data CreatePlayerSessions Source #
See: newCreatePlayerSessions smart constructor.
Instances
newCreatePlayerSessions Source #
Arguments
| :: Text | |
| -> NonEmpty Text | |
| -> CreatePlayerSessions |
Create a value of CreatePlayerSessions 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:playerDataMap:CreatePlayerSessions', createPlayerSessions_playerDataMap - Map of string pairs, each specifying a player ID and a set of
developer-defined information related to the player. Amazon GameLift
does not use this data, so it can be formatted as needed for use in the
game. Any player data strings for player IDs that are not included in
the PlayerIds parameter are ignored.
CreatePlayerSessions, createPlayerSessions_gameSessionId - A unique identifier for the game session to add players to.
$sel:playerIds:CreatePlayerSessions', createPlayerSessions_playerIds - List of unique identifiers for the players to be added.
data CreatePlayerSessionsResponse Source #
See: newCreatePlayerSessionsResponse smart constructor.
Constructors
| CreatePlayerSessionsResponse' (Maybe [PlayerSession]) Int |
Instances
newCreatePlayerSessionsResponse Source #
Create a value of CreatePlayerSessionsResponse 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:playerSessions:CreatePlayerSessionsResponse', createPlayerSessionsResponse_playerSessions - A collection of player session objects created for the added players.
$sel:httpStatus:CreatePlayerSessionsResponse', createPlayerSessionsResponse_httpStatus - The response's http status code.
CreateScript
data CreateScript Source #
See: newCreateScript smart constructor.
Instances
newCreateScript :: CreateScript Source #
Create a value of CreateScript 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:
CreateScript, createScript_name - A descriptive label that is associated with a script. Script names do
not need to be unique. You can use
UpdateScript
to change this value later.
CreateScript, createScript_storageLocation - The location of the Amazon S3 bucket where a zipped file containing your
Realtime scripts is stored. The storage location must specify the Amazon
S3 bucket name, the zip file name (the "key"), and a role ARN that
allows Amazon GameLift to access the Amazon S3 storage location. The S3
bucket must be in the same Region where you want to create a new script.
By default, Amazon GameLift uploads the latest version of the zip file;
if you have S3 object versioning turned on, you can use the
ObjectVersion parameter to specify an earlier version.
$sel:tags:CreateScript', createScript_tags - A list of labels to assign to the new script resource. Tags are
developer-defined key-value pairs. Tagging Amazon Web Services resources
are useful for resource management, access management and cost
allocation. For more information, see
Tagging Amazon Web Services Resources
in the Amazon Web Services General Reference. Once the resource is
created, you can use
TagResource,
UntagResource,
and
ListTagsForResource
to add, remove, and view tags. The maximum tag limit may be lower than
stated. See the Amazon Web Services General Reference for actual tagging
limits.
CreateScript, createScript_version - Version information associated with a build or script. Version strings
do not need to be unique. You can use
UpdateScript
to change this value later.
$sel:zipFile:CreateScript', createScript_zipFile - A data object containing your Realtime scripts and dependencies as a zip
file. The zip file can have one or multiple files. Maximum size of a zip
file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this
parameter is set to the zip file name. It must be prepended with the
string "fileb://" to indicate that the file data is a binary object.
For example: --zip-file fileb://myRealtimeScript.zip.--
-- Note: This Lens automatically encodes and decodes Base64 data.
-- The underlying isomorphism will encode to Base64 representation during
-- serialisation, and decode from Base64 representation during deserialisation.
-- This Lens accepts and returns only raw unencoded data.
data CreateScriptResponse Source #
See: newCreateScriptResponse smart constructor.
Constructors
| CreateScriptResponse' (Maybe Script) Int |
Instances
newCreateScriptResponse Source #
Arguments
| :: Int | |
| -> CreateScriptResponse |
Create a value of CreateScriptResponse 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:script:CreateScriptResponse', createScriptResponse_script - The newly created script record with a unique script ID and ARN. The new
script's storage location reflects an Amazon S3 location: (1) If the
script was uploaded from an S3 bucket under your account, the storage
location reflects the information that was provided in the
CreateScript request; (2) If the script file was uploaded from a local
zip file, the storage location reflects an S3 location controls by the
Amazon GameLift service.
$sel:httpStatus:CreateScriptResponse', createScriptResponse_httpStatus - The response's http status code.
CreateVpcPeeringAuthorization
data CreateVpcPeeringAuthorization Source #
See: newCreateVpcPeeringAuthorization smart constructor.
Constructors
| CreateVpcPeeringAuthorization' Text Text |
Instances
newCreateVpcPeeringAuthorization Source #
Arguments
| :: Text | |
| -> Text | |
| -> CreateVpcPeeringAuthorization |
Create a value of CreateVpcPeeringAuthorization 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:
CreateVpcPeeringAuthorization, createVpcPeeringAuthorization_gameLiftAwsAccountId - A unique identifier for the Amazon Web Services account that you use to
manage your GameLift fleet. You can find your Account ID in the Amazon
Web Services Management Console under account settings.
CreateVpcPeeringAuthorization, createVpcPeeringAuthorization_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 Amazon Web
Services Management Console. Learn more about VPC peering in
VPC Peering with GameLift Fleets.
data CreateVpcPeeringAuthorizationResponse Source #
See: newCreateVpcPeeringAuthorizationResponse smart constructor.
Instances
newCreateVpcPeeringAuthorizationResponse Source #
Arguments
| :: Int | |
| -> CreateVpcPeeringAuthorizationResponse |
Create a value of CreateVpcPeeringAuthorizationResponse 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:vpcPeeringAuthorization:CreateVpcPeeringAuthorizationResponse', createVpcPeeringAuthorizationResponse_vpcPeeringAuthorization - Details on the requested VPC peering authorization, including
expiration.
$sel:httpStatus:CreateVpcPeeringAuthorizationResponse', createVpcPeeringAuthorizationResponse_httpStatus - The response's http status code.
CreateVpcPeeringConnection
data CreateVpcPeeringConnection Source #
See: newCreateVpcPeeringConnection smart constructor.
Constructors
| CreateVpcPeeringConnection' Text Text Text |
Instances
newCreateVpcPeeringConnection Source #
Arguments
| :: Text | |
| -> Text | |
| -> Text | |
| -> CreateVpcPeeringConnection |
Create a value of CreateVpcPeeringConnection 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:
CreateVpcPeeringConnection, createVpcPeeringConnection_fleetId - A unique identifier for the fleet. You can use either the fleet ID or
ARN value. This tells Amazon GameLift which GameLift VPC to peer with.
CreateVpcPeeringConnection, createVpcPeeringConnection_peerVpcAwsAccountId - A unique identifier for the Amazon Web Services account with the VPC
that you want to peer your Amazon GameLift fleet with. You can find your
Account ID in the Amazon Web Services Management Console under account
settings.
CreateVpcPeeringConnection, createVpcPeeringConnection_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 Amazon Web
Services Management Console. Learn more about VPC peering in
VPC Peering with GameLift Fleets.
data CreateVpcPeeringConnectionResponse Source #
See: newCreateVpcPeeringConnectionResponse smart constructor.
Constructors
| CreateVpcPeeringConnectionResponse' Int |
Instances
newCreateVpcPeeringConnectionResponse Source #
Arguments
| :: Int | |
| -> CreateVpcPeeringConnectionResponse |
Create a value of CreateVpcPeeringConnectionResponse 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:httpStatus:CreateVpcPeeringConnectionResponse', createVpcPeeringConnectionResponse_httpStatus - The response's http status code.
DeleteAlias
data DeleteAlias Source #
See: newDeleteAlias smart constructor.
Constructors
| DeleteAlias' Text |
Instances
Arguments
| :: Text | |
| -> DeleteAlias |
Create a value of DeleteAlias 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:
DeleteAlias, deleteAlias_aliasId - A unique identifier of the alias that you want to delete. You can use
either the alias ID or ARN value.
data DeleteAliasResponse Source #
See: newDeleteAliasResponse smart constructor.
Constructors
| DeleteAliasResponse' | |
Instances
newDeleteAliasResponse :: DeleteAliasResponse Source #
Create a value of DeleteAliasResponse with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
DeleteBuild
data DeleteBuild Source #
See: newDeleteBuild smart constructor.
Constructors
| DeleteBuild' Text |
Instances
Arguments
| :: Text | |
| -> DeleteBuild |
Create a value of DeleteBuild 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:
DeleteBuild, deleteBuild_buildId - A unique identifier for the build to delete. You can use either the
build ID or ARN value.
data DeleteBuildResponse Source #
See: newDeleteBuildResponse smart constructor.
Constructors
| DeleteBuildResponse' | |
Instances
newDeleteBuildResponse :: DeleteBuildResponse Source #
Create a value of DeleteBuildResponse with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
DeleteFleet
data DeleteFleet Source #
See: newDeleteFleet smart constructor.
Constructors
| DeleteFleet' Text |
Instances
Arguments
| :: Text | |
| -> DeleteFleet |
Create a value of DeleteFleet 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:
DeleteFleet, deleteFleet_fleetId - A unique identifier for the fleet to be deleted. You can use either the
fleet ID or ARN value.
data DeleteFleetResponse Source #
See: newDeleteFleetResponse smart constructor.
Constructors
| DeleteFleetResponse' | |
Instances
newDeleteFleetResponse :: DeleteFleetResponse Source #
Create a value of DeleteFleetResponse with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
DeleteFleetLocations
data DeleteFleetLocations Source #
See: newDeleteFleetLocations smart constructor.
Constructors
| DeleteFleetLocations' Text (NonEmpty Text) |
Instances
newDeleteFleetLocations Source #
Arguments
| :: Text | |
| -> NonEmpty Text | |
| -> DeleteFleetLocations |
Create a value of DeleteFleetLocations 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:
DeleteFleetLocations, deleteFleetLocations_fleetId - A unique identifier for the fleet to delete locations for. You can use
either the fleet ID or ARN value.
$sel:locations:DeleteFleetLocations', deleteFleetLocations_locations - The list of fleet locations to delete. Specify locations in the form of
an Amazon Web Services Region code, such as us-west-2.
data DeleteFleetLocationsResponse Source #
See: newDeleteFleetLocationsResponse smart constructor.
Constructors
| DeleteFleetLocationsResponse' (Maybe Text) (Maybe Text) (Maybe [LocationState]) Int |
Instances
newDeleteFleetLocationsResponse Source #
Create a value of DeleteFleetLocationsResponse 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:
DeleteFleetLocationsResponse, deleteFleetLocationsResponse_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.
DeleteFleetLocations, deleteFleetLocationsResponse_fleetId - A unique identifier for the fleet that location attributes are being
deleted for.
$sel:locationStates:DeleteFleetLocationsResponse', deleteFleetLocationsResponse_locationStates - The remote locations that are being deleted, with each location status
set to DELETING.
$sel:httpStatus:DeleteFleetLocationsResponse', deleteFleetLocationsResponse_httpStatus - The response's http status code.
DeleteGameServerGroup
data DeleteGameServerGroup Source #
See: newDeleteGameServerGroup smart constructor.
Constructors
| DeleteGameServerGroup' (Maybe GameServerGroupDeleteOption) Text |
Instances
newDeleteGameServerGroup Source #
Arguments
| :: Text | |
| -> DeleteGameServerGroup |
Create a value of DeleteGameServerGroup 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:deleteOption:DeleteGameServerGroup', deleteGameServerGroup_deleteOption - The type of delete to perform. Options include the following:
SAFE_DELETE– (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are inUTILIZEDstatus.FORCE_DELETE– Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.RETAIN– Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.
DeleteGameServerGroup, deleteGameServerGroup_gameServerGroupName - A unique identifier for the game server group. Use either the name or
ARN value.
data DeleteGameServerGroupResponse Source #
See: newDeleteGameServerGroupResponse smart constructor.
Constructors
| DeleteGameServerGroupResponse' (Maybe GameServerGroup) Int |
Instances
newDeleteGameServerGroupResponse Source #
Create a value of DeleteGameServerGroupResponse 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:gameServerGroup:DeleteGameServerGroupResponse', deleteGameServerGroupResponse_gameServerGroup - An object that describes the deleted game server group resource, with
status updated to DELETE_SCHEDULED.
$sel:httpStatus:DeleteGameServerGroupResponse', deleteGameServerGroupResponse_httpStatus - The response's http status code.
DeleteGameSessionQueue
data DeleteGameSessionQueue Source #
See: newDeleteGameSessionQueue smart constructor.
Constructors
| DeleteGameSessionQueue' Text |
Instances
newDeleteGameSessionQueue Source #
Arguments
| :: Text | |
| -> DeleteGameSessionQueue |
Create a value of DeleteGameSessionQueue 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:
DeleteGameSessionQueue, deleteGameSessionQueue_name - A descriptive label that is associated with game session queue. Queue
names must be unique within each Region. You can use either the queue ID
or ARN value.
data DeleteGameSessionQueueResponse Source #
See: newDeleteGameSessionQueueResponse smart constructor.
Constructors
| DeleteGameSessionQueueResponse' Int |
Instances
newDeleteGameSessionQueueResponse Source #
Create a value of DeleteGameSessionQueueResponse 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:httpStatus:DeleteGameSessionQueueResponse', deleteGameSessionQueueResponse_httpStatus - The response's http status code.
DeleteLocation
data DeleteLocation Source #
See: newDeleteLocation smart constructor.
Constructors
| DeleteLocation' Text |
Instances
Arguments
| :: Text | |
| -> DeleteLocation |
Create a value of DeleteLocation 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:
DeleteLocation, deleteLocation_locationName - The location name of the custom location to be deleted.
data DeleteLocationResponse Source #
See: newDeleteLocationResponse smart constructor.
Constructors
| DeleteLocationResponse' Int |
Instances
newDeleteLocationResponse Source #
Create a value of DeleteLocationResponse 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:httpStatus:DeleteLocationResponse', deleteLocationResponse_httpStatus - The response's http status code.
DeleteMatchmakingConfiguration
data DeleteMatchmakingConfiguration Source #
See: newDeleteMatchmakingConfiguration smart constructor.
Constructors
| DeleteMatchmakingConfiguration' Text |
Instances
newDeleteMatchmakingConfiguration Source #
Create a value of DeleteMatchmakingConfiguration 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:
DeleteMatchmakingConfiguration, deleteMatchmakingConfiguration_name - A unique identifier for the matchmaking configuration. You can use
either the configuration name or ARN value.
data DeleteMatchmakingConfigurationResponse Source #
See: newDeleteMatchmakingConfigurationResponse smart constructor.
Constructors
| DeleteMatchmakingConfigurationResponse' Int |
Instances
newDeleteMatchmakingConfigurationResponse Source #
Arguments
| :: Int | |
| -> DeleteMatchmakingConfigurationResponse |
Create a value of DeleteMatchmakingConfigurationResponse 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:httpStatus:DeleteMatchmakingConfigurationResponse', deleteMatchmakingConfigurationResponse_httpStatus - The response's http status code.
DeleteMatchmakingRuleSet
data DeleteMatchmakingRuleSet Source #
See: newDeleteMatchmakingRuleSet smart constructor.
Constructors
| DeleteMatchmakingRuleSet' Text |
Instances
newDeleteMatchmakingRuleSet Source #
Arguments
| :: Text | |
| -> DeleteMatchmakingRuleSet |
Create a value of DeleteMatchmakingRuleSet 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:
DeleteMatchmakingRuleSet, deleteMatchmakingRuleSet_name - A unique identifier for the matchmaking rule set to be deleted. (Note:
The rule set name is different from the optional "name" field in the
rule set body.) You can use either the rule set name or ARN value.
data DeleteMatchmakingRuleSetResponse Source #
See: newDeleteMatchmakingRuleSetResponse smart constructor.
Constructors
| DeleteMatchmakingRuleSetResponse' Int |
Instances
newDeleteMatchmakingRuleSetResponse Source #
Create a value of DeleteMatchmakingRuleSetResponse 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:httpStatus:DeleteMatchmakingRuleSetResponse', deleteMatchmakingRuleSetResponse_httpStatus - The response's http status code.
DeleteScalingPolicy
data DeleteScalingPolicy Source #
See: newDeleteScalingPolicy smart constructor.
Constructors
| DeleteScalingPolicy' Text Text |
Instances
newDeleteScalingPolicy Source #
Arguments
| :: Text | |
| -> Text | |
| -> DeleteScalingPolicy |
Create a value of DeleteScalingPolicy 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:
DeleteScalingPolicy, deleteScalingPolicy_name - A descriptive label that is associated with a fleet's scaling policy.
Policy names do not need to be unique.
DeleteScalingPolicy, deleteScalingPolicy_fleetId - A unique identifier for the fleet to be deleted. You can use either the
fleet ID or ARN value.
data DeleteScalingPolicyResponse Source #
See: newDeleteScalingPolicyResponse smart constructor.
Constructors
| DeleteScalingPolicyResponse' | |
Instances
newDeleteScalingPolicyResponse :: DeleteScalingPolicyResponse Source #
Create a value of DeleteScalingPolicyResponse with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
DeleteScript
data DeleteScript Source #
See: newDeleteScript smart constructor.
Constructors
| DeleteScript' Text |
Instances
Arguments
| :: Text | |
| -> DeleteScript |
Create a value of DeleteScript 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:
DeleteScript, deleteScript_scriptId - A unique identifier for the Realtime script to delete. You can use
either the script ID or ARN value.
data DeleteScriptResponse Source #
See: newDeleteScriptResponse smart constructor.
Constructors
| DeleteScriptResponse' | |
Instances
newDeleteScriptResponse :: DeleteScriptResponse Source #
Create a value of DeleteScriptResponse with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
DeleteVpcPeeringAuthorization
data DeleteVpcPeeringAuthorization Source #
See: newDeleteVpcPeeringAuthorization smart constructor.
Constructors
| DeleteVpcPeeringAuthorization' Text Text |
Instances
newDeleteVpcPeeringAuthorization Source #
Arguments
| :: Text | |
| -> Text | |
| -> DeleteVpcPeeringAuthorization |
Create a value of DeleteVpcPeeringAuthorization 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:
DeleteVpcPeeringAuthorization, deleteVpcPeeringAuthorization_gameLiftAwsAccountId - A unique identifier for the Amazon Web Services account that you use to
manage your GameLift fleet. You can find your Account ID in the Amazon
Web Services Management Console under account settings.
DeleteVpcPeeringAuthorization, deleteVpcPeeringAuthorization_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 Amazon Web
Services Management Console. Learn more about VPC peering in
VPC Peering with GameLift Fleets.
data DeleteVpcPeeringAuthorizationResponse Source #
See: newDeleteVpcPeeringAuthorizationResponse smart constructor.
Constructors
| DeleteVpcPeeringAuthorizationResponse' Int |
Instances
newDeleteVpcPeeringAuthorizationResponse Source #
Arguments
| :: Int | |
| -> DeleteVpcPeeringAuthorizationResponse |
Create a value of DeleteVpcPeeringAuthorizationResponse 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:httpStatus:DeleteVpcPeeringAuthorizationResponse', deleteVpcPeeringAuthorizationResponse_httpStatus - The response's http status code.
DeleteVpcPeeringConnection
data DeleteVpcPeeringConnection Source #
See: newDeleteVpcPeeringConnection smart constructor.
Constructors
| DeleteVpcPeeringConnection' Text Text |
Instances
newDeleteVpcPeeringConnection Source #
Arguments
| :: Text | |
| -> Text | |
| -> DeleteVpcPeeringConnection |
Create a value of DeleteVpcPeeringConnection 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:
DeleteVpcPeeringConnection, deleteVpcPeeringConnection_fleetId - A unique identifier for the fleet. This fleet specified must match the
fleet referenced in the VPC peering connection record. You can use
either the fleet ID or ARN value.
DeleteVpcPeeringConnection, deleteVpcPeeringConnection_vpcPeeringConnectionId - A unique identifier for a VPC peering connection.
data DeleteVpcPeeringConnectionResponse Source #
See: newDeleteVpcPeeringConnectionResponse smart constructor.
Constructors
| DeleteVpcPeeringConnectionResponse' Int |
Instances
newDeleteVpcPeeringConnectionResponse Source #
Arguments
| :: Int | |
| -> DeleteVpcPeeringConnectionResponse |
Create a value of DeleteVpcPeeringConnectionResponse 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:httpStatus:DeleteVpcPeeringConnectionResponse', deleteVpcPeeringConnectionResponse_httpStatus - The response's http status code.
DeregisterCompute
data DeregisterCompute Source #
See: newDeregisterCompute smart constructor.
Constructors
| DeregisterCompute' Text Text |
Instances
Arguments
| :: Text | |
| -> Text | |
| -> DeregisterCompute |
Create a value of DeregisterCompute 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:
DeregisterCompute, deregisterCompute_fleetId - >A unique identifier for the fleet the compute resource is registered
to.
DeregisterCompute, deregisterCompute_computeName - The name of the compute resource you want to delete.
data DeregisterComputeResponse Source #
See: newDeregisterComputeResponse smart constructor.
Constructors
| DeregisterComputeResponse' Int |
Instances
newDeregisterComputeResponse Source #
Create a value of DeregisterComputeResponse 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:httpStatus:DeregisterComputeResponse', deregisterComputeResponse_httpStatus - The response's http status code.
DeregisterGameServer
data DeregisterGameServer Source #
See: newDeregisterGameServer smart constructor.
Constructors
| DeregisterGameServer' Text Text |
Instances
newDeregisterGameServer Source #
Arguments
| :: Text | |
| -> Text | |
| -> DeregisterGameServer |
Create a value of DeregisterGameServer 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:
DeregisterGameServer, deregisterGameServer_gameServerGroupName - A unique identifier for the game server group where the game server is
running.
DeregisterGameServer, deregisterGameServer_gameServerId - A custom string that uniquely identifies the game server to deregister.
data DeregisterGameServerResponse Source #
See: newDeregisterGameServerResponse smart constructor.
Constructors
| DeregisterGameServerResponse' | |
Instances
| Generic DeregisterGameServerResponse Source # | |
Defined in Amazonka.GameLift.DeregisterGameServer Associated Types type Rep DeregisterGameServerResponse :: Type -> Type # | |
| Read DeregisterGameServerResponse Source # | |
| Show DeregisterGameServerResponse Source # | |
Defined in Amazonka.GameLift.DeregisterGameServer Methods showsPrec :: Int -> DeregisterGameServerResponse -> ShowS # show :: DeregisterGameServerResponse -> String # showList :: [DeregisterGameServerResponse] -> ShowS # | |
| NFData DeregisterGameServerResponse Source # | |
Defined in Amazonka.GameLift.DeregisterGameServer Methods rnf :: DeregisterGameServerResponse -> () # | |
| Eq DeregisterGameServerResponse Source # | |
Defined in Amazonka.GameLift.DeregisterGameServer Methods (==) :: DeregisterGameServerResponse -> DeregisterGameServerResponse -> Bool # (/=) :: DeregisterGameServerResponse -> DeregisterGameServerResponse -> Bool # | |
| type Rep DeregisterGameServerResponse Source # | |
Defined in Amazonka.GameLift.DeregisterGameServer | |
newDeregisterGameServerResponse :: DeregisterGameServerResponse Source #
Create a value of DeregisterGameServerResponse with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
DescribeAlias
data DescribeAlias Source #
See: newDescribeAlias smart constructor.
Constructors
| DescribeAlias' Text |
Instances
Arguments
| :: Text | |
| -> DescribeAlias |
Create a value of DescribeAlias 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:
DescribeAlias, describeAlias_aliasId - The unique identifier for the fleet alias that you want to retrieve. You
can use either the alias ID or ARN value.
data DescribeAliasResponse Source #
See: newDescribeAliasResponse smart constructor.
Constructors
| DescribeAliasResponse' (Maybe Alias) Int |
Instances
newDescribeAliasResponse Source #
Create a value of DescribeAliasResponse 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:alias:DescribeAliasResponse', describeAliasResponse_alias - The requested alias resource.
$sel:httpStatus:DescribeAliasResponse', describeAliasResponse_httpStatus - The response's http status code.
DescribeBuild
data DescribeBuild Source #
See: newDescribeBuild smart constructor.
Constructors
| DescribeBuild' Text |
Instances
Arguments
| :: Text | |
| -> DescribeBuild |
Create a value of DescribeBuild 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:
DescribeBuild, describeBuild_buildId - A unique identifier for the build to retrieve properties for. You can
use either the build ID or ARN value.
data DescribeBuildResponse Source #
See: newDescribeBuildResponse smart constructor.
Constructors
| DescribeBuildResponse' (Maybe Build) Int |
Instances
newDescribeBuildResponse Source #
Create a value of DescribeBuildResponse 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:build:DescribeBuildResponse', describeBuildResponse_build - Set of properties describing the requested build.
$sel:httpStatus:DescribeBuildResponse', describeBuildResponse_httpStatus - The response's http status code.
DescribeCompute
data DescribeCompute Source #
See: newDescribeCompute smart constructor.
Constructors
| DescribeCompute' Text Text |
Instances
Arguments
| :: Text | |
| -> Text | |
| -> DescribeCompute |
Create a value of DescribeCompute 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:
DescribeCompute, describeCompute_fleetId - A unique identifier for the fleet the compute is registered to.
DescribeCompute, describeCompute_computeName - A descriptive label that is associated with the compute resource
registered to your fleet.
data DescribeComputeResponse Source #
See: newDescribeComputeResponse smart constructor.
Constructors
| DescribeComputeResponse' (Maybe Compute) Int |
Instances
newDescribeComputeResponse Source #
Create a value of DescribeComputeResponse 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:compute:DescribeComputeResponse', describeComputeResponse_compute - The details of the compute resource you registered to the specified
fleet.
$sel:httpStatus:DescribeComputeResponse', describeComputeResponse_httpStatus - The response's http status code.
DescribeEC2InstanceLimits
data DescribeEC2InstanceLimits Source #
See: newDescribeEC2InstanceLimits smart constructor.
Constructors
| DescribeEC2InstanceLimits' (Maybe EC2InstanceType) (Maybe Text) |
Instances
newDescribeEC2InstanceLimits :: DescribeEC2InstanceLimits Source #
Create a value of DescribeEC2InstanceLimits 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:
DescribeEC2InstanceLimits, describeEC2InstanceLimits_eC2InstanceType - Name of an Amazon EC2 instance type that is supported in GameLift. A
fleet instance type determines the computing resources of each instance
in the fleet, including CPU, memory, storage, and networking capacity.
Do not specify a value for this parameter to retrieve limits for all
instance types.
DescribeEC2InstanceLimits, describeEC2InstanceLimits_location - The name of a remote location to request instance limits for, in the
form of an Amazon Web Services Region code such as us-west-2.
data DescribeEC2InstanceLimitsResponse Source #
See: newDescribeEC2InstanceLimitsResponse smart constructor.
Constructors
| DescribeEC2InstanceLimitsResponse' (Maybe [EC2InstanceLimit]) Int |
Instances
newDescribeEC2InstanceLimitsResponse Source #
Arguments
| :: Int | |
| -> DescribeEC2InstanceLimitsResponse |
Create a value of DescribeEC2InstanceLimitsResponse 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:eC2InstanceLimits:DescribeEC2InstanceLimitsResponse', describeEC2InstanceLimitsResponse_eC2InstanceLimits - The maximum number of instances for the specified instance type.
$sel:httpStatus:DescribeEC2InstanceLimitsResponse', describeEC2InstanceLimitsResponse_httpStatus - The response's http status code.
DescribeFleetAttributes (Paginated)
data DescribeFleetAttributes Source #
See: newDescribeFleetAttributes smart constructor.
Instances
newDescribeFleetAttributes :: DescribeFleetAttributes Source #
Create a value of DescribeFleetAttributes 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:fleetIds:DescribeFleetAttributes', describeFleetAttributes_fleetIds - A list of unique fleet identifiers to retrieve attributes for. You can
use either the fleet ID or ARN value. To retrieve attributes for all
current fleets, do not include this parameter.
$sel:limit:DescribeFleetAttributes', describeFleetAttributes_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages. This parameter
is ignored when the request specifies one or a list of fleet IDs.
DescribeFleetAttributes, describeFleetAttributes_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
This parameter is ignored when the request specifies one or a list of
fleet IDs.
data DescribeFleetAttributesResponse Source #
See: newDescribeFleetAttributesResponse smart constructor.
Constructors
| DescribeFleetAttributesResponse' (Maybe [FleetAttributes]) (Maybe Text) Int |
Instances
newDescribeFleetAttributesResponse Source #
Create a value of DescribeFleetAttributesResponse 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:fleetAttributes:DescribeFleetAttributesResponse', describeFleetAttributesResponse_fleetAttributes - A collection of objects containing attribute metadata for each requested
fleet ID. Attribute objects are returned only for fleets that currently
exist.
DescribeFleetAttributes, describeFleetAttributesResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeFleetAttributesResponse', describeFleetAttributesResponse_httpStatus - The response's http status code.
DescribeFleetCapacity (Paginated)
data DescribeFleetCapacity Source #
See: newDescribeFleetCapacity smart constructor.
Instances
newDescribeFleetCapacity :: DescribeFleetCapacity Source #
Create a value of DescribeFleetCapacity 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:fleetIds:DescribeFleetCapacity', describeFleetCapacity_fleetIds - A unique identifier for the fleet to retrieve capacity information for.
You can use either the fleet ID or ARN value. Leave this parameter empty
to retrieve capacity information for all fleets.
$sel:limit:DescribeFleetCapacity', describeFleetCapacity_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages. This parameter
is ignored when the request specifies one or a list of fleet IDs.
DescribeFleetCapacity, describeFleetCapacity_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
This parameter is ignored when the request specifies one or a list of
fleet IDs.
data DescribeFleetCapacityResponse Source #
See: newDescribeFleetCapacityResponse smart constructor.
Constructors
| DescribeFleetCapacityResponse' (Maybe [FleetCapacity]) (Maybe Text) Int |
Instances
newDescribeFleetCapacityResponse Source #
Create a value of DescribeFleetCapacityResponse 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:fleetCapacity:DescribeFleetCapacityResponse', describeFleetCapacityResponse_fleetCapacity - A collection of objects that contains capacity information for each
requested fleet ID. Capacity objects are returned only for fleets that
currently exist.
DescribeFleetCapacity, describeFleetCapacityResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeFleetCapacityResponse', describeFleetCapacityResponse_httpStatus - The response's http status code.
DescribeFleetEvents (Paginated)
data DescribeFleetEvents Source #
See: newDescribeFleetEvents smart constructor.
Instances
newDescribeFleetEvents Source #
Arguments
| :: Text | |
| -> DescribeFleetEvents |
Create a value of DescribeFleetEvents 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:
DescribeFleetEvents, describeFleetEvents_endTime - The most recent date to retrieve event logs for. If no end time is
specified, this call returns entries from the specified start time up to
the present. Format is a number expressed in Unix time as milliseconds
(ex: "1469498468.057").
$sel:limit:DescribeFleetEvents', describeFleetEvents_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
DescribeFleetEvents, describeFleetEvents_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
DescribeFleetEvents, describeFleetEvents_startTime - The earliest date to retrieve event logs for. If no start time is
specified, this call returns entries starting from when the fleet was
created to the specified end time. Format is a number expressed in Unix
time as milliseconds (ex: "1469498468.057").
DescribeFleetEvents, describeFleetEvents_fleetId - A unique identifier for the fleet to get event logs for. You can use
either the fleet ID or ARN value.
data DescribeFleetEventsResponse Source #
See: newDescribeFleetEventsResponse smart constructor.
Instances
newDescribeFleetEventsResponse Source #
Create a value of DescribeFleetEventsResponse 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:events:DescribeFleetEventsResponse', describeFleetEventsResponse_events - A collection of objects containing event log entries for the specified
fleet.
DescribeFleetEvents, describeFleetEventsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeFleetEventsResponse', describeFleetEventsResponse_httpStatus - The response's http status code.
DescribeFleetLocationAttributes
data DescribeFleetLocationAttributes Source #
See: newDescribeFleetLocationAttributes smart constructor.
Constructors
| DescribeFleetLocationAttributes' (Maybe Natural) (Maybe (NonEmpty Text)) (Maybe Text) Text |
Instances
newDescribeFleetLocationAttributes Source #
Create a value of DescribeFleetLocationAttributes 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:limit:DescribeFleetLocationAttributes', describeFleetLocationAttributes_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages. This limit is
not currently enforced.
$sel:locations:DescribeFleetLocationAttributes', describeFleetLocationAttributes_locations - A list of fleet locations to retrieve information for. Specify locations
in the form of an Amazon Web Services Region code, such as us-west-2.
DescribeFleetLocationAttributes, describeFleetLocationAttributes_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
DescribeFleetLocationAttributes, describeFleetLocationAttributes_fleetId - A unique identifier for the fleet to retrieve remote locations for. You
can use either the fleet ID or ARN value.
data DescribeFleetLocationAttributesResponse Source #
See: newDescribeFleetLocationAttributesResponse smart constructor.
Constructors
| DescribeFleetLocationAttributesResponse' (Maybe Text) (Maybe Text) (Maybe [LocationAttributes]) (Maybe Text) Int |
Instances
newDescribeFleetLocationAttributesResponse Source #
Arguments
| :: Int | |
| -> DescribeFleetLocationAttributesResponse |
Create a value of DescribeFleetLocationAttributesResponse 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:
DescribeFleetLocationAttributesResponse, describeFleetLocationAttributesResponse_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.
DescribeFleetLocationAttributes, describeFleetLocationAttributesResponse_fleetId - A unique identifier for the fleet that location attributes were
requested for.
$sel:locationAttributes:DescribeFleetLocationAttributesResponse', describeFleetLocationAttributesResponse_locationAttributes - Location-specific information on the requested fleet's remote
locations.
DescribeFleetLocationAttributes, describeFleetLocationAttributesResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeFleetLocationAttributesResponse', describeFleetLocationAttributesResponse_httpStatus - The response's http status code.
DescribeFleetLocationCapacity
data DescribeFleetLocationCapacity Source #
See: newDescribeFleetLocationCapacity smart constructor.
Constructors
| DescribeFleetLocationCapacity' Text Text |
Instances
newDescribeFleetLocationCapacity Source #
Arguments
| :: Text | |
| -> Text | |
| -> DescribeFleetLocationCapacity |
Create a value of DescribeFleetLocationCapacity 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:
DescribeFleetLocationCapacity, describeFleetLocationCapacity_fleetId - A unique identifier for the fleet to request location capacity for. You
can use either the fleet ID or ARN value.
DescribeFleetLocationCapacity, describeFleetLocationCapacity_location - The fleet location to retrieve capacity information for. Specify a
location in the form of an Amazon Web Services Region code, such as
us-west-2.
data DescribeFleetLocationCapacityResponse Source #
See: newDescribeFleetLocationCapacityResponse smart constructor.
Constructors
| DescribeFleetLocationCapacityResponse' (Maybe FleetCapacity) Int |
Instances
newDescribeFleetLocationCapacityResponse Source #
Arguments
| :: Int | |
| -> DescribeFleetLocationCapacityResponse |
Create a value of DescribeFleetLocationCapacityResponse 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:fleetCapacity:DescribeFleetLocationCapacityResponse', describeFleetLocationCapacityResponse_fleetCapacity - Resource capacity information for the requested fleet location. Capacity
objects are returned only for fleets and locations that currently exist.
$sel:httpStatus:DescribeFleetLocationCapacityResponse', describeFleetLocationCapacityResponse_httpStatus - The response's http status code.
DescribeFleetLocationUtilization
data DescribeFleetLocationUtilization Source #
See: newDescribeFleetLocationUtilization smart constructor.
Constructors
| DescribeFleetLocationUtilization' Text Text |
Instances
newDescribeFleetLocationUtilization Source #
Arguments
| :: Text | |
| -> Text | |
| -> DescribeFleetLocationUtilization |
Create a value of DescribeFleetLocationUtilization 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:
DescribeFleetLocationUtilization, describeFleetLocationUtilization_fleetId - A unique identifier for the fleet to request location utilization for.
You can use either the fleet ID or ARN value.
DescribeFleetLocationUtilization, describeFleetLocationUtilization_location - The fleet location to retrieve utilization information for. Specify a
location in the form of an Amazon Web Services Region code, such as
us-west-2.
data DescribeFleetLocationUtilizationResponse Source #
See: newDescribeFleetLocationUtilizationResponse smart constructor.
Constructors
| DescribeFleetLocationUtilizationResponse' (Maybe FleetUtilization) Int |
Instances
newDescribeFleetLocationUtilizationResponse Source #
Arguments
| :: Int | |
| -> DescribeFleetLocationUtilizationResponse |
Create a value of DescribeFleetLocationUtilizationResponse 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:fleetUtilization:DescribeFleetLocationUtilizationResponse', describeFleetLocationUtilizationResponse_fleetUtilization - Utilization information for the requested fleet location. Utilization
objects are returned only for fleets and locations that currently exist.
$sel:httpStatus:DescribeFleetLocationUtilizationResponse', describeFleetLocationUtilizationResponse_httpStatus - The response's http status code.
DescribeFleetPortSettings
data DescribeFleetPortSettings Source #
See: newDescribeFleetPortSettings smart constructor.
Constructors
| DescribeFleetPortSettings' (Maybe Text) Text |
Instances
newDescribeFleetPortSettings Source #
Arguments
| :: Text | |
| -> DescribeFleetPortSettings |
Create a value of DescribeFleetPortSettings 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:
DescribeFleetPortSettings, describeFleetPortSettings_location - A remote location to check for status of port setting updates. Use the
Amazon Web Services Region code format, such as us-west-2.
DescribeFleetPortSettings, describeFleetPortSettings_fleetId - A unique identifier for the fleet to retrieve port settings for. You can
use either the fleet ID or ARN value.
data DescribeFleetPortSettingsResponse Source #
See: newDescribeFleetPortSettingsResponse smart constructor.
Constructors
| DescribeFleetPortSettingsResponse' (Maybe Text) (Maybe Text) (Maybe [IpPermission]) (Maybe Text) (Maybe LocationUpdateStatus) Int |
Instances
newDescribeFleetPortSettingsResponse Source #
Arguments
| :: Int | |
| -> DescribeFleetPortSettingsResponse |
Create a value of DescribeFleetPortSettingsResponse 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:
DescribeFleetPortSettingsResponse, describeFleetPortSettingsResponse_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.
DescribeFleetPortSettings, describeFleetPortSettingsResponse_fleetId - A unique identifier for the fleet that was requested.
$sel:inboundPermissions:DescribeFleetPortSettingsResponse', describeFleetPortSettingsResponse_inboundPermissions - The port settings for the requested fleet ID.
DescribeFleetPortSettings, describeFleetPortSettingsResponse_location - The requested fleet location, expressed as an Amazon Web Services Region
code, such as us-west-2.
DescribeFleetPortSettingsResponse, describeFleetPortSettingsResponse_updateStatus - The current status of updates to the fleet's port settings in the
requested fleet location. A status of PENDING_UPDATE indicates that an
update was requested for the fleet but has not yet been completed for
the location.
$sel:httpStatus:DescribeFleetPortSettingsResponse', describeFleetPortSettingsResponse_httpStatus - The response's http status code.
DescribeFleetUtilization (Paginated)
data DescribeFleetUtilization Source #
See: newDescribeFleetUtilization smart constructor.
Instances
newDescribeFleetUtilization :: DescribeFleetUtilization Source #
Create a value of DescribeFleetUtilization 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:fleetIds:DescribeFleetUtilization', describeFleetUtilization_fleetIds - A unique identifier for the fleet to retrieve utilization data for. You
can use either the fleet ID or ARN value. To retrieve attributes for all
current fleets, do not include this parameter.
$sel:limit:DescribeFleetUtilization', describeFleetUtilization_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages. This parameter
is ignored when the request specifies one or a list of fleet IDs.
DescribeFleetUtilization, describeFleetUtilization_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
This parameter is ignored when the request specifies one or a list of
fleet IDs.
data DescribeFleetUtilizationResponse Source #
See: newDescribeFleetUtilizationResponse smart constructor.
Constructors
| DescribeFleetUtilizationResponse' (Maybe [FleetUtilization]) (Maybe Text) Int |
Instances
newDescribeFleetUtilizationResponse Source #
Create a value of DescribeFleetUtilizationResponse 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:fleetUtilization:DescribeFleetUtilizationResponse', describeFleetUtilizationResponse_fleetUtilization - A collection of objects containing utilization information for each
requested fleet ID. Utilization objects are returned only for fleets
that currently exist.
DescribeFleetUtilization, describeFleetUtilizationResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeFleetUtilizationResponse', describeFleetUtilizationResponse_httpStatus - The response's http status code.
DescribeGameServer
data DescribeGameServer Source #
See: newDescribeGameServer smart constructor.
Constructors
| DescribeGameServer' Text Text |
Instances
newDescribeGameServer Source #
Arguments
| :: Text | |
| -> Text | |
| -> DescribeGameServer |
Create a value of DescribeGameServer 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:
DescribeGameServer, describeGameServer_gameServerGroupName - A unique identifier for the game server group where the game server is
running.
DescribeGameServer, describeGameServer_gameServerId - A custom string that uniquely identifies the game server information to
be retrieved.
data DescribeGameServerResponse Source #
See: newDescribeGameServerResponse smart constructor.
Constructors
| DescribeGameServerResponse' (Maybe GameServer) Int |
Instances
newDescribeGameServerResponse Source #
Create a value of DescribeGameServerResponse 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:gameServer:DescribeGameServerResponse', describeGameServerResponse_gameServer - Object that describes the requested game server.
$sel:httpStatus:DescribeGameServerResponse', describeGameServerResponse_httpStatus - The response's http status code.
DescribeGameServerGroup
data DescribeGameServerGroup Source #
See: newDescribeGameServerGroup smart constructor.
Constructors
| DescribeGameServerGroup' Text |
Instances
newDescribeGameServerGroup Source #
Arguments
| :: Text | |
| -> DescribeGameServerGroup |
Create a value of DescribeGameServerGroup 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:
DescribeGameServerGroup, describeGameServerGroup_gameServerGroupName - A unique identifier for the game server group. Use either the name or
ARN value.
data DescribeGameServerGroupResponse Source #
See: newDescribeGameServerGroupResponse smart constructor.
Constructors
| DescribeGameServerGroupResponse' (Maybe GameServerGroup) Int |
Instances
newDescribeGameServerGroupResponse Source #
Create a value of DescribeGameServerGroupResponse 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:gameServerGroup:DescribeGameServerGroupResponse', describeGameServerGroupResponse_gameServerGroup - An object with the property settings for the requested game server group
resource.
$sel:httpStatus:DescribeGameServerGroupResponse', describeGameServerGroupResponse_httpStatus - The response's http status code.
DescribeGameServerInstances (Paginated)
data DescribeGameServerInstances Source #
See: newDescribeGameServerInstances smart constructor.
Instances
newDescribeGameServerInstances Source #
Arguments
| :: Text | |
| -> DescribeGameServerInstances |
Create a value of DescribeGameServerInstances 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:instanceIds:DescribeGameServerInstances', describeGameServerInstances_instanceIds - The Amazon EC2 instance IDs that you want to retrieve status on. Amazon
EC2 instance IDs use a 17-character format, for example:
i-1234567890abcdef0. To retrieve all instances in the game server
group, leave this parameter empty.
$sel:limit:DescribeGameServerInstances', describeGameServerInstances_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
DescribeGameServerInstances, describeGameServerInstances_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
DescribeGameServerInstances, describeGameServerInstances_gameServerGroupName - A unique identifier for the game server group. Use either the name or
ARN value.
data DescribeGameServerInstancesResponse Source #
See: newDescribeGameServerInstancesResponse smart constructor.
Constructors
| DescribeGameServerInstancesResponse' (Maybe [GameServerInstance]) (Maybe Text) Int |
Instances
newDescribeGameServerInstancesResponse Source #
Arguments
| :: Int | |
| -> DescribeGameServerInstancesResponse |
Create a value of DescribeGameServerInstancesResponse 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:gameServerInstances:DescribeGameServerInstancesResponse', describeGameServerInstancesResponse_gameServerInstances - The collection of requested game server instances.
DescribeGameServerInstances, describeGameServerInstancesResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeGameServerInstancesResponse', describeGameServerInstancesResponse_httpStatus - The response's http status code.
DescribeGameSessionDetails (Paginated)
data DescribeGameSessionDetails Source #
See: newDescribeGameSessionDetails smart constructor.
Constructors
| DescribeGameSessionDetails' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) |
Instances
newDescribeGameSessionDetails :: DescribeGameSessionDetails Source #
Create a value of DescribeGameSessionDetails 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:
DescribeGameSessionDetails, describeGameSessionDetails_aliasId - A unique identifier for the alias associated with the fleet to retrieve
all game sessions for. You can use either the alias ID or ARN value.
DescribeGameSessionDetails, describeGameSessionDetails_fleetId - A unique identifier for the fleet to retrieve all game sessions active
on the fleet. You can use either the fleet ID or ARN value.
DescribeGameSessionDetails, describeGameSessionDetails_gameSessionId - A unique identifier for the game session to retrieve.
$sel:limit:DescribeGameSessionDetails', describeGameSessionDetails_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
DescribeGameSessionDetails, describeGameSessionDetails_location - A fleet location to get game session details for. You can specify a
fleet's home Region or a remote location. Use the Amazon Web Services
Region code format, such as us-west-2.
DescribeGameSessionDetails, describeGameSessionDetails_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
$sel:statusFilter:DescribeGameSessionDetails', describeGameSessionDetails_statusFilter - Game session status to filter results on. Possible game session statuses
include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last
two are transitory).
data DescribeGameSessionDetailsResponse Source #
See: newDescribeGameSessionDetailsResponse smart constructor.
Constructors
| DescribeGameSessionDetailsResponse' (Maybe [GameSessionDetail]) (Maybe Text) Int |
Instances
newDescribeGameSessionDetailsResponse Source #
Arguments
| :: Int | |
| -> DescribeGameSessionDetailsResponse |
Create a value of DescribeGameSessionDetailsResponse 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:gameSessionDetails:DescribeGameSessionDetailsResponse', describeGameSessionDetailsResponse_gameSessionDetails - A collection of properties for each game session that matches the
request.
DescribeGameSessionDetails, describeGameSessionDetailsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeGameSessionDetailsResponse', describeGameSessionDetailsResponse_httpStatus - The response's http status code.
DescribeGameSessionPlacement
data DescribeGameSessionPlacement Source #
See: newDescribeGameSessionPlacement smart constructor.
Constructors
| DescribeGameSessionPlacement' Text |
Instances
newDescribeGameSessionPlacement Source #
Arguments
| :: Text | |
| -> DescribeGameSessionPlacement |
Create a value of DescribeGameSessionPlacement 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:
DescribeGameSessionPlacement, describeGameSessionPlacement_placementId - A unique identifier for a game session placement to retrieve.
data DescribeGameSessionPlacementResponse Source #
See: newDescribeGameSessionPlacementResponse smart constructor.
Constructors
| DescribeGameSessionPlacementResponse' (Maybe GameSessionPlacement) Int |
Instances
newDescribeGameSessionPlacementResponse Source #
Arguments
| :: Int | |
| -> DescribeGameSessionPlacementResponse |
Create a value of DescribeGameSessionPlacementResponse 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:gameSessionPlacement:DescribeGameSessionPlacementResponse', describeGameSessionPlacementResponse_gameSessionPlacement - Object that describes the requested game session placement.
$sel:httpStatus:DescribeGameSessionPlacementResponse', describeGameSessionPlacementResponse_httpStatus - The response's http status code.
DescribeGameSessionQueues (Paginated)
data DescribeGameSessionQueues Source #
See: newDescribeGameSessionQueues smart constructor.
Instances
newDescribeGameSessionQueues :: DescribeGameSessionQueues Source #
Create a value of DescribeGameSessionQueues 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:limit:DescribeGameSessionQueues', describeGameSessionQueues_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages. You can request
up to 50 results.
$sel:names:DescribeGameSessionQueues', describeGameSessionQueues_names - A list of queue names to retrieve information for. You can use either
the queue ID or ARN value. To request settings for all queues, leave
this parameter empty.
DescribeGameSessionQueues, describeGameSessionQueues_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
data DescribeGameSessionQueuesResponse Source #
See: newDescribeGameSessionQueuesResponse smart constructor.
Constructors
| DescribeGameSessionQueuesResponse' (Maybe [GameSessionQueue]) (Maybe Text) Int |
Instances
newDescribeGameSessionQueuesResponse Source #
Arguments
| :: Int | |
| -> DescribeGameSessionQueuesResponse |
Create a value of DescribeGameSessionQueuesResponse 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:gameSessionQueues:DescribeGameSessionQueuesResponse', describeGameSessionQueuesResponse_gameSessionQueues - A collection of objects that describe the requested game session queues.
DescribeGameSessionQueues, describeGameSessionQueuesResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeGameSessionQueuesResponse', describeGameSessionQueuesResponse_httpStatus - The response's http status code.
DescribeGameSessions (Paginated)
data DescribeGameSessions Source #
See: newDescribeGameSessions smart constructor.
Constructors
| DescribeGameSessions' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) |
Instances
newDescribeGameSessions :: DescribeGameSessions Source #
Create a value of DescribeGameSessions 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:
DescribeGameSessions, describeGameSessions_aliasId - A unique identifier for the alias associated with the fleet to retrieve
game sessions for. You can use either the alias ID or ARN value.
DescribeGameSessions, describeGameSessions_fleetId - A unique identifier for the fleet to retrieve game sessions for. You can
use either the fleet ID or ARN value.
DescribeGameSessions, describeGameSessions_gameSessionId - A unique identifier for the game session to retrieve.
$sel:limit:DescribeGameSessions', describeGameSessions_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
DescribeGameSessions, describeGameSessions_location - A fleet location to get game sessions for. You can specify a fleet's
home Region or a remote location. Use the Amazon Web Services Region
code format, such as us-west-2.
DescribeGameSessions, describeGameSessions_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
$sel:statusFilter:DescribeGameSessions', describeGameSessions_statusFilter - Game session status to filter results on. You can filter on the
following states: ACTIVE, TERMINATED, ACTIVATING, and
TERMINATING. The last two are transitory and used for only very brief
periods of time.
data DescribeGameSessionsResponse Source #
See: newDescribeGameSessionsResponse smart constructor.
Constructors
| DescribeGameSessionsResponse' (Maybe [GameSession]) (Maybe Text) Int |
Instances
newDescribeGameSessionsResponse Source #
Create a value of DescribeGameSessionsResponse 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:gameSessions:DescribeGameSessionsResponse', describeGameSessionsResponse_gameSessions - A collection of properties for each game session that matches the
request.
DescribeGameSessions, describeGameSessionsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeGameSessionsResponse', describeGameSessionsResponse_httpStatus - The response's http status code.
DescribeInstances (Paginated)
data DescribeInstances Source #
See: newDescribeInstances smart constructor.
Instances
Arguments
| :: Text | |
| -> DescribeInstances |
Create a value of DescribeInstances 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:
DescribeInstances, describeInstances_instanceId - A unique identifier for an instance to retrieve. Specify an instance ID
or leave blank to retrieve all instances in the fleet.
$sel:limit:DescribeInstances', describeInstances_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
DescribeInstances, describeInstances_location - The name of a location to retrieve instance information for, in the form
of an Amazon Web Services Region code such as us-west-2.
DescribeInstances, describeInstances_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
DescribeInstances, describeInstances_fleetId - A unique identifier for the fleet to retrieve instance information for.
You can use either the fleet ID or ARN value.
data DescribeInstancesResponse Source #
See: newDescribeInstancesResponse smart constructor.
Instances
newDescribeInstancesResponse Source #
Create a value of DescribeInstancesResponse 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:instances:DescribeInstancesResponse', describeInstancesResponse_instances - A collection of objects containing properties for each instance
returned.
DescribeInstances, describeInstancesResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeInstancesResponse', describeInstancesResponse_httpStatus - The response's http status code.
DescribeMatchmaking
data DescribeMatchmaking Source #
See: newDescribeMatchmaking smart constructor.
Constructors
| DescribeMatchmaking' [Text] |
Instances
newDescribeMatchmaking :: DescribeMatchmaking Source #
Create a value of DescribeMatchmaking 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:ticketIds:DescribeMatchmaking', describeMatchmaking_ticketIds - A unique identifier for a matchmaking ticket. You can include up to 10
ID values.
data DescribeMatchmakingResponse Source #
See: newDescribeMatchmakingResponse smart constructor.
Constructors
| DescribeMatchmakingResponse' (Maybe [MatchmakingTicket]) Int |
Instances
newDescribeMatchmakingResponse Source #
Create a value of DescribeMatchmakingResponse 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:ticketList:DescribeMatchmakingResponse', describeMatchmakingResponse_ticketList - A collection of existing matchmaking ticket objects matching the
request.
$sel:httpStatus:DescribeMatchmakingResponse', describeMatchmakingResponse_httpStatus - The response's http status code.
DescribeMatchmakingConfigurations (Paginated)
data DescribeMatchmakingConfigurations Source #
See: newDescribeMatchmakingConfigurations smart constructor.
Constructors
| DescribeMatchmakingConfigurations' (Maybe Natural) (Maybe [Text]) (Maybe Text) (Maybe Text) |
Instances
newDescribeMatchmakingConfigurations :: DescribeMatchmakingConfigurations Source #
Create a value of DescribeMatchmakingConfigurations 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:limit:DescribeMatchmakingConfigurations', describeMatchmakingConfigurations_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages. This parameter
is limited to 10.
$sel:names:DescribeMatchmakingConfigurations', describeMatchmakingConfigurations_names - A unique identifier for the matchmaking configuration(s) to retrieve.
You can use either the configuration name or ARN value. To request all
existing configurations, leave this parameter empty.
DescribeMatchmakingConfigurations, describeMatchmakingConfigurations_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
DescribeMatchmakingConfigurations, describeMatchmakingConfigurations_ruleSetName - A unique identifier for the matchmaking rule set. You can use either the
rule set name or ARN value. Use this parameter to retrieve all
matchmaking configurations that use this rule set.
data DescribeMatchmakingConfigurationsResponse Source #
See: newDescribeMatchmakingConfigurationsResponse smart constructor.
Constructors
| DescribeMatchmakingConfigurationsResponse' (Maybe [MatchmakingConfiguration]) (Maybe Text) Int |
Instances
newDescribeMatchmakingConfigurationsResponse Source #
Arguments
| :: Int | |
| -> DescribeMatchmakingConfigurationsResponse |
Create a value of DescribeMatchmakingConfigurationsResponse 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:configurations:DescribeMatchmakingConfigurationsResponse', describeMatchmakingConfigurationsResponse_configurations - A collection of requested matchmaking configurations.
DescribeMatchmakingConfigurations, describeMatchmakingConfigurationsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeMatchmakingConfigurationsResponse', describeMatchmakingConfigurationsResponse_httpStatus - The response's http status code.
DescribeMatchmakingRuleSets (Paginated)
data DescribeMatchmakingRuleSets Source #
See: newDescribeMatchmakingRuleSets smart constructor.
Instances
newDescribeMatchmakingRuleSets :: DescribeMatchmakingRuleSets Source #
Create a value of DescribeMatchmakingRuleSets 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:limit:DescribeMatchmakingRuleSets', describeMatchmakingRuleSets_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
$sel:names:DescribeMatchmakingRuleSets', describeMatchmakingRuleSets_names - A list of one or more matchmaking rule set names to retrieve details
for. (Note: The rule set name is different from the optional "name"
field in the rule set body.) You can use either the rule set name or ARN
value.
DescribeMatchmakingRuleSets, describeMatchmakingRuleSets_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
data DescribeMatchmakingRuleSetsResponse Source #
See: newDescribeMatchmakingRuleSetsResponse smart constructor.
Constructors
| DescribeMatchmakingRuleSetsResponse' (Maybe Text) Int [MatchmakingRuleSet] |
Instances
newDescribeMatchmakingRuleSetsResponse Source #
Arguments
| :: Int | |
| -> DescribeMatchmakingRuleSetsResponse |
Create a value of DescribeMatchmakingRuleSetsResponse 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:
DescribeMatchmakingRuleSets, describeMatchmakingRuleSetsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:DescribeMatchmakingRuleSetsResponse', describeMatchmakingRuleSetsResponse_httpStatus - The response's http status code.
$sel:ruleSets:DescribeMatchmakingRuleSetsResponse', describeMatchmakingRuleSetsResponse_ruleSets - A collection of requested matchmaking rule set objects.
DescribePlayerSessions (Paginated)
data DescribePlayerSessions Source #
See: newDescribePlayerSessions smart constructor.
Constructors
| DescribePlayerSessions' (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) |
Instances
newDescribePlayerSessions :: DescribePlayerSessions Source #
Create a value of DescribePlayerSessions 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:
DescribePlayerSessions, describePlayerSessions_gameSessionId - A unique identifier for the game session to retrieve player sessions
for.
$sel:limit:DescribePlayerSessions', describePlayerSessions_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages. If a player
session ID is specified, this parameter is ignored.
DescribePlayerSessions, describePlayerSessions_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value. If
a player session ID is specified, this parameter is ignored.
DescribePlayerSessions, describePlayerSessions_playerId - A unique identifier for a player to retrieve player sessions for.
DescribePlayerSessions, describePlayerSessions_playerSessionId - A unique identifier for a player session to retrieve.
$sel:playerSessionStatusFilter:DescribePlayerSessions', describePlayerSessions_playerSessionStatusFilter - Player session status to filter results on. Note that when a
PlayerSessionId or PlayerId is provided in a DescribePlayerSessions
request, then the PlayerSessionStatusFilter has no effect on the
response.
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).
data DescribePlayerSessionsResponse Source #
See: newDescribePlayerSessionsResponse smart constructor.
Constructors
| DescribePlayerSessionsResponse' (Maybe Text) (Maybe [PlayerSession]) Int |
Instances
newDescribePlayerSessionsResponse Source #
Create a value of DescribePlayerSessionsResponse 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:
DescribePlayerSessions, describePlayerSessionsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:playerSessions:DescribePlayerSessionsResponse', describePlayerSessionsResponse_playerSessions - A collection of objects containing properties for each player session
that matches the request.
$sel:httpStatus:DescribePlayerSessionsResponse', describePlayerSessionsResponse_httpStatus - The response's http status code.
DescribeRuntimeConfiguration
data DescribeRuntimeConfiguration Source #
See: newDescribeRuntimeConfiguration smart constructor.
Constructors
| DescribeRuntimeConfiguration' Text |
Instances
newDescribeRuntimeConfiguration Source #
Arguments
| :: Text | |
| -> DescribeRuntimeConfiguration |
Create a value of DescribeRuntimeConfiguration 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:
DescribeRuntimeConfiguration, describeRuntimeConfiguration_fleetId - A unique identifier for the fleet to get the runtime configuration for.
You can use either the fleet ID or ARN value.
data DescribeRuntimeConfigurationResponse Source #
See: newDescribeRuntimeConfigurationResponse smart constructor.
Constructors
| DescribeRuntimeConfigurationResponse' (Maybe RuntimeConfiguration) Int |
Instances
newDescribeRuntimeConfigurationResponse Source #
Arguments
| :: Int | |
| -> DescribeRuntimeConfigurationResponse |
Create a value of DescribeRuntimeConfigurationResponse 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:runtimeConfiguration:DescribeRuntimeConfigurationResponse', describeRuntimeConfigurationResponse_runtimeConfiguration - Instructions that describe how server processes should be launched and
maintained on each instance in the fleet.
$sel:httpStatus:DescribeRuntimeConfigurationResponse', describeRuntimeConfigurationResponse_httpStatus - The response's http status code.
DescribeScalingPolicies (Paginated)
data DescribeScalingPolicies Source #
See: newDescribeScalingPolicies smart constructor.
Constructors
| DescribeScalingPolicies' (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe ScalingStatusType) Text |
Instances
newDescribeScalingPolicies Source #
Arguments
| :: Text | |
| -> DescribeScalingPolicies |
Create a value of DescribeScalingPolicies 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:limit:DescribeScalingPolicies', describeScalingPolicies_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
DescribeScalingPolicies, describeScalingPolicies_location - The fleet location. If you don't specify this value, the response
contains the scaling policies of every location in the fleet.
DescribeScalingPolicies, describeScalingPolicies_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
$sel:statusFilter:DescribeScalingPolicies', describeScalingPolicies_statusFilter - Scaling policy status to filter results on. A scaling policy is only in
force when in an ACTIVE status.
- ACTIVE -- The scaling policy is currently in force.
- UPDATEREQUESTED -- A request to update the scaling policy has been received.
- UPDATING -- A change is being made to the scaling policy.
- DELETEREQUESTED -- A request to delete the scaling policy has been received.
- DELETING -- The scaling policy is being deleted.
- DELETED -- The scaling policy has been deleted.
- ERROR -- An error occurred in creating the policy. It should be removed and recreated.
DescribeScalingPolicies, describeScalingPolicies_fleetId - A unique identifier for the fleet for which to retrieve scaling
policies. You can use either the fleet ID or ARN value.
data DescribeScalingPoliciesResponse Source #
See: newDescribeScalingPoliciesResponse smart constructor.
Constructors
| DescribeScalingPoliciesResponse' (Maybe Text) (Maybe [ScalingPolicy]) Int |
Instances
newDescribeScalingPoliciesResponse Source #
Create a value of DescribeScalingPoliciesResponse 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:
DescribeScalingPolicies, describeScalingPoliciesResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:scalingPolicies:DescribeScalingPoliciesResponse', describeScalingPoliciesResponse_scalingPolicies - A collection of objects containing the scaling policies matching the
request.
$sel:httpStatus:DescribeScalingPoliciesResponse', describeScalingPoliciesResponse_httpStatus - The response's http status code.
DescribeScript
data DescribeScript Source #
See: newDescribeScript smart constructor.
Constructors
| DescribeScript' Text |
Instances
Arguments
| :: Text | |
| -> DescribeScript |
Create a value of DescribeScript 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:
DescribeScript, describeScript_scriptId - A unique identifier for the Realtime script to retrieve properties for.
You can use either the script ID or ARN value.
data DescribeScriptResponse Source #
See: newDescribeScriptResponse smart constructor.
Constructors
| DescribeScriptResponse' (Maybe Script) Int |
Instances
newDescribeScriptResponse Source #
Create a value of DescribeScriptResponse 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:script:DescribeScriptResponse', describeScriptResponse_script - A set of properties describing the requested script.
$sel:httpStatus:DescribeScriptResponse', describeScriptResponse_httpStatus - The response's http status code.
DescribeVpcPeeringAuthorizations
data DescribeVpcPeeringAuthorizations Source #
See: newDescribeVpcPeeringAuthorizations smart constructor.
Constructors
| DescribeVpcPeeringAuthorizations' | |
Instances
newDescribeVpcPeeringAuthorizations :: DescribeVpcPeeringAuthorizations Source #
Create a value of DescribeVpcPeeringAuthorizations with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
data DescribeVpcPeeringAuthorizationsResponse Source #
See: newDescribeVpcPeeringAuthorizationsResponse smart constructor.
Constructors
| DescribeVpcPeeringAuthorizationsResponse' (Maybe [VpcPeeringAuthorization]) Int |
Instances
newDescribeVpcPeeringAuthorizationsResponse Source #
Arguments
| :: Int | |
| -> DescribeVpcPeeringAuthorizationsResponse |
Create a value of DescribeVpcPeeringAuthorizationsResponse 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:vpcPeeringAuthorizations:DescribeVpcPeeringAuthorizationsResponse', describeVpcPeeringAuthorizationsResponse_vpcPeeringAuthorizations - A collection of objects that describe all valid VPC peering operations
for the current Amazon Web Services account.
$sel:httpStatus:DescribeVpcPeeringAuthorizationsResponse', describeVpcPeeringAuthorizationsResponse_httpStatus - The response's http status code.
DescribeVpcPeeringConnections
data DescribeVpcPeeringConnections Source #
See: newDescribeVpcPeeringConnections smart constructor.
Constructors
| DescribeVpcPeeringConnections' (Maybe Text) |
Instances
newDescribeVpcPeeringConnections :: DescribeVpcPeeringConnections Source #
Create a value of DescribeVpcPeeringConnections 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:
DescribeVpcPeeringConnections, describeVpcPeeringConnections_fleetId - A unique identifier for the fleet. You can use either the fleet ID or
ARN value.
data DescribeVpcPeeringConnectionsResponse Source #
See: newDescribeVpcPeeringConnectionsResponse smart constructor.
Constructors
| DescribeVpcPeeringConnectionsResponse' (Maybe [VpcPeeringConnection]) Int |
Instances
newDescribeVpcPeeringConnectionsResponse Source #
Arguments
| :: Int | |
| -> DescribeVpcPeeringConnectionsResponse |
Create a value of DescribeVpcPeeringConnectionsResponse 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:vpcPeeringConnections:DescribeVpcPeeringConnectionsResponse', describeVpcPeeringConnectionsResponse_vpcPeeringConnections - A collection of VPC peering connection records that match the request.
$sel:httpStatus:DescribeVpcPeeringConnectionsResponse', describeVpcPeeringConnectionsResponse_httpStatus - The response's http status code.
GetComputeAccess
data GetComputeAccess Source #
See: newGetComputeAccess smart constructor.
Constructors
| GetComputeAccess' Text Text |
Instances
Arguments
| :: Text | |
| -> Text | |
| -> GetComputeAccess |
Create a value of GetComputeAccess 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:
GetComputeAccess, getComputeAccess_fleetId - A unique identifier for the fleet that the compute resource is
registered to.
GetComputeAccess, getComputeAccess_computeName - The name of the compute resource you are requesting credentials for.
data GetComputeAccessResponse Source #
See: newGetComputeAccessResponse smart constructor.
Constructors
| GetComputeAccessResponse' (Maybe Text) (Maybe Text) (Maybe (Sensitive AwsCredentials)) (Maybe Text) (Maybe Text) Int |
Instances
newGetComputeAccessResponse Source #
Create a value of GetComputeAccessResponse 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:
GetComputeAccessResponse, getComputeAccessResponse_computeArn - The Amazon Resource Name
(ARN)
that is assigned to a GameLift compute resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
GetComputeAccess, getComputeAccessResponse_computeName - The name of the compute resource you requested credentials for.
GetComputeAccessResponse, getComputeAccessResponse_credentials - The access credentials for the compute resource.
GetComputeAccessResponse, getComputeAccessResponse_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.
GetComputeAccess, getComputeAccessResponse_fleetId - The fleet ID of compute resource.
$sel:httpStatus:GetComputeAccessResponse', getComputeAccessResponse_httpStatus - The response's http status code.
GetComputeAuthToken
data GetComputeAuthToken Source #
See: newGetComputeAuthToken smart constructor.
Constructors
| GetComputeAuthToken' Text Text |
Instances
newGetComputeAuthToken Source #
Arguments
| :: Text | |
| -> Text | |
| -> GetComputeAuthToken |
Create a value of GetComputeAuthToken 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:
GetComputeAuthToken, getComputeAuthToken_fleetId - A unique identifier for the fleet that the compute is registered to.
GetComputeAuthToken, getComputeAuthToken_computeName - The name of the compute resource you are requesting the authorization
token for.
data GetComputeAuthTokenResponse Source #
See: newGetComputeAuthTokenResponse smart constructor.
Constructors
| GetComputeAuthTokenResponse' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe Text) Int |
Instances
newGetComputeAuthTokenResponse Source #
Create a value of GetComputeAuthTokenResponse 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:authToken:GetComputeAuthTokenResponse', getComputeAuthTokenResponse_authToken - The authorization token that your game server uses to authenticate with
GameLift.
GetComputeAuthTokenResponse, getComputeAuthTokenResponse_computeArn - The Amazon Resource Name
(ARN)
that is assigned to a GameLift compute resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
GetComputeAuthToken, getComputeAuthTokenResponse_computeName - The name of the compute resource you are requesting the authorization
token for.
$sel:expirationTimestamp:GetComputeAuthTokenResponse', getComputeAuthTokenResponse_expirationTimestamp - The amount of time until the authorization token is no longer valid. To
continue using the compute resource for game server hosting, renew the
authorization token by using this operation again.
GetComputeAuthTokenResponse, getComputeAuthTokenResponse_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.
GetComputeAuthToken, getComputeAuthTokenResponse_fleetId - A unique identifier for the fleet that the compute is registered to.
$sel:httpStatus:GetComputeAuthTokenResponse', getComputeAuthTokenResponse_httpStatus - The response's http status code.
GetGameSessionLogUrl
data GetGameSessionLogUrl Source #
See: newGetGameSessionLogUrl smart constructor.
Constructors
| GetGameSessionLogUrl' Text |
Instances
newGetGameSessionLogUrl Source #
Arguments
| :: Text | |
| -> GetGameSessionLogUrl |
Create a value of GetGameSessionLogUrl 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:
GetGameSessionLogUrl, getGameSessionLogUrl_gameSessionId - A unique identifier for the game session to get logs for.
data GetGameSessionLogUrlResponse Source #
See: newGetGameSessionLogUrlResponse smart constructor.
Constructors
| GetGameSessionLogUrlResponse' (Maybe Text) Int |
Instances
newGetGameSessionLogUrlResponse Source #
Create a value of GetGameSessionLogUrlResponse 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:preSignedUrl:GetGameSessionLogUrlResponse', getGameSessionLogUrlResponse_preSignedUrl - Location of the requested game session logs, available for download.
This URL is valid for 15 minutes, after which S3 will reject any
download request using this URL. You can request a new URL any time
within the 14-day period that the logs are retained.
$sel:httpStatus:GetGameSessionLogUrlResponse', getGameSessionLogUrlResponse_httpStatus - The response's http status code.
GetInstanceAccess
data GetInstanceAccess Source #
See: newGetInstanceAccess smart constructor.
Constructors
| GetInstanceAccess' Text Text |
Instances
Arguments
| :: Text | |
| -> Text | |
| -> GetInstanceAccess |
Create a value of GetInstanceAccess 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:
GetInstanceAccess, getInstanceAccess_fleetId - A unique identifier for the fleet that contains the instance you want
access to. You can use either the fleet ID or ARN value. The fleet can
be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR.
Fleets with an ERROR status may be accessible for a short time before
they are deleted.
GetInstanceAccess, getInstanceAccess_instanceId - A unique identifier for the instance you want to get access to. You can
access an instance in any status.
data GetInstanceAccessResponse Source #
See: newGetInstanceAccessResponse smart constructor.
Constructors
| GetInstanceAccessResponse' (Maybe InstanceAccess) Int |
Instances
newGetInstanceAccessResponse Source #
Create a value of GetInstanceAccessResponse 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:instanceAccess:GetInstanceAccessResponse', getInstanceAccessResponse_instanceAccess - The connection information for a fleet instance, including IP address
and access credentials.
$sel:httpStatus:GetInstanceAccessResponse', getInstanceAccessResponse_httpStatus - The response's http status code.
ListAliases (Paginated)
data ListAliases Source #
See: newListAliases smart constructor.
Constructors
| ListAliases' (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe RoutingStrategyType) |
Instances
newListAliases :: ListAliases Source #
Create a value of ListAliases 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:limit:ListAliases', listAliases_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
ListAliases, listAliases_name - A descriptive label that is associated with an alias. Alias names do not
need to be unique.
ListAliases, listAliases_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
$sel:routingStrategyType:ListAliases', listAliases_routingStrategyType - The routing type to filter results on. Use this parameter to retrieve
only aliases with a certain routing type. To retrieve all aliases, leave
this parameter empty.
Possible routing types include the following:
- SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.
- TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
data ListAliasesResponse Source #
See: newListAliasesResponse smart constructor.
Instances
newListAliasesResponse Source #
Arguments
| :: Int | |
| -> ListAliasesResponse |
Create a value of ListAliasesResponse 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:aliases:ListAliasesResponse', listAliasesResponse_aliases - A collection of alias resources that match the request parameters.
ListAliases, listAliasesResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:ListAliasesResponse', listAliasesResponse_httpStatus - The response's http status code.
ListBuilds (Paginated)
data ListBuilds Source #
See: newListBuilds smart constructor.
Constructors
| ListBuilds' (Maybe Natural) (Maybe Text) (Maybe BuildStatus) |
Instances
newListBuilds :: ListBuilds Source #
Create a value of ListBuilds 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:limit:ListBuilds', listBuilds_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
ListBuilds, listBuilds_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
ListBuilds, listBuilds_status - Build status to filter results by. To retrieve all builds, leave this
parameter empty.
Possible build statuses include the following:
- INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
- READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
- FAILED -- The game build upload failed. You cannot create new fleets for this build.
data ListBuildsResponse Source #
See: newListBuildsResponse smart constructor.
Instances
newListBuildsResponse Source #
Arguments
| :: Int | |
| -> ListBuildsResponse |
Create a value of ListBuildsResponse 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:builds:ListBuildsResponse', listBuildsResponse_builds - A collection of build resources that match the request.
ListBuilds, listBuildsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:ListBuildsResponse', listBuildsResponse_httpStatus - The response's http status code.
ListCompute (Paginated)
data ListCompute Source #
See: newListCompute smart constructor.
Instances
Arguments
| :: Text | |
| -> ListCompute |
Create a value of ListCompute 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:limit:ListCompute', listCompute_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
ListCompute, listCompute_location - The name of the custom location that the compute resources are assigned
to.
ListCompute, listCompute_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
ListCompute, listCompute_fleetId - A unique identifier for the fleet the compute resources are registered
to.
data ListComputeResponse Source #
See: newListComputeResponse smart constructor.
Instances
newListComputeResponse Source #
Arguments
| :: Int | |
| -> ListComputeResponse |
Create a value of ListComputeResponse 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:computeList:ListComputeResponse', listComputeResponse_computeList - A list of compute resources registered to the fleet you specified.
ListCompute, listComputeResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:ListComputeResponse', listComputeResponse_httpStatus - The response's http status code.
ListFleets (Paginated)
data ListFleets Source #
See: newListFleets smart constructor.
Instances
newListFleets :: ListFleets Source #
Create a value of ListFleets 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:
ListFleets, listFleets_buildId - A unique identifier for the build to request fleets for. Use this
parameter to return only fleets using a specified build. Use either the
build ID or ARN value.
$sel:limit:ListFleets', listFleets_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
ListFleets, listFleets_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
ListFleets, listFleets_scriptId - A unique identifier for the Realtime script to request fleets for. Use
this parameter to return only fleets using a specified script. Use
either the script ID or ARN value.
data ListFleetsResponse Source #
See: newListFleetsResponse smart constructor.
Instances
newListFleetsResponse Source #
Arguments
| :: Int | |
| -> ListFleetsResponse |
Create a value of ListFleetsResponse 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:fleetIds:ListFleetsResponse', listFleetsResponse_fleetIds - A set of fleet IDs that match the list request.
ListFleets, listFleetsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:ListFleetsResponse', listFleetsResponse_httpStatus - The response's http status code.
ListGameServerGroups (Paginated)
data ListGameServerGroups Source #
See: newListGameServerGroups smart constructor.
Constructors
| ListGameServerGroups' (Maybe Natural) (Maybe Text) |
Instances
newListGameServerGroups :: ListGameServerGroups Source #
Create a value of ListGameServerGroups 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:limit:ListGameServerGroups', listGameServerGroups_limit - The game server groups' limit.
ListGameServerGroups, listGameServerGroups_nextToken - Specify the pagination token from a previous request to retrieve the
next page of results.
data ListGameServerGroupsResponse Source #
See: newListGameServerGroupsResponse smart constructor.
Constructors
| ListGameServerGroupsResponse' (Maybe [GameServerGroup]) (Maybe Text) Int |
Instances
newListGameServerGroupsResponse Source #
Create a value of ListGameServerGroupsResponse 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:gameServerGroups:ListGameServerGroupsResponse', listGameServerGroupsResponse_gameServerGroups - The game server groups' game server groups.
ListGameServerGroups, listGameServerGroupsResponse_nextToken - Specify the pagination token from a previous request to retrieve the
next page of results.
$sel:httpStatus:ListGameServerGroupsResponse', listGameServerGroupsResponse_httpStatus - The response's http status code.
ListGameServers (Paginated)
data ListGameServers Source #
See: newListGameServers smart constructor.
Instances
Arguments
| :: Text | |
| -> ListGameServers |
Create a value of ListGameServers 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:limit:ListGameServers', listGameServers_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
ListGameServers, listGameServers_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
$sel:sortOrder:ListGameServers', listGameServers_sortOrder - Indicates how to sort the returned data based on game server
registration timestamp. Use ASCENDING to retrieve oldest game servers
first, or use DESCENDING to retrieve newest game servers first. If
this parameter is left empty, game servers are returned in no particular
order.
ListGameServers, listGameServers_gameServerGroupName - An identifier for the game server group to retrieve a list of game
servers from. Use either the name or ARN value.
data ListGameServersResponse Source #
See: newListGameServersResponse smart constructor.
Constructors
| ListGameServersResponse' (Maybe [GameServer]) (Maybe Text) Int |
Instances
newListGameServersResponse Source #
Create a value of ListGameServersResponse 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:gameServers:ListGameServersResponse', listGameServersResponse_gameServers - A collection of game server objects that match the request.
ListGameServers, listGameServersResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:ListGameServersResponse', listGameServersResponse_httpStatus - The response's http status code.
ListLocations (Paginated)
data ListLocations Source #
See: newListLocations smart constructor.
Constructors
| ListLocations' (Maybe (NonEmpty LocationFilter)) (Maybe Natural) (Maybe Text) |
Instances
newListLocations :: ListLocations Source #
Create a value of ListLocations 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:filters:ListLocations', listLocations_filters - Filters the list for AWS or CUSTOM locations.
$sel:limit:ListLocations', listLocations_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
ListLocations, listLocations_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
data ListLocationsResponse Source #
See: newListLocationsResponse smart constructor.
Constructors
| ListLocationsResponse' (Maybe [LocationModel]) (Maybe Text) Int |
Instances
newListLocationsResponse Source #
Create a value of ListLocationsResponse 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:locations:ListLocationsResponse', listLocationsResponse_locations - A collection of locations.
ListLocations, listLocationsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:ListLocationsResponse', listLocationsResponse_httpStatus - The response's http status code.
ListScripts (Paginated)
data ListScripts Source #
See: newListScripts smart constructor.
Constructors
| ListScripts' (Maybe Natural) (Maybe Text) |
Instances
newListScripts :: ListScripts Source #
Create a value of ListScripts 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:limit:ListScripts', listScripts_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages.
ListScripts, listScripts_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
data ListScriptsResponse Source #
See: newListScriptsResponse smart constructor.
Instances
newListScriptsResponse Source #
Arguments
| :: Int | |
| -> ListScriptsResponse |
Create a value of ListScriptsResponse 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:
ListScripts, listScriptsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:scripts:ListScriptsResponse', listScriptsResponse_scripts - A set of properties describing the requested script.
$sel:httpStatus:ListScriptsResponse', listScriptsResponse_httpStatus - The response's http status code.
ListTagsForResource
data ListTagsForResource Source #
See: newListTagsForResource smart constructor.
Constructors
| ListTagsForResource' Text |
Instances
newListTagsForResource Source #
Arguments
| :: Text | |
| -> ListTagsForResource |
Create a value of ListTagsForResource 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:resourceARN:ListTagsForResource', listTagsForResource_resourceARN - The Amazon Resource Name
(ARN)
that is assigned to and uniquely identifies the GameLift resource that
you want to retrieve tags for. GameLift resource ARNs are included in
the data object for the resource, which can be retrieved by calling a
List or Describe operation for the resource type.
data ListTagsForResourceResponse Source #
See: newListTagsForResourceResponse smart constructor.
Constructors
| ListTagsForResourceResponse' (Maybe [Tag]) Int |
Instances
newListTagsForResourceResponse Source #
Create a value of ListTagsForResourceResponse 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:tags:ListTagsForResourceResponse', listTagsForResourceResponse_tags - The collection of tags that have been assigned to the specified
resource.
$sel:httpStatus:ListTagsForResourceResponse', listTagsForResourceResponse_httpStatus - The response's http status code.
PutScalingPolicy
data PutScalingPolicy Source #
See: newPutScalingPolicy smart constructor.
Constructors
| PutScalingPolicy' (Maybe ComparisonOperatorType) (Maybe Natural) (Maybe PolicyType) (Maybe Int) (Maybe ScalingAdjustmentType) (Maybe TargetConfiguration) (Maybe Double) Text Text MetricName |
Instances
Arguments
| :: Text | |
| -> Text | |
| -> MetricName | |
| -> PutScalingPolicy |
Create a value of PutScalingPolicy 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:
PutScalingPolicy, putScalingPolicy_comparisonOperator - Comparison operator to use when measuring the metric against the
threshold value.
PutScalingPolicy, putScalingPolicy_evaluationPeriods - Length of time (in minutes) the metric must be at or beyond the
threshold before a scaling event is triggered.
PutScalingPolicy, putScalingPolicy_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.
PutScalingPolicy, putScalingPolicy_scalingAdjustment - Amount of adjustment to make, based on the scaling adjustment type.
PutScalingPolicy, putScalingPolicy_scalingAdjustmentType - The type of adjustment to make to a fleet's instance count:
- ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
- ExactCapacity -- set the instance count to the scaling adjustment value.
- PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.
PutScalingPolicy, putScalingPolicy_targetConfiguration - An object that contains settings for a target-based scaling policy.
PutScalingPolicy, putScalingPolicy_threshold - Metric value used to trigger a scaling event.
PutScalingPolicy, putScalingPolicy_name - A descriptive label that is associated with a fleet's scaling policy.
Policy names do not need to be unique. A fleet can have only one scaling
policy with the same name.
PutScalingPolicy, putScalingPolicy_fleetId - A unique identifier for the fleet to apply this policy to. You can use
either the fleet ID or ARN value. The fleet cannot be in any of the
following statuses: ERROR or DELETING.
PutScalingPolicy, putScalingPolicy_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.
data PutScalingPolicyResponse Source #
See: newPutScalingPolicyResponse smart constructor.
Constructors
| PutScalingPolicyResponse' (Maybe Text) Int |
Instances
newPutScalingPolicyResponse Source #
Create a value of PutScalingPolicyResponse 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:
PutScalingPolicy, putScalingPolicyResponse_name - A descriptive label that is associated with a fleet's scaling policy.
Policy names do not need to be unique.
$sel:httpStatus:PutScalingPolicyResponse', putScalingPolicyResponse_httpStatus - The response's http status code.
RegisterCompute
data RegisterCompute Source #
See: newRegisterCompute smart constructor.
Instances
Arguments
| :: Text | |
| -> Text | |
| -> RegisterCompute |
Create a value of RegisterCompute 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:certificatePath:RegisterCompute', registerCompute_certificatePath - The path to the TLS certificate on your compute resource. The path and
certificate are not validated by GameLift.
RegisterCompute, registerCompute_dnsName - The DNS name of the compute resource. GameLift requires the DNS name or
IP address to manage your compute resource.
RegisterCompute, registerCompute_ipAddress - The IP address of the compute resource. GameLift requires the DNS name
or IP address to manage your compute resource.
RegisterCompute, registerCompute_location - The name of the custom location you added to the fleet you are
registering this compute resource to.
RegisterCompute, registerCompute_fleetId - A unique identifier for the fleet to register the compute to. You can
use either the fleet ID or ARN value.
RegisterCompute, registerCompute_computeName - A descriptive label that is associated with the compute resource
registered to your fleet.
data RegisterComputeResponse Source #
See: newRegisterComputeResponse smart constructor.
Constructors
| RegisterComputeResponse' (Maybe Compute) Int |
Instances
newRegisterComputeResponse Source #
Create a value of RegisterComputeResponse 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:compute:RegisterComputeResponse', registerComputeResponse_compute - The details of the compute resource you registered to the specified
fleet.
$sel:httpStatus:RegisterComputeResponse', registerComputeResponse_httpStatus - The response's http status code.
RegisterGameServer
data RegisterGameServer Source #
See: newRegisterGameServer smart constructor.
Instances
newRegisterGameServer Source #
Arguments
| :: Text | |
| -> Text | |
| -> Text | |
| -> RegisterGameServer |
Create a value of RegisterGameServer 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:
RegisterGameServer, registerGameServer_connectionInfo - Information that is needed to make inbound client connections to the
game server. This might include the IP address and port, DNS name, and
other information.
RegisterGameServer, registerGameServer_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.
RegisterGameServer, registerGameServer_gameServerGroupName - A unique identifier for the game server group where the game server is
running.
RegisterGameServer, registerGameServer_gameServerId - A custom string that uniquely identifies the game server to register.
Game server IDs are developer-defined and must be unique across all game
server groups in your Amazon Web Services account.
RegisterGameServer, registerGameServer_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.
data RegisterGameServerResponse Source #
See: newRegisterGameServerResponse smart constructor.
Constructors
| RegisterGameServerResponse' (Maybe GameServer) Int |
Instances
newRegisterGameServerResponse Source #
Create a value of RegisterGameServerResponse 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:gameServer:RegisterGameServerResponse', registerGameServerResponse_gameServer - Object that describes the newly registered game server.
$sel:httpStatus:RegisterGameServerResponse', registerGameServerResponse_httpStatus - The response's http status code.
RequestUploadCredentials
data RequestUploadCredentials Source #
See: newRequestUploadCredentials smart constructor.
Constructors
| RequestUploadCredentials' Text |
Instances
newRequestUploadCredentials Source #
Arguments
| :: Text | |
| -> RequestUploadCredentials |
Create a value of RequestUploadCredentials 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:
RequestUploadCredentials, requestUploadCredentials_buildId - A unique identifier for the build to get credentials for. You can use
either the build ID or ARN value.
data RequestUploadCredentialsResponse Source #
See: newRequestUploadCredentialsResponse smart constructor.
Constructors
| RequestUploadCredentialsResponse' (Maybe S3Location) (Maybe (Sensitive AwsCredentials)) Int |
Instances
newRequestUploadCredentialsResponse Source #
Create a value of RequestUploadCredentialsResponse 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:
RequestUploadCredentialsResponse, requestUploadCredentialsResponse_storageLocation - Amazon S3 path and key, identifying where the game build files are
stored.
$sel:uploadCredentials:RequestUploadCredentialsResponse', requestUploadCredentialsResponse_uploadCredentials - Amazon Web Services credentials required when uploading a game build to
the storage location. These credentials have a limited lifespan and are
valid only for the build they were issued for.
$sel:httpStatus:RequestUploadCredentialsResponse', requestUploadCredentialsResponse_httpStatus - The response's http status code.
ResolveAlias
data ResolveAlias Source #
See: newResolveAlias smart constructor.
Constructors
| ResolveAlias' Text |
Instances
Arguments
| :: Text | |
| -> ResolveAlias |
Create a value of ResolveAlias 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:
ResolveAlias, resolveAlias_aliasId - The unique identifier of the alias that you want to retrieve a fleet ID
for. You can use either the alias ID or ARN value.
data ResolveAliasResponse Source #
See: newResolveAliasResponse smart constructor.
Instances
newResolveAliasResponse Source #
Arguments
| :: Int | |
| -> ResolveAliasResponse |
Create a value of ResolveAliasResponse 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:
ResolveAliasResponse, resolveAliasResponse_fleetArn - The Amazon Resource Name
(ARN)
associated with the GameLift fleet resource that this alias points to.
ResolveAliasResponse, resolveAliasResponse_fleetId - The fleet identifier that the alias is pointing to.
$sel:httpStatus:ResolveAliasResponse', resolveAliasResponse_httpStatus - The response's http status code.
ResumeGameServerGroup
data ResumeGameServerGroup Source #
See: newResumeGameServerGroup smart constructor.
Constructors
| ResumeGameServerGroup' Text (NonEmpty GameServerGroupAction) |
Instances
newResumeGameServerGroup Source #
Arguments
| :: Text | |
| -> NonEmpty GameServerGroupAction | |
| -> ResumeGameServerGroup |
Create a value of ResumeGameServerGroup 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:
ResumeGameServerGroup, resumeGameServerGroup_gameServerGroupName - A unique identifier for the game server group. Use either the name or
ARN value.
$sel:resumeActions:ResumeGameServerGroup', resumeGameServerGroup_resumeActions - The activity to resume for this game server group.
data ResumeGameServerGroupResponse Source #
See: newResumeGameServerGroupResponse smart constructor.
Constructors
| ResumeGameServerGroupResponse' (Maybe GameServerGroup) Int |
Instances
newResumeGameServerGroupResponse Source #
Create a value of ResumeGameServerGroupResponse 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:gameServerGroup:ResumeGameServerGroupResponse', resumeGameServerGroupResponse_gameServerGroup - An object that describes the game server group resource, with the
SuspendedActions property updated to reflect the resumed activity.
$sel:httpStatus:ResumeGameServerGroupResponse', resumeGameServerGroupResponse_httpStatus - The response's http status code.
SearchGameSessions (Paginated)
data SearchGameSessions Source #
See: newSearchGameSessions smart constructor.
Constructors
| SearchGameSessions' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) |
Instances
newSearchGameSessions :: SearchGameSessions Source #
Create a value of SearchGameSessions 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:
SearchGameSessions, searchGameSessions_aliasId - A unique identifier for the alias associated with the fleet to search
for active game sessions. You can use either the alias ID or ARN value.
Each request must reference either a fleet ID or alias ID, but not both.
$sel:filterExpression:SearchGameSessions', searchGameSessions_filterExpression - String containing the search criteria for the session search. If no
filter expression is included, the request returns results for all game
sessions in the fleet that are in ACTIVE status.
A filter expression can contain one or multiple conditions. Each condition consists of the following:
- Operand -- Name of a game session attribute. Valid values are
gameSessionName,gameSessionId,gameSessionProperties,maximumSessions,creationTimeMillis,playerSessionCount,hasAvailablePlayerSessions. - Comparator -- Valid comparators are:
=,<>,<,>,<=,>=. - Value -- Value to be searched for. Values may be numbers,
boolean values (true/false) or strings depending on the operand.
String values are case sensitive and must be enclosed in single
quotes. Special characters must be escaped. Boolean and string
values can only be used with the comparators
=and<>. For example, the following filter expression searches ongameSessionName: "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'".
To chain multiple conditions in a single expression, use the logical
keywords AND, OR, and NOT and parentheses as needed. For example:
x AND y AND NOT z, NOT (x OR y).
Session search evaluates conditions from left to right using the following precedence rules:
=,<>,<,>,<=,>=- Parentheses
- NOT
- AND
- OR
For example, this filter expression retrieves game sessions hosting at
least ten players that have an open player slot:
"maximumSessions>=10 AND hasAvailablePlayerSessions=true".
SearchGameSessions, searchGameSessions_fleetId - A unique identifier for the fleet to search for active game sessions.
You can use either the fleet ID or ARN value. Each request must
reference either a fleet ID or alias ID, but not both.
$sel:limit:SearchGameSessions', searchGameSessions_limit - The maximum number of results to return. Use this parameter with
NextToken to get results as a set of sequential pages. The maximum
number of results returned is 20, even if this value is not set or is
set higher than 20.
SearchGameSessions, searchGameSessions_location - A fleet location to search for game sessions. You can specify a fleet's
home Region or a remote location. Use the Amazon Web Services Region
code format, such as us-west-2.
SearchGameSessions, searchGameSessions_nextToken - A token that indicates the start of the next sequential page of results.
Use the token that is returned with a previous call to this operation.
To start at the beginning of the result set, do not specify a value.
$sel:sortExpression:SearchGameSessions', searchGameSessions_sortExpression - Instructions on how to sort the search results. If no sort expression is
included, the request returns results in random order. A sort expression
consists of the following elements:
- Operand -- Name of a game session attribute. Valid values are
gameSessionName,gameSessionId,gameSessionProperties,maximumSessions,creationTimeMillis,playerSessionCount,hasAvailablePlayerSessions. - Order -- Valid sort orders are
ASC(ascending) andDESC(descending).
For example, this sort expression returns the oldest active sessions
first: "SortExpression": "creationTimeMillis ASC". Results with a
null value for the sort operand are returned at the end of the list.
data SearchGameSessionsResponse Source #
See: newSearchGameSessionsResponse smart constructor.
Constructors
| SearchGameSessionsResponse' (Maybe [GameSession]) (Maybe Text) Int |
Instances
newSearchGameSessionsResponse Source #
Create a value of SearchGameSessionsResponse 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:gameSessions:SearchGameSessionsResponse', searchGameSessionsResponse_gameSessions - A collection of objects containing game session properties for each
session that matches the request.
SearchGameSessions, searchGameSessionsResponse_nextToken - A token that indicates where to resume retrieving results on the next
call to this operation. If no token is returned, these results represent
the end of the list.
$sel:httpStatus:SearchGameSessionsResponse', searchGameSessionsResponse_httpStatus - The response's http status code.
StartFleetActions
data StartFleetActions Source #
See: newStartFleetActions smart constructor.
Constructors
| StartFleetActions' (Maybe Text) Text (NonEmpty FleetAction) |
Instances
Arguments
| :: Text | |
| -> NonEmpty FleetAction | |
| -> StartFleetActions |
Create a value of StartFleetActions 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:
StartFleetActions, startFleetActions_location - The fleet location to restart fleet actions for. Specify a location in
the form of an Amazon Web Services Region code, such as us-west-2.
StartFleetActions, startFleetActions_fleetId - A unique identifier for the fleet to restart actions on. You can use
either the fleet ID or ARN value.
$sel:actions:StartFleetActions', startFleetActions_actions - List of actions to restart on the fleet.
data StartFleetActionsResponse Source #
See: newStartFleetActionsResponse smart constructor.
Instances
newStartFleetActionsResponse Source #
Create a value of StartFleetActionsResponse 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:
StartFleetActionsResponse, startFleetActionsResponse_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.
StartFleetActions, startFleetActionsResponse_fleetId - A unique identifier for the fleet to restart actions on.
$sel:httpStatus:StartFleetActionsResponse', startFleetActionsResponse_httpStatus - The response's http status code.
StartGameSessionPlacement
data StartGameSessionPlacement Source #
See: newStartGameSessionPlacement smart constructor.
Constructors
| StartGameSessionPlacement' (Maybe [DesiredPlayerSession]) (Maybe [GameProperty]) (Maybe Text) (Maybe Text) (Maybe [PlayerLatency]) Text Text Natural |
Instances
newStartGameSessionPlacement Source #
Arguments
| :: Text | |
| -> Text | |
| -> Natural | |
| -> StartGameSessionPlacement |
Create a value of StartGameSessionPlacement 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:desiredPlayerSessions:StartGameSessionPlacement', startGameSessionPlacement_desiredPlayerSessions - Set of information on each player to create a player session for.
StartGameSessionPlacement, startGameSessionPlacement_gameProperties - A set of custom properties for a game session, formatted as key:value
pairs. These properties are passed to a game server process with a
request to start a new game session (see
Start a Game Session).
StartGameSessionPlacement, startGameSessionPlacement_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).
StartGameSessionPlacement, startGameSessionPlacement_gameSessionName - A descriptive label that is associated with a game session. Session
names do not need to be unique.
StartGameSessionPlacement, startGameSessionPlacement_playerLatencies - A set of values, expressed in milliseconds, that indicates the amount of
latency that a player experiences when connected to Amazon Web Services
Regions. This information is used to try to place the new game session
where it can offer the best possible gameplay experience for the
players.
StartGameSessionPlacement, startGameSessionPlacement_placementId - A unique identifier to assign to the new game session placement. This
value is developer-defined. The value must be unique across all Regions
and cannot be reused.
StartGameSessionPlacement, startGameSessionPlacement_gameSessionQueueName - Name of the queue to use to place the new game session. You can use
either the queue name or ARN value.
StartGameSessionPlacement, startGameSessionPlacement_maximumPlayerSessionCount - The maximum number of players that can be connected simultaneously to
the game session.
data StartGameSessionPlacementResponse Source #
See: newStartGameSessionPlacementResponse smart constructor.
Constructors
| StartGameSessionPlacementResponse' (Maybe GameSessionPlacement) Int |
Instances
newStartGameSessionPlacementResponse Source #
Arguments
| :: Int | |
| -> StartGameSessionPlacementResponse |
Create a value of StartGameSessionPlacementResponse 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:gameSessionPlacement:StartGameSessionPlacementResponse', startGameSessionPlacementResponse_gameSessionPlacement - Object that describes the newly created game session placement. This
object includes all the information provided in the request, as well as
start/end time stamps and placement status.
$sel:httpStatus:StartGameSessionPlacementResponse', startGameSessionPlacementResponse_httpStatus - The response's http status code.
StartMatchBackfill
data StartMatchBackfill Source #
See: newStartMatchBackfill smart constructor.
Instances
newStartMatchBackfill Source #
Arguments
| :: Text | |
| -> StartMatchBackfill |
Create a value of StartMatchBackfill 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:
StartMatchBackfill, startMatchBackfill_gameSessionArn - A unique identifier for the game session. Use the game session ID. When
using FlexMatch as a standalone matchmaking solution, this parameter is
not needed.
StartMatchBackfill, startMatchBackfill_ticketId - A unique identifier for a matchmaking ticket. If no ticket ID is
specified here, Amazon GameLift will generate one in the form of a UUID.
Use this identifier to track the match backfill ticket status and
retrieve match results.
StartMatchBackfill, startMatchBackfill_configurationName - Name of the matchmaker to use for this request. You can use either the
configuration name or ARN value. The ARN of the matchmaker that was used
with the original game session is listed in the GameSession object,
MatchmakerData property.
StartMatchBackfill, startMatchBackfill_players - Match information on all players that are currently assigned to the game
session. This information is used by the matchmaker to find new players
and add them to the existing game.
You can include up to 199 Players in a StartMatchBackfill request.
PlayerID, PlayerAttributes, Team -- This information is maintained in the
GameSessionobject,MatchmakerDataproperty, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.
- LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
data StartMatchBackfillResponse Source #
See: newStartMatchBackfillResponse smart constructor.
Constructors
| StartMatchBackfillResponse' (Maybe MatchmakingTicket) Int |
Instances
newStartMatchBackfillResponse Source #
Create a value of StartMatchBackfillResponse 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:matchmakingTicket:StartMatchBackfillResponse', startMatchBackfillResponse_matchmakingTicket - Ticket representing the backfill matchmaking request. This object
includes the information in the request, ticket status, and match
results as generated during the matchmaking process.
$sel:httpStatus:StartMatchBackfillResponse', startMatchBackfillResponse_httpStatus - The response's http status code.
StartMatchmaking
data StartMatchmaking Source #
See: newStartMatchmaking smart constructor.
Constructors
| StartMatchmaking' (Maybe Text) Text [Player] |
Instances
Arguments
| :: Text | |
| -> StartMatchmaking |
Create a value of StartMatchmaking 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:
StartMatchmaking, startMatchmaking_ticketId - A unique identifier for a matchmaking ticket. If no ticket ID is
specified here, Amazon GameLift will generate one in the form of a UUID.
Use this identifier to track the matchmaking ticket status and retrieve
match results.
StartMatchmaking, startMatchmaking_configurationName - Name of the matchmaking configuration to use for this request.
Matchmaking configurations must exist in the same Region as this
request. You can use either the configuration name or ARN value.
StartMatchmaking, startMatchmaking_players - Information on each player to be matched. This information must include
a player ID, and may contain player attributes and latency data to be
used in the matchmaking process. After a successful match, Player
objects contain the name of the team the player is assigned to.
You can include up to 10 Players in a StartMatchmaking request.
data StartMatchmakingResponse Source #
See: newStartMatchmakingResponse smart constructor.
Constructors
| StartMatchmakingResponse' (Maybe MatchmakingTicket) Int |
Instances
newStartMatchmakingResponse Source #
Create a value of StartMatchmakingResponse 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:matchmakingTicket:StartMatchmakingResponse', startMatchmakingResponse_matchmakingTicket - Ticket representing the matchmaking request. This object include the
information included in the request, ticket status, and match results as
generated during the matchmaking process.
$sel:httpStatus:StartMatchmakingResponse', startMatchmakingResponse_httpStatus - The response's http status code.
StopFleetActions
data StopFleetActions Source #
See: newStopFleetActions smart constructor.
Constructors
| StopFleetActions' (Maybe Text) Text (NonEmpty FleetAction) |
Instances
Arguments
| :: Text | |
| -> NonEmpty FleetAction | |
| -> StopFleetActions |
Create a value of StopFleetActions 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:
StopFleetActions, stopFleetActions_location - The fleet location to stop fleet actions for. Specify a location in the
form of an Amazon Web Services Region code, such as us-west-2.
StopFleetActions, stopFleetActions_fleetId - A unique identifier for the fleet to stop actions on. You can use either
the fleet ID or ARN value.
$sel:actions:StopFleetActions', stopFleetActions_actions - List of actions to suspend on the fleet.
data StopFleetActionsResponse Source #
See: newStopFleetActionsResponse smart constructor.
Instances
newStopFleetActionsResponse Source #
Create a value of StopFleetActionsResponse 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:
StopFleetActionsResponse, stopFleetActionsResponse_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.
StopFleetActions, stopFleetActionsResponse_fleetId - A unique identifier for the fleet to stop actions on.
$sel:httpStatus:StopFleetActionsResponse', stopFleetActionsResponse_httpStatus - The response's http status code.
StopGameSessionPlacement
data StopGameSessionPlacement Source #
See: newStopGameSessionPlacement smart constructor.
Constructors
| StopGameSessionPlacement' Text |
Instances
newStopGameSessionPlacement Source #
Arguments
| :: Text | |
| -> StopGameSessionPlacement |
Create a value of StopGameSessionPlacement 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:
StopGameSessionPlacement, stopGameSessionPlacement_placementId - A unique identifier for a game session placement to stop.
data StopGameSessionPlacementResponse Source #
See: newStopGameSessionPlacementResponse smart constructor.
Constructors
| StopGameSessionPlacementResponse' (Maybe GameSessionPlacement) Int |
Instances
newStopGameSessionPlacementResponse Source #
Create a value of StopGameSessionPlacementResponse 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:gameSessionPlacement:StopGameSessionPlacementResponse', stopGameSessionPlacementResponse_gameSessionPlacement - Object that describes the canceled game session placement, with
CANCELLED status and an end time stamp.
$sel:httpStatus:StopGameSessionPlacementResponse', stopGameSessionPlacementResponse_httpStatus - The response's http status code.
StopMatchmaking
data StopMatchmaking Source #
See: newStopMatchmaking smart constructor.
Constructors
| StopMatchmaking' Text |
Instances
Arguments
| :: Text | |
| -> StopMatchmaking |
Create a value of StopMatchmaking 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:
StopMatchmaking, stopMatchmaking_ticketId - A unique identifier for a matchmaking ticket.
data StopMatchmakingResponse Source #
See: newStopMatchmakingResponse smart constructor.
Constructors
| StopMatchmakingResponse' Int |
Instances
newStopMatchmakingResponse Source #
Create a value of StopMatchmakingResponse 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:httpStatus:StopMatchmakingResponse', stopMatchmakingResponse_httpStatus - The response's http status code.
SuspendGameServerGroup
data SuspendGameServerGroup Source #
See: newSuspendGameServerGroup smart constructor.
Constructors
| SuspendGameServerGroup' Text (NonEmpty GameServerGroupAction) |
Instances
newSuspendGameServerGroup Source #
Arguments
| :: Text | |
| -> NonEmpty GameServerGroupAction | |
| -> SuspendGameServerGroup |
Create a value of SuspendGameServerGroup 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:
SuspendGameServerGroup, suspendGameServerGroup_gameServerGroupName - A unique identifier for the game server group. Use either the name or
ARN value.
$sel:suspendActions:SuspendGameServerGroup', suspendGameServerGroup_suspendActions - The activity to suspend for this game server group.
data SuspendGameServerGroupResponse Source #
See: newSuspendGameServerGroupResponse smart constructor.
Constructors
| SuspendGameServerGroupResponse' (Maybe GameServerGroup) Int |
Instances
newSuspendGameServerGroupResponse Source #
Create a value of SuspendGameServerGroupResponse 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:gameServerGroup:SuspendGameServerGroupResponse', suspendGameServerGroupResponse_gameServerGroup - An object that describes the game server group resource, with the
SuspendedActions property updated to reflect the suspended activity.
$sel:httpStatus:SuspendGameServerGroupResponse', suspendGameServerGroupResponse_httpStatus - The response's http status code.
TagResource
data TagResource Source #
See: newTagResource smart constructor.
Constructors
| TagResource' Text [Tag] |
Instances
Arguments
| :: Text | |
| -> TagResource |
Create a value of TagResource 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:resourceARN:TagResource', tagResource_resourceARN - The Amazon Resource Name
(ARN)
that is assigned to and uniquely identifies the GameLift resource that
you want to assign tags to. GameLift resource ARNs are included in the
data object for the resource, which can be retrieved by calling a List
or Describe operation for the resource type.
$sel:tags:TagResource', tagResource_tags - A list of one or more tags to assign to the specified GameLift resource.
Tags are developer-defined and structured as key-value pairs. The
maximum tag limit may be lower than stated. See
Tagging Amazon Web Services Resources
for actual tagging limits.
data TagResourceResponse Source #
See: newTagResourceResponse smart constructor.
Constructors
| TagResourceResponse' Int |
Instances
newTagResourceResponse Source #
Arguments
| :: Int | |
| -> TagResourceResponse |
Create a value of TagResourceResponse 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:httpStatus:TagResourceResponse', tagResourceResponse_httpStatus - The response's http status code.
UntagResource
data UntagResource Source #
See: newUntagResource smart constructor.
Constructors
| UntagResource' Text [Text] |
Instances
Arguments
| :: Text | |
| -> UntagResource |
Create a value of UntagResource 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:resourceARN:UntagResource', untagResource_resourceARN - The Amazon Resource Name
(ARN)
that is assigned to and uniquely identifies the GameLift resource that
you want to remove tags from. GameLift resource ARNs are included in the
data object for the resource, which can be retrieved by calling a List
or Describe operation for the resource type.
$sel:tagKeys:UntagResource', untagResource_tagKeys - A list of one or more tag keys to remove from the specified GameLift
resource. An Amazon Web Services resource can have only one tag with a
specific tag key, so specifying the tag key identifies which tag to
remove.
data UntagResourceResponse Source #
See: newUntagResourceResponse smart constructor.
Constructors
| UntagResourceResponse' Int |
Instances
newUntagResourceResponse Source #
Create a value of UntagResourceResponse 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:httpStatus:UntagResourceResponse', untagResourceResponse_httpStatus - The response's http status code.
UpdateAlias
data UpdateAlias Source #
See: newUpdateAlias smart constructor.
Constructors
| UpdateAlias' (Maybe Text) (Maybe Text) (Maybe RoutingStrategy) Text |
Instances
Arguments
| :: Text | |
| -> UpdateAlias |
Create a value of UpdateAlias 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:
UpdateAlias, updateAlias_description - A human-readable description of the alias.
UpdateAlias, updateAlias_name - A descriptive label that is associated with an alias. Alias names do not
need to be unique.
UpdateAlias, updateAlias_routingStrategy - The routing configuration, including routing type and fleet target, for
the alias.
UpdateAlias, updateAlias_aliasId - A unique identifier for the alias that you want to update. You can use
either the alias ID or ARN value.
data UpdateAliasResponse Source #
See: newUpdateAliasResponse smart constructor.
Constructors
| UpdateAliasResponse' (Maybe Alias) Int |
Instances
newUpdateAliasResponse Source #
Arguments
| :: Int | |
| -> UpdateAliasResponse |
Create a value of UpdateAliasResponse 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:alias:UpdateAliasResponse', updateAliasResponse_alias - The updated alias resource.
$sel:httpStatus:UpdateAliasResponse', updateAliasResponse_httpStatus - The response's http status code.
UpdateBuild
data UpdateBuild Source #
See: newUpdateBuild smart constructor.
Instances
Arguments
| :: Text | |
| -> UpdateBuild |
Create a value of UpdateBuild 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:
UpdateBuild, updateBuild_name - A descriptive label associated with a build. Build names do not need to
be unique.
UpdateBuild, updateBuild_version - Version information associated with a build or script. Version strings
do not need to be unique.
UpdateBuild, updateBuild_buildId - A unique identifier for the build to update. You can use either the
build ID or ARN value.
data UpdateBuildResponse Source #
See: newUpdateBuildResponse smart constructor.
Constructors
| UpdateBuildResponse' (Maybe Build) Int |
Instances
newUpdateBuildResponse Source #
Arguments
| :: Int | |
| -> UpdateBuildResponse |
Create a value of UpdateBuildResponse 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:build:UpdateBuildResponse', updateBuildResponse_build - The updated build resource.
$sel:httpStatus:UpdateBuildResponse', updateBuildResponse_httpStatus - The response's http status code.
UpdateFleetAttributes
data UpdateFleetAttributes Source #
See: newUpdateFleetAttributes smart constructor.
Constructors
| UpdateFleetAttributes' (Maybe AnywhereConfiguration) (Maybe Text) (Maybe [Text]) (Maybe Text) (Maybe ProtectionPolicy) (Maybe ResourceCreationLimitPolicy) Text |
Instances
newUpdateFleetAttributes Source #
Arguments
| :: Text | |
| -> UpdateFleetAttributes |
Create a value of UpdateFleetAttributes 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:
UpdateFleetAttributes, updateFleetAttributes_anywhereConfiguration - GameLift Anywhere configuration options.
UpdateFleetAttributes, updateFleetAttributes_description - A human-readable description of a fleet.
UpdateFleetAttributes, updateFleetAttributes_metricGroups - The name of a metric group to add this fleet to. Use a metric group in
Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide
an existing metric group name, or create a new metric group by providing
a new name. A fleet can only be in one metric group at a time.
UpdateFleetAttributes, updateFleetAttributes_name - A descriptive label that is associated with a fleet. Fleet names do not
need to be unique.
UpdateFleetAttributes, updateFleetAttributes_newGameSessionProtectionPolicy - The game session protection policy to apply to all new instances created
in this fleet. Instances that already exist are not affected. You can
set protection for individual instances using
UpdateGameSession
.
- NoProtection -- The game session can be terminated during a scale-down event.
- FullProtection -- If the game session is in an
ACTIVEstatus, it cannot be terminated during a scale-down event.
UpdateFleetAttributes, updateFleetAttributes_resourceCreationLimitPolicy - Policy settings that limit the number of game sessions an individual
player can create over a span of time.
UpdateFleetAttributes, updateFleetAttributes_fleetId - A unique identifier for the fleet to update attribute metadata for. You
can use either the fleet ID or ARN value.
data UpdateFleetAttributesResponse Source #
See: newUpdateFleetAttributesResponse smart constructor.
Instances
newUpdateFleetAttributesResponse Source #
Create a value of UpdateFleetAttributesResponse 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:
UpdateFleetAttributesResponse, updateFleetAttributesResponse_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.
UpdateFleetAttributes, updateFleetAttributesResponse_fleetId - A unique identifier for the fleet that was updated.
$sel:httpStatus:UpdateFleetAttributesResponse', updateFleetAttributesResponse_httpStatus - The response's http status code.
UpdateFleetCapacity
data UpdateFleetCapacity Source #
See: newUpdateFleetCapacity smart constructor.
Instances
newUpdateFleetCapacity Source #
Arguments
| :: Text | |
| -> UpdateFleetCapacity |
Create a value of UpdateFleetCapacity 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:desiredInstances:UpdateFleetCapacity', updateFleetCapacity_desiredInstances - The number of Amazon EC2 instances you want to maintain in the specified
fleet location. This value must fall between the minimum and maximum
size limits.
UpdateFleetCapacity, updateFleetCapacity_location - The name of a remote location to update fleet capacity settings for, in
the form of an Amazon Web Services Region code such as us-west-2.
$sel:maxSize:UpdateFleetCapacity', updateFleetCapacity_maxSize - The maximum number of instances that are allowed in the specified fleet
location. If this parameter is not set, the default is 1.
$sel:minSize:UpdateFleetCapacity', updateFleetCapacity_minSize - The minimum number of instances that are allowed in the specified fleet
location. If this parameter is not set, the default is 0.
UpdateFleetCapacity, updateFleetCapacity_fleetId - A unique identifier for the fleet to update capacity settings for. You
can use either the fleet ID or ARN value.
data UpdateFleetCapacityResponse Source #
See: newUpdateFleetCapacityResponse smart constructor.
Instances
newUpdateFleetCapacityResponse Source #
Create a value of UpdateFleetCapacityResponse 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:
UpdateFleetCapacityResponse, updateFleetCapacityResponse_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.
UpdateFleetCapacity, updateFleetCapacityResponse_fleetId - A unique identifier for the fleet that was updated.
UpdateFleetCapacity, updateFleetCapacityResponse_location - The remote location being updated, expressed as an Amazon Web Services
Region code, such as us-west-2.
$sel:httpStatus:UpdateFleetCapacityResponse', updateFleetCapacityResponse_httpStatus - The response's http status code.
UpdateFleetPortSettings
data UpdateFleetPortSettings Source #
See: newUpdateFleetPortSettings smart constructor.
Constructors
| UpdateFleetPortSettings' (Maybe [IpPermission]) (Maybe [IpPermission]) Text |
Instances
newUpdateFleetPortSettings Source #
Arguments
| :: Text | |
| -> UpdateFleetPortSettings |
Create a value of UpdateFleetPortSettings 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:inboundPermissionAuthorizations:UpdateFleetPortSettings', updateFleetPortSettings_inboundPermissionAuthorizations - A collection of port settings to be added to the fleet resource.
$sel:inboundPermissionRevocations:UpdateFleetPortSettings', updateFleetPortSettings_inboundPermissionRevocations - A collection of port settings to be removed from the fleet resource.
UpdateFleetPortSettings, updateFleetPortSettings_fleetId - A unique identifier for the fleet to update port settings for. You can
use either the fleet ID or ARN value.
data UpdateFleetPortSettingsResponse Source #
See: newUpdateFleetPortSettingsResponse smart constructor.
Instances
newUpdateFleetPortSettingsResponse Source #
Create a value of UpdateFleetPortSettingsResponse 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:
UpdateFleetPortSettingsResponse, updateFleetPortSettingsResponse_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.
UpdateFleetPortSettings, updateFleetPortSettingsResponse_fleetId - A unique identifier for the fleet that was updated.
$sel:httpStatus:UpdateFleetPortSettingsResponse', updateFleetPortSettingsResponse_httpStatus - The response's http status code.
UpdateGameServer
data UpdateGameServer Source #
See: newUpdateGameServer smart constructor.
Constructors
| UpdateGameServer' (Maybe Text) (Maybe GameServerHealthCheck) (Maybe GameServerUtilizationStatus) Text Text |
Instances
Arguments
| :: Text | |
| -> Text | |
| -> UpdateGameServer |
Create a value of UpdateGameServer 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:
UpdateGameServer, updateGameServer_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.
$sel:healthCheck:UpdateGameServer', updateGameServer_healthCheck - Indicates health status of the game server. A request that includes this
parameter updates the game server's LastHealthCheckTime timestamp.
UpdateGameServer, updateGameServer_utilizationStatus - Indicates whether the game server is available or is currently hosting
gameplay.
UpdateGameServer, updateGameServer_gameServerGroupName - A unique identifier for the game server group where the game server is
running.
UpdateGameServer, updateGameServer_gameServerId - A custom string that uniquely identifies the game server to update.
data UpdateGameServerResponse Source #
See: newUpdateGameServerResponse smart constructor.
Constructors
| UpdateGameServerResponse' (Maybe GameServer) Int |
Instances
newUpdateGameServerResponse Source #
Create a value of UpdateGameServerResponse 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:gameServer:UpdateGameServerResponse', updateGameServerResponse_gameServer - Object that describes the newly updated game server.
$sel:httpStatus:UpdateGameServerResponse', updateGameServerResponse_httpStatus - The response's http status code.
UpdateGameServerGroup
data UpdateGameServerGroup Source #
See: newUpdateGameServerGroup smart constructor.
Constructors
| UpdateGameServerGroup' (Maybe BalancingStrategy) (Maybe GameServerProtectionPolicy) (Maybe (NonEmpty InstanceDefinition)) (Maybe Text) Text |
Instances
newUpdateGameServerGroup Source #
Arguments
| :: Text | |
| -> UpdateGameServerGroup |
Create a value of UpdateGameServerGroup 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:
UpdateGameServerGroup, updateGameServerGroup_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.
UpdateGameServerGroup, updateGameServerGroup_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 Amazon Web
Services regardless of protection status. This property is set to
NO_PROTECTION by default.
UpdateGameServerGroup, updateGameServerGroup_instanceDefinitions - An updated list of Amazon EC2 instance types to use in the Auto Scaling
group. The instance definitions must specify at least two different
instance types that are supported by GameLift FleetIQ. This updated list
replaces the entire current list of instance definitions for the game
server group. For more information on instance types, see
EC2 Instance Types
in the Amazon EC2 User Guide. You can optionally specify capacity
weighting for each instance type. If no weight value is specified for an
instance type, it is set to the default value "1". For more
information about capacity weighting, see
Instance Weighting for Amazon EC2 Auto Scaling
in the Amazon EC2 Auto Scaling User Guide.
UpdateGameServerGroup, updateGameServerGroup_roleArn - The Amazon Resource Name
(ARN)
for an IAM role that allows Amazon GameLift to access your Amazon EC2
Auto Scaling groups.
UpdateGameServerGroup, updateGameServerGroup_gameServerGroupName - A unique identifier for the game server group. Use either the name or
ARN value.
data UpdateGameServerGroupResponse Source #
See: newUpdateGameServerGroupResponse smart constructor.
Constructors
| UpdateGameServerGroupResponse' (Maybe GameServerGroup) Int |
Instances
newUpdateGameServerGroupResponse Source #
Create a value of UpdateGameServerGroupResponse 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:gameServerGroup:UpdateGameServerGroupResponse', updateGameServerGroupResponse_gameServerGroup - An object that describes the game server group resource with updated
properties.
$sel:httpStatus:UpdateGameServerGroupResponse', updateGameServerGroupResponse_httpStatus - The response's http status code.
UpdateGameSession
data UpdateGameSession Source #
See: newUpdateGameSession smart constructor.
Constructors
| UpdateGameSession' (Maybe Natural) (Maybe Text) (Maybe PlayerSessionCreationPolicy) (Maybe ProtectionPolicy) Text |
Instances
Arguments
| :: Text | |
| -> UpdateGameSession |
Create a value of UpdateGameSession 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:
UpdateGameSession, updateGameSession_maximumPlayerSessionCount - The maximum number of players that can be connected simultaneously to
the game session.
UpdateGameSession, updateGameSession_name - A descriptive label that is associated with a game session. Session
names do not need to be unique.
UpdateGameSession, updateGameSession_playerSessionCreationPolicy - A policy that determines whether the game session is accepting new
players.
UpdateGameSession, updateGameSession_protectionPolicy - Game session protection policy to apply to this game session only.
- NoProtection -- The game session can be terminated during a scale-down event.
- FullProtection -- If the game session is in an
ACTIVEstatus, it cannot be terminated during a scale-down event.
UpdateGameSession, updateGameSession_gameSessionId - A unique identifier for the game session to update.
data UpdateGameSessionResponse Source #
See: newUpdateGameSessionResponse smart constructor.
Constructors
| UpdateGameSessionResponse' (Maybe GameSession) Int |
Instances
newUpdateGameSessionResponse Source #
Create a value of UpdateGameSessionResponse 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:
UpdateGameSessionResponse, updateGameSessionResponse_gameSession - The updated game session properties.
$sel:httpStatus:UpdateGameSessionResponse', updateGameSessionResponse_httpStatus - The response's http status code.
UpdateGameSessionQueue
data UpdateGameSessionQueue Source #
See: newUpdateGameSessionQueue smart constructor.
Constructors
| UpdateGameSessionQueue' (Maybe Text) (Maybe [GameSessionQueueDestination]) (Maybe FilterConfiguration) (Maybe Text) (Maybe [PlayerLatencyPolicy]) (Maybe PriorityConfiguration) (Maybe Natural) Text |
Instances
newUpdateGameSessionQueue Source #
Arguments
| :: Text | |
| -> UpdateGameSessionQueue |
Create a value of UpdateGameSessionQueue 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:
UpdateGameSessionQueue, updateGameSessionQueue_customEventData - Information to be added to all events that are related to this game
session queue.
UpdateGameSessionQueue, updateGameSessionQueue_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. When updating this list, provide a complete list
of destinations.
UpdateGameSessionQueue, updateGameSessionQueue_filterConfiguration - A list of locations where a queue is allowed to place new game sessions.
Locations are specified in the form of Amazon Web Services Region codes,
such as us-west-2. If this parameter is not set, game sessions can be
placed in any queue location. To remove an existing filter
configuration, pass in an empty set.
UpdateGameSessionQueue, updateGameSessionQueue_notificationTarget - An SNS topic ARN that is set up to receive game session placement
notifications. See
Setting up notifications for game session placement.
UpdateGameSessionQueue, updateGameSessionQueue_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.
When updating policies, provide a complete collection of policies.
UpdateGameSessionQueue, updateGameSessionQueue_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.
To remove an existing priority configuration, pass in an empty set.
UpdateGameSessionQueue, updateGameSessionQueue_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.
UpdateGameSessionQueue, updateGameSessionQueue_name - A descriptive label that is associated with game session queue. Queue
names must be unique within each Region. You can use either the queue ID
or ARN value.
data UpdateGameSessionQueueResponse Source #
See: newUpdateGameSessionQueueResponse smart constructor.
Constructors
| UpdateGameSessionQueueResponse' (Maybe GameSessionQueue) Int |
Instances
newUpdateGameSessionQueueResponse Source #
Create a value of UpdateGameSessionQueueResponse 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:gameSessionQueue:UpdateGameSessionQueueResponse', updateGameSessionQueueResponse_gameSessionQueue - An object that describes the newly updated game session queue.
$sel:httpStatus:UpdateGameSessionQueueResponse', updateGameSessionQueueResponse_httpStatus - The response's http status code.
UpdateMatchmakingConfiguration
data UpdateMatchmakingConfiguration Source #
See: newUpdateMatchmakingConfiguration smart constructor.
Constructors
| UpdateMatchmakingConfiguration' (Maybe Bool) (Maybe Natural) (Maybe Natural) (Maybe BackfillMode) (Maybe Text) (Maybe Text) (Maybe FlexMatchMode) (Maybe [GameProperty]) (Maybe Text) (Maybe [Text]) (Maybe Text) (Maybe Natural) (Maybe Text) Text |
Instances
newUpdateMatchmakingConfiguration Source #
Create a value of UpdateMatchmakingConfiguration 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:
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_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. With this option enabled, matchmaking tickets
use the status REQUIRES_ACCEPTANCE to indicate when a completed
potential match is waiting for player acceptance.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_acceptanceTimeoutSeconds - The length of time (in seconds) to wait for players to accept a proposed
match, if acceptance is required.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_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 if
FlexMatchMode is set to STANDALONE.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_backfillMode - The method that is used to backfill game sessions created with this
matchmaking configuration. Specify MANUAL when your game manages
backfill requests manually or does not use the match backfill feature.
Specify AUTOMATIC to have GameLift create a match backfill request
whenever a game session has one or more open slots. Learn more about
manual and automatic backfill in
Backfill Existing Games with FlexMatch.
Automatic backfill is not available when FlexMatchMode is set to
STANDALONE.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_customEventData - Information to add to all events related to the matchmaking
configuration.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_description - A description for the matchmaking configuration.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_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.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_gameProperties - A set of custom properties for a game session, formatted as key:value
pairs. These properties are passed to a game server process with a
request to start a new game session (see
Start a Game Session).
This information is added to the new GameSession object that is
created for a successful match. This parameter is not used if
FlexMatchMode is set to STANDALONE.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_gameSessionData - A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process with a request to
start a new game session (see
Start a Game Session).
This information is added to the game session that is created for a
successful match. This parameter is not used if FlexMatchMode is set
to STANDALONE.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_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. If FlexMatchMode is set to STANDALONE, do
not set this parameter.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications.
See
Setting up notifications for matchmaking
for more information.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_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.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_ruleSetName - A unique identifier for the matchmaking rule set to use with this
configuration. You can use either the rule set name or ARN value. A
matchmaking configuration can only use rule sets that are defined in the
same Region.
UpdateMatchmakingConfiguration, updateMatchmakingConfiguration_name - A unique identifier for the matchmaking configuration to update. You can
use either the configuration name or ARN value.
data UpdateMatchmakingConfigurationResponse Source #
See: newUpdateMatchmakingConfigurationResponse smart constructor.
Instances
newUpdateMatchmakingConfigurationResponse Source #
Arguments
| :: Int | |
| -> UpdateMatchmakingConfigurationResponse |
Create a value of UpdateMatchmakingConfigurationResponse 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:configuration:UpdateMatchmakingConfigurationResponse', updateMatchmakingConfigurationResponse_configuration - The updated matchmaking configuration.
$sel:httpStatus:UpdateMatchmakingConfigurationResponse', updateMatchmakingConfigurationResponse_httpStatus - The response's http status code.
UpdateRuntimeConfiguration
data UpdateRuntimeConfiguration Source #
See: newUpdateRuntimeConfiguration smart constructor.
Constructors
| UpdateRuntimeConfiguration' Text RuntimeConfiguration |
Instances
newUpdateRuntimeConfiguration Source #
Arguments
| :: Text | |
| -> RuntimeConfiguration | |
| -> UpdateRuntimeConfiguration |
Create a value of UpdateRuntimeConfiguration 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:
UpdateRuntimeConfiguration, updateRuntimeConfiguration_fleetId - A unique identifier for the fleet to update runtime configuration for.
You can use either the fleet ID or ARN value.
UpdateRuntimeConfiguration, updateRuntimeConfiguration_runtimeConfiguration - Instructions for alaunching server processes on each instance in the
fleet. Server processes run either a custom game build executable or a
Realtime Servers script. The runtime configuration lists the types of
server processes to run on an instance, how to launch them, and the
number of processes to run concurrently.
data UpdateRuntimeConfigurationResponse Source #
See: newUpdateRuntimeConfigurationResponse smart constructor.
Constructors
| UpdateRuntimeConfigurationResponse' (Maybe RuntimeConfiguration) Int |
Instances
newUpdateRuntimeConfigurationResponse Source #
Arguments
| :: Int | |
| -> UpdateRuntimeConfigurationResponse |
Create a value of UpdateRuntimeConfigurationResponse 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:
UpdateRuntimeConfiguration, updateRuntimeConfigurationResponse_runtimeConfiguration - The runtime configuration currently in use by all instances in the
fleet. If the update was successful, all property changes are shown.
$sel:httpStatus:UpdateRuntimeConfigurationResponse', updateRuntimeConfigurationResponse_httpStatus - The response's http status code.
UpdateScript
data UpdateScript Source #
See: newUpdateScript smart constructor.
Constructors
| UpdateScript' (Maybe Text) (Maybe S3Location) (Maybe Text) (Maybe Base64) Text |
Instances
Arguments
| :: Text | |
| -> UpdateScript |
Create a value of UpdateScript 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:
UpdateScript, updateScript_name - A descriptive label that is associated with a script. Script names do
not need to be unique.
UpdateScript, updateScript_storageLocation - The location of the Amazon S3 bucket where a zipped file containing your
Realtime scripts is stored. The storage location must specify the Amazon
S3 bucket name, the zip file name (the "key"), and a role ARN that
allows Amazon GameLift to access the Amazon S3 storage location. The S3
bucket must be in the same Region where you want to create a new script.
By default, Amazon GameLift uploads the latest version of the zip file;
if you have S3 object versioning turned on, you can use the
ObjectVersion parameter to specify an earlier version.
UpdateScript, updateScript_version - Version information associated with a build or script. Version strings
do not need to be unique.
$sel:zipFile:UpdateScript', updateScript_zipFile - A data object containing your Realtime scripts and dependencies as a zip
file. The zip file can have one or multiple files. Maximum size of a zip
file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this
parameter is set to the zip file name. It must be prepended with the
string "fileb://" to indicate that the file data is a binary object.
For example: --zip-file fileb://myRealtimeScript.zip.--
-- Note: This Lens automatically encodes and decodes Base64 data.
-- The underlying isomorphism will encode to Base64 representation during
-- serialisation, and decode from Base64 representation during deserialisation.
-- This Lens accepts and returns only raw unencoded data.
UpdateScript, updateScript_scriptId - A unique identifier for the Realtime script to update. You can use
either the script ID or ARN value.
data UpdateScriptResponse Source #
See: newUpdateScriptResponse smart constructor.
Constructors
| UpdateScriptResponse' (Maybe Script) Int |
Instances
newUpdateScriptResponse Source #
Arguments
| :: Int | |
| -> UpdateScriptResponse |
Create a value of UpdateScriptResponse 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:script:UpdateScriptResponse', updateScriptResponse_script - The newly created script record with a unique script ID. The new
script's storage location reflects an Amazon S3 location: (1) If the
script was uploaded from an S3 bucket under your account, the storage
location reflects the information that was provided in the
CreateScript request; (2) If the script file was uploaded from a local
zip file, the storage location reflects an S3 location controls by the
Amazon GameLift service.
$sel:httpStatus:UpdateScriptResponse', updateScriptResponse_httpStatus - The response's http status code.
ValidateMatchmakingRuleSet
data ValidateMatchmakingRuleSet Source #
See: newValidateMatchmakingRuleSet smart constructor.
Constructors
| ValidateMatchmakingRuleSet' Text |
Instances
newValidateMatchmakingRuleSet Source #
Arguments
| :: Text | |
| -> ValidateMatchmakingRuleSet |
Create a value of ValidateMatchmakingRuleSet 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:
ValidateMatchmakingRuleSet, validateMatchmakingRuleSet_ruleSetBody - A collection of matchmaking rules to validate, formatted as a JSON
string.
data ValidateMatchmakingRuleSetResponse Source #
See: newValidateMatchmakingRuleSetResponse smart constructor.
Constructors
| ValidateMatchmakingRuleSetResponse' (Maybe Bool) Int |
Instances
newValidateMatchmakingRuleSetResponse Source #
Arguments
| :: Int | |
| -> ValidateMatchmakingRuleSetResponse |
Create a value of ValidateMatchmakingRuleSetResponse 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:valid:ValidateMatchmakingRuleSetResponse', validateMatchmakingRuleSetResponse_valid - A response indicating whether the rule set is valid.
$sel:httpStatus:ValidateMatchmakingRuleSetResponse', validateMatchmakingRuleSetResponse_httpStatus - The response's http status code.
Types
AcceptanceType
newtype AcceptanceType Source #
Constructors
| AcceptanceType' | |
Fields | |
Bundled Patterns
| pattern AcceptanceType_ACCEPT :: AcceptanceType | |
| pattern AcceptanceType_REJECT :: AcceptanceType |
Instances
BackfillMode
newtype BackfillMode Source #
Constructors
| BackfillMode' | |
Fields | |
Bundled Patterns
| pattern BackfillMode_AUTOMATIC :: BackfillMode | |
| pattern BackfillMode_MANUAL :: BackfillMode |
Instances
BalancingStrategy
newtype BalancingStrategy Source #
Constructors
| BalancingStrategy' | |
Fields | |
Bundled Patterns
| pattern BalancingStrategy_ON_DEMAND_ONLY :: BalancingStrategy | |
| pattern BalancingStrategy_SPOT_ONLY :: BalancingStrategy | |
| pattern BalancingStrategy_SPOT_PREFERRED :: BalancingStrategy |
Instances
BuildStatus
newtype BuildStatus Source #
Constructors
| BuildStatus' | |
Fields | |
Bundled Patterns
| pattern BuildStatus_FAILED :: BuildStatus | |
| pattern BuildStatus_INITIALIZED :: BuildStatus | |
| pattern BuildStatus_READY :: BuildStatus |
Instances
CertificateType
newtype CertificateType Source #
Constructors
| CertificateType' | |
Fields | |
Bundled Patterns
| pattern CertificateType_DISABLED :: CertificateType | |
| pattern CertificateType_GENERATED :: CertificateType |
Instances
ComparisonOperatorType
newtype ComparisonOperatorType Source #
Constructors
| ComparisonOperatorType' | |
Fields | |
Bundled Patterns
Instances
ComputeStatus
newtype ComputeStatus Source #
Constructors
| ComputeStatus' | |
Fields | |
Bundled Patterns
| pattern ComputeStatus_ACTIVE :: ComputeStatus | |
| pattern ComputeStatus_PENDING :: ComputeStatus | |
| pattern ComputeStatus_TERMINATING :: ComputeStatus |
Instances
ComputeType
newtype ComputeType Source #
Constructors
| ComputeType' | |
Fields | |
Bundled Patterns
| pattern ComputeType_ANYWHERE :: ComputeType | |
| pattern ComputeType_EC2 :: ComputeType |
Instances
EC2InstanceType
newtype EC2InstanceType Source #
Constructors
| EC2InstanceType' | |
Fields | |
Bundled Patterns
Instances
EventCode
Constructors
| EventCode' | |
Fields | |
Bundled Patterns
Instances
FleetAction
newtype FleetAction Source #
Constructors
| FleetAction' | |
Fields | |
Bundled Patterns
| pattern FleetAction_AUTO_SCALING :: FleetAction |
Instances
FleetStatus
newtype FleetStatus Source #
Constructors
| FleetStatus' | |
Fields | |
Bundled Patterns
| 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_NOT_FOUND :: FleetStatus | |
| pattern FleetStatus_TERMINATED :: FleetStatus | |
| pattern FleetStatus_VALIDATING :: FleetStatus |
Instances
FleetType
Constructors
| FleetType' | |
Fields | |
Bundled Patterns
| pattern FleetType_ON_DEMAND :: FleetType | |
| pattern FleetType_SPOT :: FleetType |
Instances
FlexMatchMode
newtype FlexMatchMode Source #
Constructors
| FlexMatchMode' | |
Fields | |
Bundled Patterns
| pattern FlexMatchMode_STANDALONE :: FlexMatchMode | |
| pattern FlexMatchMode_WITH_QUEUE :: FlexMatchMode |
Instances
GameServerClaimStatus
newtype GameServerClaimStatus Source #
Constructors
| GameServerClaimStatus' | |
Fields | |
Bundled Patterns
| pattern GameServerClaimStatus_CLAIMED :: GameServerClaimStatus |
Instances
GameServerGroupAction
newtype GameServerGroupAction Source #
Constructors
| GameServerGroupAction' | |
Fields | |
Bundled Patterns
| pattern GameServerGroupAction_REPLACE_INSTANCE_TYPES :: GameServerGroupAction |
Instances
GameServerGroupDeleteOption
newtype GameServerGroupDeleteOption Source #
Constructors
| GameServerGroupDeleteOption' | |
Fields | |
Bundled Patterns
Instances
GameServerGroupInstanceType
newtype GameServerGroupInstanceType Source #
Constructors
| GameServerGroupInstanceType' | |
Fields | |
Bundled Patterns
Instances
GameServerGroupStatus
newtype GameServerGroupStatus Source #
Constructors
| GameServerGroupStatus' | |
Fields | |
Bundled Patterns
| 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 #
Constructors
| GameServerHealthCheck' | |
Fields | |
Bundled Patterns
| pattern GameServerHealthCheck_HEALTHY :: GameServerHealthCheck |
Instances
GameServerInstanceStatus
newtype GameServerInstanceStatus Source #
Constructors
| GameServerInstanceStatus' | |
Fields | |
Bundled Patterns
Instances
GameServerProtectionPolicy
newtype GameServerProtectionPolicy Source #
Constructors
| GameServerProtectionPolicy' | |
Fields | |
Bundled Patterns
| pattern GameServerProtectionPolicy_FULL_PROTECTION :: GameServerProtectionPolicy | |
| pattern GameServerProtectionPolicy_NO_PROTECTION :: GameServerProtectionPolicy |
Instances
GameServerUtilizationStatus
newtype GameServerUtilizationStatus Source #
Constructors
| GameServerUtilizationStatus' | |
Fields | |
Bundled Patterns
| pattern GameServerUtilizationStatus_AVAILABLE :: GameServerUtilizationStatus | |
| pattern GameServerUtilizationStatus_UTILIZED :: GameServerUtilizationStatus |
Instances
GameSessionPlacementState
newtype GameSessionPlacementState Source #
Constructors
| GameSessionPlacementState' | |
Fields | |
Bundled Patterns
Instances
GameSessionStatus
newtype GameSessionStatus Source #
Constructors
| GameSessionStatus' | |
Fields | |
Bundled Patterns
| 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 #
Constructors
| GameSessionStatusReason' | |
Fields | |
Bundled Patterns
| pattern GameSessionStatusReason_INTERRUPTED :: GameSessionStatusReason |
Instances
InstanceStatus
newtype InstanceStatus Source #
Constructors
| InstanceStatus' | |
Fields | |
Bundled Patterns
| pattern InstanceStatus_ACTIVE :: InstanceStatus | |
| pattern InstanceStatus_PENDING :: InstanceStatus | |
| pattern InstanceStatus_TERMINATING :: InstanceStatus |
Instances
IpProtocol
newtype IpProtocol Source #
Constructors
| IpProtocol' | |
Fields | |
Bundled Patterns
| pattern IpProtocol_TCP :: IpProtocol | |
| pattern IpProtocol_UDP :: IpProtocol |
Instances
LocationFilter
newtype LocationFilter Source #
Constructors
| LocationFilter' | |
Fields | |
Bundled Patterns
| pattern LocationFilter_AWS :: LocationFilter | |
| pattern LocationFilter_CUSTOM :: LocationFilter |
Instances
LocationUpdateStatus
newtype LocationUpdateStatus Source #
Constructors
| LocationUpdateStatus' | |
Fields | |
Bundled Patterns
| pattern LocationUpdateStatus_PENDING_UPDATE :: LocationUpdateStatus |
Instances
MatchmakingConfigurationStatus
newtype MatchmakingConfigurationStatus Source #
Constructors
| MatchmakingConfigurationStatus' | |
Fields | |
Bundled Patterns
Instances
MetricName
newtype MetricName Source #
Constructors
| MetricName' | |
Fields | |
Bundled Patterns
| pattern MetricName_ActivatingGameSessions :: MetricName | |
| pattern MetricName_ActiveGameSessions :: MetricName | |
| pattern MetricName_ActiveInstances :: MetricName | |
| pattern MetricName_AvailableGameSessions :: MetricName | |
| pattern MetricName_AvailablePlayerSessions :: MetricName | |
| pattern MetricName_ConcurrentActivatableGameSessions :: 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 #
Constructors
| OperatingSystem' | |
Fields | |
Bundled Patterns
| pattern OperatingSystem_AMAZON_LINUX :: OperatingSystem | |
| pattern OperatingSystem_AMAZON_LINUX_2 :: OperatingSystem | |
| pattern OperatingSystem_WINDOWS_2012 :: OperatingSystem |
Instances
PlayerSessionCreationPolicy
newtype PlayerSessionCreationPolicy Source #
Constructors
| PlayerSessionCreationPolicy' | |
Fields | |
Bundled Patterns
| pattern PlayerSessionCreationPolicy_ACCEPT_ALL :: PlayerSessionCreationPolicy | |
| pattern PlayerSessionCreationPolicy_DENY_ALL :: PlayerSessionCreationPolicy |
Instances
PlayerSessionStatus
newtype PlayerSessionStatus Source #
Constructors
| PlayerSessionStatus' | |
Fields | |
Bundled Patterns
| pattern PlayerSessionStatus_ACTIVE :: PlayerSessionStatus | |
| pattern PlayerSessionStatus_COMPLETED :: PlayerSessionStatus | |
| pattern PlayerSessionStatus_RESERVED :: PlayerSessionStatus | |
| pattern PlayerSessionStatus_TIMEDOUT :: PlayerSessionStatus |
Instances
PolicyType
newtype PolicyType Source #
Constructors
| PolicyType' | |
Fields | |
Bundled Patterns
| pattern PolicyType_RuleBased :: PolicyType | |
| pattern PolicyType_TargetBased :: PolicyType |
Instances
PriorityType
newtype PriorityType Source #
Constructors
| PriorityType' | |
Fields | |
Bundled Patterns
| pattern PriorityType_COST :: PriorityType | |
| pattern PriorityType_DESTINATION :: PriorityType | |
| pattern PriorityType_LATENCY :: PriorityType | |
| pattern PriorityType_LOCATION :: PriorityType |
Instances
ProtectionPolicy
newtype ProtectionPolicy Source #
Constructors
| ProtectionPolicy' | |
Fields | |
Bundled Patterns
| pattern ProtectionPolicy_FullProtection :: ProtectionPolicy | |
| pattern ProtectionPolicy_NoProtection :: ProtectionPolicy |
Instances
RoutingStrategyType
newtype RoutingStrategyType Source #
Constructors
| RoutingStrategyType' | |
Fields | |
Bundled Patterns
| pattern RoutingStrategyType_SIMPLE :: RoutingStrategyType | |
| pattern RoutingStrategyType_TERMINAL :: RoutingStrategyType |
Instances
ScalingAdjustmentType
newtype ScalingAdjustmentType Source #
Constructors
| ScalingAdjustmentType' | |
Fields | |
Bundled Patterns
Instances
ScalingStatusType
newtype ScalingStatusType Source #
Constructors
| ScalingStatusType' | |
Fields | |
Bundled Patterns
| 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
Constructors
| SortOrder' | |
Fields | |
Bundled Patterns
| pattern SortOrder_ASCENDING :: SortOrder | |
| pattern SortOrder_DESCENDING :: SortOrder |
Instances
Alias
Constructors
| Alias' (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe RoutingStrategy) |
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: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:aliasId:Alias', alias_aliasId - A unique identifier for the alias. Alias IDs are unique within a Region.
$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:description:Alias', alias_description - A human-readable description of an alias.
$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:name:Alias', alias_name - A descriptive label that is associated with an alias. Alias names do not
need to be unique.
$sel:routingStrategy:Alias', alias_routingStrategy - The routing configuration, including routing type and fleet target, for
the alias.
AnywhereConfiguration
data AnywhereConfiguration Source #
GameLift Anywhere configuration options for your Anywhere fleets.
See: newAnywhereConfiguration smart constructor.
Constructors
| AnywhereConfiguration' Text |
Instances
newAnywhereConfiguration Source #
Arguments
| :: Text | |
| -> AnywhereConfiguration |
Create a value of AnywhereConfiguration 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:cost:AnywhereConfiguration', anywhereConfiguration_cost - The cost to run your fleet per hour. GameLift uses the provided cost of
your fleet to balance usage in queues. For more information about
queues, see
Setting up queues.
AttributeValue
data AttributeValue Source #
Values for use in player attribute key-value pairs. This object lets you
specify an attribute value using any of the valid data types: string,
number, string array, or data map. Each AttributeValue object can use
only one of the available properties.
See: newAttributeValue smart constructor.
Constructors
| AttributeValue' (Maybe Double) (Maybe Text) (Maybe (HashMap Text Double)) (Maybe [Text]) |
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: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.
$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:sl:AttributeValue', attributeValue_sl - For a list of up to 100 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.
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.
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:accessKeyId:AwsCredentials', awsCredentials_accessKeyId - Temporary key allowing access to the Amazon GameLift S3 account.
$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.
Build
Constructors
| Build' (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe OperatingSystem) (Maybe Text) (Maybe Natural) (Maybe BuildStatus) (Maybe Text) |
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:buildArn:Build', build_buildArn - The Amazon Resource Name
(ARN)
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:buildId:Build', build_buildId - A unique identifier for the build.
$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:name:Build', build_name - A descriptive label associated with a build. Build names do not need to
be unique. It can be set using
CreateBuild
or
UpdateBuild.
$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:serverSdkVersion:Build', build_serverSdkVersion - The GameLift Server SDK version used to develop your game server.
$sel:sizeOnDisk:Build', build_sizeOnDisk - File size of the uploaded game build, expressed in bytes. When the build
status is INITIALIZED or when using a custom Amazon S3 storage
location, this value is 0.
$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:version:Build', build_version - Version information associated with a build or script. Version strings
do not need to be unique.
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.
See: newCertificateConfiguration smart constructor.
Constructors
| CertificateConfiguration' CertificateType |
Instances
newCertificateConfiguration Source #
Arguments
| :: CertificateType | |
| -> CertificateConfiguration |
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.
Compute
Resources used to host your game servers. A compute resource can be managed GameLift Amazon EC2 instances or your own resources.
See: newCompute smart constructor.
Constructors
| Compute' (Maybe Text) (Maybe Text) (Maybe ComputeStatus) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe OperatingSystem) (Maybe EC2InstanceType) |
Instances
newCompute :: Compute Source #
Create a value of Compute 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:computeArn:Compute', compute_computeArn - The ARN that is assigned to the compute resource and uniquely identifies
it. ARNs are unique across locations.
$sel:computeName:Compute', compute_computeName - A descriptive label that is associated with the compute resource
registered to your fleet.
$sel:computeStatus:Compute', compute_computeStatus - Current status of the compute. A compute must have an ACTIVE status to
host game sessions.
$sel:creationTime:Compute', compute_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:dnsName:Compute', compute_dnsName - The DNS name of the compute resource. GameLift requires the DNS name or
IP address to manage your compute resource.
$sel:fleetArn:Compute', compute_fleetArn - The Amazon Resource Name (ARN) of the fleet that the compute is
registered to.
$sel:fleetId:Compute', compute_fleetId - A unique identifier for the fleet that the compute is registered to.
$sel:gameLiftServiceSdkEndpoint:Compute', compute_gameLiftServiceSdkEndpoint - The endpoint connection details of the GameLift SDK endpoint that your
game server connects to.
$sel:ipAddress:Compute', compute_ipAddress - The IP address of the compute resource. GameLift requires the DNS name
or IP address to manage your compute resource.
$sel:location:Compute', compute_location - The name of the custom location you added to the fleet that this compute
resource resides in.
$sel:operatingSystem:Compute', compute_operatingSystem - The type of operating system on your compute resource.
$sel:type':Compute', compute_type - Which compute type that the fleet uses. A fleet can use Anywhere compute
resources owned by you or managed Amazon EC2 instances.
DesiredPlayerSession
data DesiredPlayerSession Source #
Player information for use when creating player sessions using a game session placement request.
See: newDesiredPlayerSession smart constructor.
Constructors
| DesiredPlayerSession' (Maybe Text) (Maybe Text) |
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.
EC2InstanceCounts
data EC2InstanceCounts Source #
Resource capacity settings. Fleet capacity is measured in Amazon 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.
See: newEC2InstanceCounts smart constructor.
Constructors
| EC2InstanceCounts' (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Natural) |
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:active:EC2InstanceCounts', eC2InstanceCounts_active - Actual number of instances that are ready to host game sessions.
$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:idle:EC2InstanceCounts', eC2InstanceCounts_idle - Number of active instances that are not currently hosting a game
session.
$sel:maximum:EC2InstanceCounts', eC2InstanceCounts_maximum - The maximum instance count value allowed.
$sel:minimum:EC2InstanceCounts', eC2InstanceCounts_minimum - The minimum instance count value allowed.
$sel:pending:EC2InstanceCounts', eC2InstanceCounts_pending - Number of instances that are starting but not yet active.
$sel:terminating:EC2InstanceCounts', eC2InstanceCounts_terminating - Number of instances that are no longer active but haven't yet been
terminated.
EC2InstanceLimit
data EC2InstanceLimit Source #
The GameLift service limits for an Amazon EC2 instance type and current utilization. GameLift allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services 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.
See: newEC2InstanceLimit smart constructor.
Constructors
| EC2InstanceLimit' (Maybe Natural) (Maybe EC2InstanceType) (Maybe Natural) (Maybe Text) |
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:currentInstances:EC2InstanceLimit', eC2InstanceLimit_currentInstances - The number of instances for the specified type and location that are
currently being used by the Amazon Web Services account.
$sel:eC2InstanceType:EC2InstanceLimit', eC2InstanceLimit_eC2InstanceType - The name of an Amazon EC2 instance type. See
Amazon Elastic Compute Cloud Instance Types
for detailed descriptions.
$sel:instanceLimit:EC2InstanceLimit', eC2InstanceLimit_instanceLimit - The number of instances that is allowed for the specified instance type
and location.
$sel:location:EC2InstanceLimit', eC2InstanceLimit_location - An Amazon Web Services Region code, such as us-west-2.
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.
See: newEvent smart constructor.
Constructors
| Event' (Maybe EventCode) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) |
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:eventCode:Event', event_eventCode - The type of event being logged.
Fleet state transition events:
- 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
NEWtoDOWNLOADING. The compressed build has started downloading to a fleet instance for installation. - FLEET_STATE_VALIDATING -- Fleet status changed from
DOWNLOADINGtoVALIDATING. GameLift has successfully downloaded the build and is now validating the build files. - FLEET_STATE_BUILDING -- Fleet status changed from
VALIDATINGtoBUILDING. GameLift has successfully verified the build files and is now running the installation scripts. - FLEET_STATE_ACTIVATING -- Fleet status changed from
BUILDINGtoACTIVATING. GameLift is trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server SDK. - FLEET_STATE_ACTIVE -- The fleet's status changed from
ACTIVATINGtoACTIVE. The fleet is now ready to host game sessions. - FLEET_STATE_ERROR -- The Fleet's status changed to
ERROR. Describe the fleet event message for more details.
Fleet creation events (ordered by fleet creation activity):
- 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
ACTIVEstatus. 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
- 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. For more information, see Debug Fleet Creation Issues.
- FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc.
- FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details.
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 Amazon Web Services account.
- FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information 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 Amazon Web Services 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.
Server process events:
- SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.
- SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time.
- SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time.
- SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called.
- SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.
- SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected.
- SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected.
Game session events:
- GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected.
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.
$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: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:resourceId:Event', event_resourceId - A unique identifier for an event resource, such as a fleet ID.
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.
See: newFilterConfiguration smart constructor.
Constructors
| FilterConfiguration' (Maybe (NonEmpty Text)) |
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
Amazon Web Services Region codes such as us-west-2.
FleetAttributes
data FleetAttributes Source #
Describes a GameLift fleet of game hosting resources.
Related actions
See: newFleetAttributes smart constructor.
Constructors
| FleetAttributes' (Maybe AnywhereConfiguration) (Maybe Text) (Maybe Text) (Maybe CertificateConfiguration) (Maybe ComputeType) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe FleetType) (Maybe Text) (Maybe EC2InstanceType) (Maybe [Text]) (Maybe [Text]) (Maybe Text) (Maybe ProtectionPolicy) (Maybe OperatingSystem) (Maybe ResourceCreationLimitPolicy) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe FleetStatus) (Maybe (NonEmpty FleetAction)) (Maybe POSIX) |
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:anywhereConfiguration:FleetAttributes', fleetAttributes_anywhereConfiguration - Undocumented member.
$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:buildId:FleetAttributes', fleetAttributes_buildId - A unique identifier for the build resource that is deployed on instances
in this fleet.
$sel:certificateConfiguration:FleetAttributes', fleetAttributes_certificateConfiguration - Undocumented member.
$sel:computeType:FleetAttributes', fleetAttributes_computeType - The type of compute resource used to host your game servers. You can use
your own compute resources with GameLift Anywhere or use Amazon EC2
instances with managed GameLift.
$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:description:FleetAttributes', fleetAttributes_description - A human-readable description of the 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:fleetId:FleetAttributes', fleetAttributes_fleetId - A unique identifier for the fleet.
$sel:fleetType:FleetAttributes', fleetAttributes_fleetType - Indicates whether to use On-Demand or Spot instances for this fleet. By
default, this property is set to ON_DEMAND. Learn more about when to
use
On-Demand versus Spot Instances.
This property cannot be changed after the fleet is created.
$sel:instanceRoleArn:FleetAttributes', fleetAttributes_instanceRoleArn - A unique identifier for an IAM role that manages access to your Amazon
Web Services 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 Amazon Web
Services Management Console. Learn more about using on-box credentials
for your game servers at
Access external resources from a game server.
$sel:instanceType:FleetAttributes', fleetAttributes_instanceType - The Amazon 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 Elastic Compute Cloud Instance Types
for detailed descriptions.
$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: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:name:FleetAttributes', fleetAttributes_name - A descriptive label that is associated with a fleet. Fleet names do not
need to be unique.
$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
ACTIVEstatus, it cannot be terminated during a scale-down event.
$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:resourceCreationLimitPolicy:FleetAttributes', fleetAttributes_resourceCreationLimitPolicy - Undocumented member.
$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:scriptId:FleetAttributes', fleetAttributes_scriptId - A unique identifier for the Realtime script resource that is deployed on
instances in this fleet.
$sel:serverLaunchParameters:FleetAttributes', fleetAttributes_serverLaunchParameters - This parameter is no longer used. Server launch parameters are now
defined using the fleet's runtime configuration . Requests that use
this parameter instead continue to be valid.
$sel:serverLaunchPath:FleetAttributes', fleetAttributes_serverLaunchPath - This parameter is no longer used. Server launch paths are now
defined using the fleet's
RuntimeConfiguration
. Requests that use this parameter instead continue to be valid.
$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:stoppedActions:FleetAttributes', fleetAttributes_stoppedActions - A list of fleet activity that has been suspended using
StopFleetActions
. This includes fleet auto-scaling.
$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").
FleetCapacity
data FleetCapacity Source #
Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.
Related actions
DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity
See: newFleetCapacity smart constructor.
Constructors
| FleetCapacity' (Maybe Text) (Maybe Text) (Maybe EC2InstanceCounts) (Maybe EC2InstanceType) (Maybe Text) |
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: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:fleetId:FleetCapacity', fleetCapacity_fleetId - A unique identifier for the fleet associated with the location.
$sel:instanceCounts:FleetCapacity', fleetCapacity_instanceCounts - Undocumented member.
$sel:instanceType:FleetCapacity', fleetCapacity_instanceType - The Amazon 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 Elastic Compute Cloud Instance Types
for detailed descriptions.
$sel:location:FleetCapacity', fleetCapacity_location - The fleet location for the instance count information, expressed as an
Amazon Web Services Region code, such as us-west-2.
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
See: newFleetUtilization smart constructor.
Constructors
| FleetUtilization' (Maybe Natural) (Maybe Natural) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) |
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:activeServerProcessCount:FleetUtilization', fleetUtilization_activeServerProcessCount - The number of server processes in ACTIVE status that are currently
running 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: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:fleetId:FleetUtilization', fleetUtilization_fleetId - A unique identifier for the fleet associated with the location.
$sel:location:FleetUtilization', fleetUtilization_location - The fleet location for the fleet utilization information, expressed as
an Amazon Web Services Region code, such as us-west-2.
$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.
GameProperty
data GameProperty Source #
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
See: newGameProperty smart constructor.
Constructors
| GameProperty' Text Text |
Instances
Arguments
| :: Text | |
| -> Text | |
| -> GameProperty |
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.
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 game server group.
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.
See: newGameServer smart constructor.
Constructors
| GameServer' (Maybe GameServerClaimStatus) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe POSIX) (Maybe POSIX) (Maybe GameServerUtilizationStatus) |
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: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:connectionInfo:GameServer', gameServer_connectionInfo - The port and IP address that must be used to establish a client
connection to the game server.
$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.
$sel:gameServerGroupArn:GameServer', gameServer_gameServerGroupArn - The ARN identifier for the game server group where the game server is
located.
$sel:gameServerGroupName:GameServer', gameServer_gameServerGroupName - A unique identifier for the game server group where the game server is
running.
$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 Amazon Web Services account.
$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. 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:lastHealthCheckTime:GameServer', gameServer_lastHealthCheckTime - Timestamp that indicates the last time the game server was updated with
health status. 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:registrationTime:GameServer', gameServer_registrationTime - Timestamp that indicates when the game server registered. The format is
a number expressed in Unix time as milliseconds (for example
"1469498468.057").
$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.
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 Amazon 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.
See: newGameServerGroup smart constructor.
Constructors
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:autoScalingGroupArn:GameServerGroup', gameServerGroup_autoScalingGroupArn - A generated unique ID for the Amazon EC2 Auto Scaling group that is
associated with this game server group.
$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: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:gameServerGroupArn:GameServerGroup', gameServerGroup_gameServerGroupArn - A generated unique ID for the game server group.
$sel:gameServerGroupName:GameServerGroup', gameServerGroup_gameServerGroupName - A developer-defined identifier for the game server group. The name is
unique for each Region in each Amazon Web Services account.
$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 Amazon Web
Services regardless of protection status.
$sel:instanceDefinitions:GameServerGroup', gameServerGroup_instanceDefinitions - The set of Amazon 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:roleArn:GameServerGroup', gameServerGroup_roleArn - The Amazon Resource Name
(ARN)
for an IAM role that allows Amazon GameLift to access your Amazon EC2
Auto Scaling groups.
$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 Amazon Web Services 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: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: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.
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. 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.
Instances
newGameServerGroupAutoScalingPolicy Source #
Arguments
| :: 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.
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.
See: newGameServerInstance smart constructor.
Constructors
| GameServerInstance' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe GameServerInstanceStatus) |
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:gameServerGroupArn:GameServerInstance', gameServerInstance_gameServerGroupArn - A generated unique identifier for the game server group that includes
the game server instance.
$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
Amazon Web Services account.
$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:instanceStatus:GameServerInstance', gameServerInstance_instanceStatus - Current status of 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.
See: newGameSession smart constructor.
Constructors
| GameSession' (Maybe POSIX) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe [GameProperty]) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe PlayerSessionCreationPolicy) (Maybe Natural) (Maybe GameSessionStatus) (Maybe GameSessionStatusReason) (Maybe POSIX) |
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: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:currentPlayerSessionCount:GameSession', gameSession_currentPlayerSessionCount - Number of players currently in the game session.
$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:fleetArn:GameSession', gameSession_fleetArn - The Amazon Resource Name
(ARN)
associated with the GameLift fleet that this game session is running on.
$sel:fleetId:GameSession', gameSession_fleetId - A unique identifier for the fleet that the game session is running on.
$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 with a
request to start a new game session (see
Start a Game Session).
$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 with a request to
start a new game session (see
Start a Game Session).
$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: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 Amazon Web Services Region code such as us-west-2.
$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:maximumPlayerSessionCount:GameSession', gameSession_maximumPlayerSessionCount - The maximum number of players that can be connected simultaneously to
the game session.
$sel:name:GameSession', gameSession_name - A descriptive label that is associated with a game session. Session
names do not need to be unique.
$sel:playerSessionCreationPolicy:GameSession', gameSession_playerSessionCreationPolicy - Indicates whether or not the game session is accepting new players.
$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.
$sel:status:GameSession', gameSession_status - Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
$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: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").
GameSessionConnectionInfo
data GameSessionConnectionInfo Source #
Connection information for a new game session that is created in response to a start matchmaking 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 matchmaking ticket.
See: newGameSessionConnectionInfo smart constructor.
Constructors
| GameSessionConnectionInfo' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe [MatchedPlayerSession]) (Maybe Natural) |
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: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:gameSessionArn:GameSessionConnectionInfo', gameSessionConnectionInfo_gameSessionArn - A unique identifier for the game session. Use the game session ID.
$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:matchedPlayerSessions:GameSessionConnectionInfo', gameSessionConnectionInfo_matchedPlayerSessions - A collection of player session IDs, one for each player ID that was
included in the original matchmaking request.
$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.
GameSessionDetail
data GameSessionDetail Source #
A game session's properties plus the protection policy currently in force.
See: newGameSessionDetail smart constructor.
Constructors
| GameSessionDetail' (Maybe GameSession) (Maybe ProtectionPolicy) |
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
ACTIVEstatus, it cannot be terminated during a scale-down event.
GameSessionPlacement
data GameSessionPlacement Source #
This object includes the full details of the original request plus the current status and start/end time stamps.
See: newGameSessionPlacement smart constructor.
Constructors
| GameSessionPlacement' (Maybe Text) (Maybe POSIX) (Maybe [GameProperty]) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe [PlacedPlayerSession]) (Maybe Text) (Maybe [PlayerLatency]) (Maybe Natural) (Maybe POSIX) (Maybe GameSessionPlacementState) |
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: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:endTime:GameSessionPlacement', gameSessionPlacement_endTime - Time stamp indicating when this request was completed, canceled, or
timed out.
$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 with a
request to start a new game session (see
Start a Game Session).
$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: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: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:gameSessionName:GameSessionPlacement', gameSessionPlacement_gameSessionName - A descriptive label that is associated with a game session. Session
names do not need to be unique.
$sel:gameSessionQueueName:GameSessionPlacement', gameSessionPlacement_gameSessionQueueName - A descriptive label that is associated with game session queue. Queue
names must be unique within each Region.
$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: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: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: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.
$sel:placementId:GameSessionPlacement', gameSessionPlacement_placementId - A unique identifier for a game session placement.
$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 Amazon Web Services
Regions.
$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).
$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: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.
- 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.
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.
See: newGameSessionQueue smart constructor.
Constructors
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:customEventData:GameSessionQueue', gameSessionQueue_customEventData - Information that is added to all events that are related to this game
session queue.
$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: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 Amazon Web Services Region codes,
such as us-west-2. If this parameter is not set, game sessions can be
placed in any queue location.
$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:name:GameSessionQueue', gameSessionQueue_name - A descriptive label that is associated with game session queue. Queue
names must be unique within each Region.
$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: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: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.
$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.
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.
See: newGameSessionQueueDestination smart constructor.
Constructors
| GameSessionQueueDestination' (Maybe Text) |
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.
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
See: newInstance smart constructor.
Constructors
| Instance' (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe OperatingSystem) (Maybe InstanceStatus) (Maybe EC2InstanceType) |
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: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.
$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:fleetId:Instance', instance_fleetId - A unique identifier for the fleet that the instance is in.
$sel:instanceId:Instance', instance_instanceId - A unique identifier for the instance.
$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 Amazon Web Services
Region code, such as us-west-2.
$sel:operatingSystem:Instance', instance_operatingSystem - Operating system that is running on this 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:type':Instance', instance_type - Amazon EC2 instance type that defines the computing resources of this
instance.
InstanceAccess
data InstanceAccess Source #
Information required to remotely connect to a fleet instance.
See: newInstanceAccess smart constructor.
Constructors
| InstanceAccess' (Maybe (Sensitive InstanceCredentials)) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe OperatingSystem) |
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: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.
$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.
InstanceCredentials
data InstanceCredentials Source #
Set of credentials required to remotely access a fleet instance.
See: newInstanceCredentials smart constructor.
Constructors
| InstanceCredentials' (Maybe Text) (Maybe Text) |
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: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.
$sel:userName:InstanceCredentials', instanceCredentials_userName - User login string.
InstanceDefinition
data InstanceDefinition Source #
__This data type is used with the GameLift FleetIQ and game server groups.__
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
See: newInstanceDefinition smart constructor.
Constructors
| InstanceDefinition' (Maybe Text) GameServerGroupInstanceType |
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 Elastic Compute Cloud Auto Scaling User Guide. Default
value is "1".
$sel:instanceType:InstanceDefinition', instanceDefinition_instanceType - An Amazon 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.
See: newIpPermission smart constructor.
Constructors
| IpPermission' Natural Natural Text IpProtocol |
Instances
Arguments
| :: 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.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
$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.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
$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.
LaunchTemplateSpecification
data LaunchTemplateSpecification Source #
__This data type is used with the GameLift FleetIQ and game server groups.__
An Amazon Elastic Compute Cloud 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.
See: newLaunchTemplateSpecification smart constructor.
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:launchTemplateId:LaunchTemplateSpecification', launchTemplateSpecification_launchTemplateId - A unique identifier for an existing Amazon EC2 launch template.
$sel:launchTemplateName:LaunchTemplateSpecification', launchTemplateSpecification_launchTemplateName - A readable identifier for an existing Amazon EC2 launch template.
$sel:version:LaunchTemplateSpecification', launchTemplateSpecification_version - The version of the Amazon 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 #
Details about a location in a multi-location fleet.
See: newLocationAttributes smart constructor.
Constructors
| LocationAttributes' (Maybe LocationState) (Maybe (NonEmpty FleetAction)) (Maybe LocationUpdateStatus) |
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:locationState:LocationAttributes', locationAttributes_locationState - A fleet location and its current life-cycle state.
$sel:stoppedActions:LocationAttributes', locationAttributes_stoppedActions - A list of fleet actions that have been suspended in the fleet location.
$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.
LocationConfiguration
data LocationConfiguration Source #
A remote location where a multi-location fleet can deploy EC2 instances for game hosting.
See: newLocationConfiguration smart constructor.
Constructors
| LocationConfiguration' Text |
Instances
newLocationConfiguration 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 Amazon Web Services Region code, such as us-west-2.
LocationModel
data LocationModel Source #
Properties of a location
See: newLocationModel smart constructor.
Constructors
| LocationModel' (Maybe Text) (Maybe Text) |
Instances
newLocationModel :: LocationModel Source #
Create a value of LocationModel 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:locationArn:LocationModel', locationModel_locationArn - The Amazon Resource Name
(ARN)
that is assigned to a GameLift location resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
$sel:locationName:LocationModel', locationModel_locationName - The location's name.
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.
- NEW -- A new fleet location has been defined and desired instances is set to 1.
- DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- GameLift is setting up the new fleet location, 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 location.
- DELETING -- Hosts are responding to a delete fleet location request.
- TERMINATED -- The fleet location no longer exists.
- NOT_FOUND -- The fleet location was not found. This could be because the custom location was removed or not created.
See: newLocationState smart constructor.
Constructors
| LocationState' (Maybe Text) (Maybe FleetStatus) |
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:location:LocationState', locationState_location - The fleet location, expressed as an Amazon Web Services Region code such
as us-west-2.
$sel:status:LocationState', locationState_status - The life-cycle status of a fleet location.
MatchedPlayerSession
data MatchedPlayerSession Source #
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.
When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
See: newMatchedPlayerSession smart constructor.
Constructors
| MatchedPlayerSession' (Maybe Text) (Maybe Text) |
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:playerId:MatchedPlayerSession', matchedPlayerSession_playerId - A unique identifier for a player
$sel:playerSessionId:MatchedPlayerSession', matchedPlayerSession_playerSessionId - A unique identifier for a player session
MatchmakingConfiguration
data MatchmakingConfiguration Source #
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
See: newMatchmakingConfiguration smart constructor.
Constructors
| MatchmakingConfiguration' (Maybe Bool) (Maybe Natural) (Maybe Natural) (Maybe BackfillMode) (Maybe Text) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe FlexMatchMode) (Maybe [GameProperty]) (Maybe Text) (Maybe [Text]) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe Text) (Maybe Text) |
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: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: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: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: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 backfill 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: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: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:customEventData:MatchmakingConfiguration', matchmakingConfiguration_customEventData - Information to attach to all events related to the matchmaking
configuration.
$sel:description:MatchmakingConfiguration', matchmakingConfiguration_description - A descriptive label that is associated with matchmaking configuration.
$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: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 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: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 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: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:notificationTarget:MatchmakingConfiguration', matchmakingConfiguration_notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications.
$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:ruleSetArn:MatchmakingConfiguration', matchmakingConfiguration_ruleSetArn - The Amazon Resource Name
(ARN)
associated with the GameLift matchmaking rule set resource that this
configuration uses.
$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.
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.
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.
Instances
newMatchmakingRuleSet Source #
Arguments
| :: Text | |
| -> MatchmakingRuleSet |
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: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:ruleSetName:MatchmakingRuleSet', matchmakingRuleSet_ruleSetName - A unique identifier for the matchmaking rule set
$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.
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.
See: newMatchmakingTicket smart constructor.
Constructors
| MatchmakingTicket' (Maybe Text) (Maybe Text) (Maybe POSIX) (Maybe Natural) (Maybe GameSessionConnectionInfo) (Maybe [Player]) (Maybe POSIX) (Maybe MatchmakingConfigurationStatus) (Maybe Text) (Maybe Text) (Maybe Text) |
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:configurationArn:MatchmakingTicket', matchmakingTicket_configurationArn - The Amazon Resource Name
(ARN)
associated with the GameLift matchmaking configuration resource that is
used with this ticket.
$sel:configurationName:MatchmakingTicket', matchmakingTicket_configurationName - Name of the matchmaking configuration 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:endTime:MatchmakingTicket', matchmakingTicket_endTime - Time stamp indicating when the matchmaking request stopped being
processed due to successful completion, timeout, or cancellation. Format
is a number expressed in Unix time as milliseconds (for example
"1469498468.057").
$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:gameSessionConnectionInfo:MatchmakingTicket', matchmakingTicket_gameSessionConnectionInfo - Connection information for a new game session. Once a match is made, the
FlexMatch engine creates a new game session for it. This information is
added to the matchmaking ticket, which you can be retrieve by calling
DescribeMatchmaking
.
$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.
$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: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. 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
StopMatchmakingoperation 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:statusMessage:MatchmakingTicket', matchmakingTicket_statusMessage - Additional information about the current status.
$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:ticketId:MatchmakingTicket', matchmakingTicket_ticketId - A unique identifier for a matchmaking ticket.
PlacedPlayerSession
data PlacedPlayerSession Source #
Information about a player session. 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.
See: newPlacedPlayerSession smart constructor.
Constructors
| PlacedPlayerSession' (Maybe Text) (Maybe Text) |
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:playerId:PlacedPlayerSession', placedPlayerSession_playerId - A unique identifier for a player that is associated with this player
session.
$sel:playerSessionId:PlacedPlayerSession', placedPlayerSession_playerSessionId - A unique identifier for a 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.
Constructors
| Player' (Maybe (HashMap Text Natural)) (Maybe (HashMap Text AttributeValue)) (Maybe Text) (Maybe Text) |
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: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.
$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"}}.
You can provide up to 10 PlayerAttributes.
$sel:playerId:Player', player_playerId - A unique identifier for a player
$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.
PlayerLatency
data PlayerLatency Source #
Regional latency information for a player, used when requesting a new game session. 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.
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:playerId:PlayerLatency', playerLatency_playerId - A unique identifier for a player associated with the latency data.
$sel:regionIdentifier:PlayerLatency', playerLatency_regionIdentifier - Name of the Region that is associated with the latency value.
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.
See: newPlayerLatencyPolicy smart constructor.
Constructors
| PlayerLatencyPolicy' (Maybe Natural) (Maybe Natural) |
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: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.
$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.
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
See: newPlayerSession smart constructor.
Constructors
| PlayerSession' (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe PlayerSessionStatus) (Maybe POSIX) |
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: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:fleetArn:PlayerSession', playerSession_fleetArn - The Amazon Resource Name
(ARN)
associated with the GameLift fleet that the player's game session is
running on.
$sel:fleetId:PlayerSession', playerSession_fleetId - A unique identifier for the fleet that the player's game session is
running on.
$sel:gameSessionId:PlayerSession', playerSession_gameSessionId - A unique identifier for the game session that the player session is
connected to.
$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: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:playerSessionId:PlayerSession', playerSession_playerSessionId - A unique identifier for a player session.
$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.
$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: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").
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.
See: newPriorityConfiguration smart constructor.
Constructors
| PriorityConfiguration' (Maybe (NonEmpty Text)) (Maybe (NonEmpty PriorityType)) |
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:locationOrder:PriorityConfiguration', priorityConfiguration_locationOrder - The prioritization order to use for fleet locations, when the
PriorityOrder property includes LOCATION. Locations are identified
by Amazon Web Services Region codes such as us-west-2. Each location
can only be listed once.
$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.
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.
See: newResourceCreationLimitPolicy smart constructor.
Constructors
| ResourceCreationLimitPolicy' (Maybe Natural) (Maybe Natural) |
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 - 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.
$sel:policyPeriodInMinutes:ResourceCreationLimitPolicy', resourceCreationLimitPolicy_policyPeriodInMinutes - The time span used in evaluating the resource creation limit policy.
RoutingStrategy
data RoutingStrategy Source #
The routing configuration for a fleet alias.
Related actions
See: newRoutingStrategy smart constructor.
Constructors
| RoutingStrategy' (Maybe Text) (Maybe Text) (Maybe RoutingStrategyType) |
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: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.
$sel:message:RoutingStrategy', routingStrategy_message - The message text to be used with a terminal routing strategy.
$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 message embedded.
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 server
process. Learn more about
Running Multiple Processes on a Fleet.
See: newRuntimeConfiguration smart constructor.
Constructors
| RuntimeConfiguration' (Maybe Natural) (Maybe Natural) (Maybe (NonEmpty ServerProcess)) |
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: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.
$sel:serverProcesses:RuntimeConfiguration', runtimeConfiguration_serverProcesses - A collection of server process configurations that identify what server
processes to run on each instance in a fleet.
S3Location
data S3Location Source #
The location in Amazon S3 where build or script files are stored for access by Amazon GameLift.
See: newS3Location smart constructor.
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. Thename of the S3 bucket.
GameLift doesn't 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.
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.
See: newScalingPolicy smart constructor.
Constructors
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:comparisonOperator:ScalingPolicy', scalingPolicy_comparisonOperator - Comparison operator to use when measuring a metric against the threshold
value.
$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: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:fleetId:ScalingPolicy', scalingPolicy_fleetId - A unique identifier for the fleet that is associated with this scaling
policy.
$sel:location:ScalingPolicy', scalingPolicy_location - The fleet location.
$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: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: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:scalingAdjustment:ScalingPolicy', scalingPolicy_scalingAdjustment - Amount of adjustment to make, based on the scaling adjustment type.
$sel:scalingAdjustmentType:ScalingPolicy', scalingPolicy_scalingAdjustmentType - The type of adjustment to make to a fleet's instance count.
- 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: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. If the policy is suspended for a fleet, the policy
status does not change.
- 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:targetConfiguration:ScalingPolicy', scalingPolicy_targetConfiguration - An object that contains settings for a target-based scaling policy.
$sel:threshold:ScalingPolicy', scalingPolicy_threshold - Metric value used to trigger a scaling event.
$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.
Script
Constructors
| Script' (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Natural) (Maybe S3Location) (Maybe Text) |
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:name:Script', script_name - A descriptive label that is associated with a script. Script names 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:scriptId:Script', script_scriptId - A unique identifier for the Realtime script
$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".
$sel:storageLocation:Script', script_storageLocation - The location of the Amazon S3 bucket where a zipped file containing your
Realtime scripts is stored. The storage location must specify the Amazon
S3 bucket name, the zip file name (the "key"), and a role ARN that
allows Amazon GameLift to access the Amazon S3 storage location. The S3
bucket must be in the same Region where you want to create a new script.
By default, Amazon GameLift uploads the latest version of the zip file;
if you have S3 object versioning turned on, you can use the
ObjectVersion parameter to specify an earlier version.
$sel:version:Script', script_version - Version information associated with a build or script. Version strings
do not need to be unique.
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 runtime configuration.
See: newServerProcess smart constructor.
Constructors
| ServerProcess' (Maybe Text) Text Natural |
Instances
Arguments
| :: 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.
Tag
A label that can be assigned to a GameLift resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
See: newTag smart constructor.
Instances
| FromJSON Tag Source # | |
| ToJSON Tag Source # | |
Defined in Amazonka.GameLift.Types.Tag | |
| Generic Tag Source # | |
| Read Tag Source # | |
| Show Tag Source # | |
| NFData Tag Source # | |
Defined in Amazonka.GameLift.Types.Tag | |
| Eq Tag Source # | |
| Hashable Tag Source # | |
Defined in Amazonka.GameLift.Types.Tag | |
| type Rep Tag Source # | |
Defined in Amazonka.GameLift.Types.Tag type Rep Tag = D1 ('MetaData "Tag" "Amazonka.GameLift.Types.Tag" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" '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 Amazon Web
Services resource.
$sel:value:Tag', tag_value - The value for a developer-defined key:value pair for tagging an Amazon
Web Services resource.
TargetConfiguration
data TargetConfiguration Source #
Settings for a target-based scaling policy. 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.
See: newTargetConfiguration smart constructor.
Constructors
| TargetConfiguration' Double |
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).
TargetTrackingConfiguration
data TargetTrackingConfiguration Source #
__This data type is used with the GameLift FleetIQ and game server groups.__
Settings for a target-based scaling policy as part of a
GameServerGroupAutoScalingPolicy
. These settings are used to create a target-based policy that tracks
the GameLift FleetIQ metric "PercentUtilizedGameServers" and
specifies a target value for the metric. As player usage changes, the
policy triggers to adjust the game server group capacity so that the
metric returns to the target value.
See: newTargetTrackingConfiguration smart constructor.
Constructors
| TargetTrackingConfiguration' Double |
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.
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
See: newVpcPeeringAuthorization smart constructor.
Constructors
| VpcPeeringAuthorization' (Maybe POSIX) (Maybe POSIX) (Maybe Text) (Maybe Text) (Maybe Text) |
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: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").
$sel:gameLiftAwsAccountId:VpcPeeringAuthorization', vpcPeeringAuthorization_gameLiftAwsAccountId - A unique identifier for the Amazon Web Services account that you use to
manage your GameLift fleet. You can find your Account ID in the Amazon
Web Services Management Console under account settings.
$sel:peerVpcAwsAccountId:VpcPeeringAuthorization', vpcPeeringAuthorization_peerVpcAwsAccountId - The authorization's peer VPC Amazon Web Services account ID.
$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 Amazon Web
Services Management Console. Learn more about VPC peering in
VPC Peering with GameLift Fleets.
VpcPeeringConnection
data VpcPeeringConnection Source #
Represents a peering connection between a VPC on one of your Amazon Web Services 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
See: newVpcPeeringConnection smart constructor.
Constructors
| VpcPeeringConnection' (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe Text) (Maybe VpcPeeringConnectionStatus) (Maybe Text) |
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:fleetArn:VpcPeeringConnection', vpcPeeringConnection_fleetArn - The Amazon Resource Name
(ARN)
associated with the GameLift fleet resource for this connection.
$sel:fleetId:VpcPeeringConnection', vpcPeeringConnection_fleetId - A unique identifier for the fleet. This ID determines the ID of the
Amazon GameLift VPC for your fleet.
$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 Amazon Web Services account.
$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: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 Amazon Web
Services Management Console. Learn more about VPC peering in
VPC Peering with GameLift Fleets.
$sel:status:VpcPeeringConnection', vpcPeeringConnection_status - The status information about the connection. Status indicates if a
connection is pending, successful, or failed.
$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.
VpcPeeringConnectionStatus
data VpcPeeringConnectionStatus Source #
Represents status information for a VPC peering connection. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet event.
See: newVpcPeeringConnectionStatus smart constructor.
Constructors
| VpcPeeringConnectionStatus' (Maybe Text) (Maybe Text) |
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.