Copyright | (c) 2013-2017 Brendan Hay |
---|---|
License | Mozilla Public License, v. 2.0. |
Maintainer | Brendan Hay <brendan.g.hay+amazonka@gmail.com> |
Stability | auto-generated |
Portability | non-portable (GHC extensions) |
Safe Haskell | None |
Language | Haskell2010 |
- Service Configuration
- Errors
- InvalidFleetStatusException
- InvalidRequestException
- ConflictException
- TerminalRoutingStrategyException
- NotFoundException
- GameSessionFullException
- UnsupportedRegionException
- InvalidGameSessionStatusException
- InternalServiceException
- IdempotentParameterMismatchException
- UnauthorizedException
- FleetCapacityExceededException
- LimitExceededException
- Waiters
- Operations
- StopMatchmaking
- CreateGameSession
- DeleteScalingPolicy
- PutScalingPolicy
- ListBuilds
- DeleteFleet
- CreateBuild
- RequestUploadCredentials
- CreateAlias
- ResolveAlias
- ListAliases
- UpdateRuntimeConfiguration
- CreateVPCPeeringConnection
- CreateGameSessionQueue
- SearchGameSessions
- CreateVPCPeeringAuthorization
- UpdateGameSessionQueue
- DeleteGameSessionQueue
- DeleteVPCPeeringConnection
- GetInstanceAccess
- DescribeScalingPolicies
- DescribeMatchmakingRuleSets
- DescribeGameSessions
- StartGameSessionPlacement
- DescribeFleetUtilization
- DescribeRuntimeConfiguration
- GetGameSessionLogURL
- DescribeFleetAttributes
- DescribeGameSessionPlacement
- DescribeFleetEvents
- StartMatchmaking
- CreateMatchmakingRuleSet
- DescribeFleetCapacity
- DeleteBuild
- UpdateBuild
- ListFleets
- DeleteAlias
- UpdateAlias
- DescribeInstances
- DescribeGameSessionDetails
- DescribeFleetPortSettings
- DescribeGameSessionQueues
- DescribeVPCPeeringConnections
- CreatePlayerSessions
- DescribeMatchmakingConfigurations
- DescribeVPCPeeringAuthorizations
- CreateFleet
- DeleteMatchmakingConfiguration
- UpdateMatchmakingConfiguration
- DeleteVPCPeeringAuthorization
- UpdateFleetAttributes
- CreateMatchmakingConfiguration
- DescribePlayerSessions
- DescribeBuild
- UpdateFleetPortSettings
- UpdateFleetCapacity
- AcceptMatch
- DescribeAlias
- ValidateMatchmakingRuleSet
- DescribeEC2InstanceLimits
- StopGameSessionPlacement
- UpdateGameSession
- DescribeMatchmaking
- CreatePlayerSession
- Types
- AcceptanceType
- BuildStatus
- ComparisonOperatorType
- EC2InstanceType
- EventCode
- FleetStatus
- GameSessionPlacementState
- GameSessionStatus
- IPProtocol
- InstanceStatus
- MatchmakingConfigurationStatus
- MetricName
- OperatingSystem
- PlayerSessionCreationPolicy
- PlayerSessionStatus
- ProtectionPolicy
- RoutingStrategyType
- ScalingAdjustmentType
- ScalingStatusType
- AWSCredentials
- Alias
- AttributeValue
- Build
- DesiredPlayerSession
- EC2InstanceCounts
- EC2InstanceLimit
- Event
- FleetAttributes
- FleetCapacity
- FleetUtilization
- GameProperty
- GameSession
- GameSessionConnectionInfo
- GameSessionDetail
- GameSessionPlacement
- GameSessionQueue
- GameSessionQueueDestination
- IPPermission
- Instance
- InstanceAccess
- InstanceCredentials
- MatchedPlayerSession
- MatchmakingConfiguration
- MatchmakingRuleSet
- MatchmakingTicket
- PlacedPlayerSession
- Player
- PlayerLatency
- PlayerLatencyPolicy
- PlayerSession
- ResourceCreationLimitPolicy
- RoutingStrategy
- RuntimeConfiguration
- S3Location
- ScalingPolicy
- ServerProcess
- VPCPeeringAuthorization
- VPCPeeringConnection
- VPCPeeringConnectionStatus
Amazon GameLift Service
Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools for the following tasks: (1) acquire computing resources and deploy game servers, (2) scale game server capacity to meet player demand, (3) host game sessions and manage player access, and (4) track in-depth metrics on player usage and server performance.
The Amazon GameLift service API includes two important function sets:
- Manage game sessions and player access -- Retrieve information on available game sessions; create new game sessions; send player requests to join a game session.
- Configure and manage game server resources -- Manage builds, fleets, queues, and aliases; set autoscaling policies; retrieve logs and metrics.
This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with these tools:
- The Amazon Web Services software development kit (AWS SDK ) is available in multiple languages including C++ and C#. Use the SDK to access the API programmatically from an application, such as a game client.
- The AWS command-line interface (CLI) tool is primarily useful for handling administrative actions, such as setting up and managing Amazon GameLift settings and resources. You can use the AWS CLI to manage all of your AWS services.
- The AWS Management Console for Amazon GameLift provides a web interface to manage your Amazon GameLift settings and resources. The console includes a dashboard for tracking key resources, including builds and fleets, and displays usage and performance metrics for your games as customizable graphs.
- Amazon GameLift Local is a tool for testing your game's integration with Amazon GameLift before deploying it on the service. This tools supports a subset of key API actions, which can be called from either the AWS CLI or programmatically. See Testing an Integration .
MORE RESOURCES
- Amazon GameLift Developer Guide -- Learn more about Amazon GameLift features and how to use them.
- Lumberyard and Amazon GameLift Tutorials -- Get started fast with walkthroughs and sample projects.
- GameDev Blog -- Stay up to date with new features and techniques.
- GameDev Forums -- Connect with the GameDev community.
- Amazon GameLift Document History -- See changes to the Amazon GameLift service, SDKs, and documentation, as well as links to release notes.
API SUMMARY
This list offers a functional overview of the Amazon GameLift service API.
Managing Games and Players
Use these actions to start new game sessions, find existing game sessions, track game session status and other information, and enable player access to game sessions.
- Discover existing game sessions
SearchGameSessions
-- Retrieve all available game sessions or search for game sessions that match a set of criteria.- Start new game sessions
- Start new games with Queues to find the best available hosting resources across multiple regions, minimize player latency, and balance game session activity for efficiency and cost effectiveness.
StartGameSessionPlacement
-- Request a new game session placement and add one or more players to it.DescribeGameSessionPlacement
-- Get details on a placement request, including status.StopGameSessionPlacement
-- Cancel a placement request.CreateGameSession
-- Start a new game session on a specific fleet. Available in Amazon GameLift Local.- Start new game sessions with FlexMatch matchmaking
StartMatchmaking
-- Request matchmaking for one players or a group who want to play together.DescribeMatchmaking
-- Get details on a matchmaking request, including status.AcceptMatch
-- Register that a player accepts a proposed match, for matches that require player acceptance.StopMatchmaking
-- Cancel a matchmaking request.- Manage game session data
DescribeGameSessions
-- Retrieve metadata for one or more game sessions, including length of time active and current player count. Available in Amazon GameLift Local.DescribeGameSessionDetails
-- Retrieve metadata and the game session protection setting for one or more game sessions.UpdateGameSession
-- Change game session settings, such as maximum player count and join policy.GetGameSessionLogUrl
-- Get the location of saved logs for a game session.- Manage player sessions
CreatePlayerSession
-- Send a request for a player to join a game session. Available in Amazon GameLift Local.CreatePlayerSessions
-- Send a request for multiple players to join a game session. Available in Amazon GameLift Local.DescribePlayerSessions
-- Get details on player activity, including status, playing time, and player data. Available in Amazon GameLift Local.
Setting Up and Managing Game Servers
When setting up Amazon GameLift resources for your game, you first create a game build and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more.
- Manage game builds
CreateBuild
-- Create a new build using files stored in an Amazon S3 bucket. (Update uploading permissions withRequestUploadCredentials
.) To create a build and upload files from a local path, use the AWS CLI commandupload-build
.ListBuilds
-- Get a list of all builds uploaded to a Amazon GameLift region.DescribeBuild
-- Retrieve information associated with a build.UpdateBuild
-- Change build metadata, including build name and version.DeleteBuild
-- Remove a build from Amazon GameLift.- Manage fleets
CreateFleet
-- Configure and activate a new fleet to run a build's game servers.ListFleets
-- Get a list of all fleet IDs in a Amazon GameLift region (all statuses).DeleteFleet
-- Terminate a fleet that is no longer running game servers or hosting players.- View / update fleet configurations.
DescribeFleetAttributes
/UpdateFleetAttributes
-- View or change a fleet's metadata and settings for game session protection and resource creation limits.DescribeFleetPortSettings
/UpdateFleetPortSettings
-- View or change the inbound permissions (IP address and port setting ranges) allowed for a fleet.DescribeRuntimeConfiguration
/UpdateRuntimeConfiguration
-- View or change what server processes (and how many) to run on each instance in a fleet.- Control fleet capacity
DescribeEC2InstanceLimits
-- Retrieve maximum number of instances allowed for the current AWS account and the current usage level.DescribeFleetCapacity
/UpdateFleetCapacity
-- Retrieve the capacity settings and the current number of instances in a fleet; adjust fleet capacity settings to scale up or down.- Autoscale -- Manage autoscaling rules and apply them to a fleet.
PutScalingPolicy
-- Create a new autoscaling policy, or update an existing one.DescribeScalingPolicies
-- Retrieve an existing autoscaling policy.DeleteScalingPolicy
-- Delete an autoscaling policy and stop it from affecting a fleet's capacity.- Manage VPC peering connections for fleets
CreateVpcPeeringAuthorization
-- Authorize a peering connection to one of your VPCs.DescribeVpcPeeringAuthorizations
-- Retrieve valid peering connection authorizations.DeleteVpcPeeringAuthorization
-- Delete a peering connection authorization.CreateVpcPeeringConnection
-- Establish a peering connection between the VPC for a Amazon GameLift fleet and one of your VPCs.DescribeVpcPeeringConnections
-- Retrieve information on active or pending VPC peering connections with a Amazon GameLift fleet.DeleteVpcPeeringConnection
-- Delete a VPC peering connection with a Amazon GameLift fleet.- Access fleet activity statistics
DescribeFleetUtilization
-- Get current data on the number of server processes, game sessions, and players currently active on a fleet.DescribeFleetEvents
-- Get a fleet's logged events for a specified time span.DescribeGameSessions
-- Retrieve metadata associated with one or more game sessions, including length of time active and current player count.- Remotely access an instance
DescribeInstances
-- Get information on each instance in a fleet, including instance ID, IP address, and status.GetInstanceAccess
-- Request access credentials needed to remotely connect to a specified instance in a fleet.- Manage fleet aliases
CreateAlias
-- Define a new alias and optionally assign it to a fleet.ListAliases
-- Get all fleet aliases defined in a Amazon GameLift region.DescribeAlias
-- Retrieve information on an existing alias.UpdateAlias
-- Change settings for a alias, such as redirecting it from one fleet to another.DeleteAlias
-- Remove an alias from the region.ResolveAlias
-- Get the fleet ID that a specified alias points to.- Manage game session queues
CreateGameSessionQueue
-- Create a queue for processing requests for new game sessions.DescribeGameSessionQueues
-- Retrieve game session queues defined in a Amazon GameLift region.UpdateGameSessionQueue
-- Change the configuration of a game session queue.DeleteGameSessionQueue
-- Remove a game session queue from the region.- Manage FlexMatch resources
CreateMatchmakingConfiguration
-- Create a matchmaking configuration with instructions for building a player group and placing in a new game session.DescribeMatchmakingConfigurations
-- Retrieve matchmaking configurations defined a Amazon GameLift region.UpdateMatchmakingConfiguration
-- Change settings for matchmaking configuration. queue.DeleteMatchmakingConfiguration
-- Remove a matchmaking configuration from the region.CreateMatchmakingRuleSet
-- Create a set of rules to use when searching for player matches.DescribeMatchmakingRuleSets
-- Retrieve matchmaking rule sets defined in a Amazon GameLift region.ValidateMatchmakingRuleSet
-- Verify syntax for a set of matchmaking rules.
- gameLift :: Service
- _InvalidFleetStatusException :: AsError a => Getting (First ServiceError) a ServiceError
- _InvalidRequestException :: AsError a => Getting (First ServiceError) a ServiceError
- _ConflictException :: AsError a => Getting (First ServiceError) a ServiceError
- _TerminalRoutingStrategyException :: AsError a => Getting (First ServiceError) a ServiceError
- _NotFoundException :: AsError a => Getting (First ServiceError) a ServiceError
- _GameSessionFullException :: AsError a => Getting (First ServiceError) a ServiceError
- _UnsupportedRegionException :: AsError a => Getting (First ServiceError) a ServiceError
- _InvalidGameSessionStatusException :: AsError a => Getting (First ServiceError) a ServiceError
- _InternalServiceException :: AsError a => Getting (First ServiceError) a ServiceError
- _IdempotentParameterMismatchException :: AsError a => Getting (First ServiceError) a ServiceError
- _UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError
- _FleetCapacityExceededException :: AsError a => Getting (First ServiceError) a ServiceError
- _LimitExceededException :: AsError a => Getting (First ServiceError) a ServiceError
- module Network.AWS.GameLift.StopMatchmaking
- module Network.AWS.GameLift.CreateGameSession
- module Network.AWS.GameLift.DeleteScalingPolicy
- module Network.AWS.GameLift.PutScalingPolicy
- module Network.AWS.GameLift.ListBuilds
- module Network.AWS.GameLift.DeleteFleet
- module Network.AWS.GameLift.CreateBuild
- module Network.AWS.GameLift.RequestUploadCredentials
- module Network.AWS.GameLift.CreateAlias
- module Network.AWS.GameLift.ResolveAlias
- module Network.AWS.GameLift.ListAliases
- module Network.AWS.GameLift.UpdateRuntimeConfiguration
- module Network.AWS.GameLift.CreateVPCPeeringConnection
- module Network.AWS.GameLift.CreateGameSessionQueue
- module Network.AWS.GameLift.SearchGameSessions
- module Network.AWS.GameLift.CreateVPCPeeringAuthorization
- module Network.AWS.GameLift.UpdateGameSessionQueue
- module Network.AWS.GameLift.DeleteGameSessionQueue
- module Network.AWS.GameLift.DeleteVPCPeeringConnection
- module Network.AWS.GameLift.GetInstanceAccess
- module Network.AWS.GameLift.DescribeScalingPolicies
- module Network.AWS.GameLift.DescribeMatchmakingRuleSets
- module Network.AWS.GameLift.DescribeGameSessions
- module Network.AWS.GameLift.StartGameSessionPlacement
- module Network.AWS.GameLift.DescribeFleetUtilization
- module Network.AWS.GameLift.DescribeRuntimeConfiguration
- module Network.AWS.GameLift.GetGameSessionLogURL
- module Network.AWS.GameLift.DescribeFleetAttributes
- module Network.AWS.GameLift.DescribeGameSessionPlacement
- module Network.AWS.GameLift.DescribeFleetEvents
- module Network.AWS.GameLift.StartMatchmaking
- module Network.AWS.GameLift.CreateMatchmakingRuleSet
- module Network.AWS.GameLift.DescribeFleetCapacity
- module Network.AWS.GameLift.DeleteBuild
- module Network.AWS.GameLift.UpdateBuild
- module Network.AWS.GameLift.ListFleets
- module Network.AWS.GameLift.DeleteAlias
- module Network.AWS.GameLift.UpdateAlias
- module Network.AWS.GameLift.DescribeInstances
- module Network.AWS.GameLift.DescribeGameSessionDetails
- module Network.AWS.GameLift.DescribeFleetPortSettings
- module Network.AWS.GameLift.DescribeGameSessionQueues
- module Network.AWS.GameLift.DescribeVPCPeeringConnections
- module Network.AWS.GameLift.CreatePlayerSessions
- module Network.AWS.GameLift.DescribeMatchmakingConfigurations
- module Network.AWS.GameLift.DescribeVPCPeeringAuthorizations
- module Network.AWS.GameLift.CreateFleet
- module Network.AWS.GameLift.DeleteMatchmakingConfiguration
- module Network.AWS.GameLift.UpdateMatchmakingConfiguration
- module Network.AWS.GameLift.DeleteVPCPeeringAuthorization
- module Network.AWS.GameLift.UpdateFleetAttributes
- module Network.AWS.GameLift.CreateMatchmakingConfiguration
- module Network.AWS.GameLift.DescribePlayerSessions
- module Network.AWS.GameLift.DescribeBuild
- module Network.AWS.GameLift.UpdateFleetPortSettings
- module Network.AWS.GameLift.UpdateFleetCapacity
- module Network.AWS.GameLift.AcceptMatch
- module Network.AWS.GameLift.DescribeAlias
- module Network.AWS.GameLift.ValidateMatchmakingRuleSet
- module Network.AWS.GameLift.DescribeEC2InstanceLimits
- module Network.AWS.GameLift.StopGameSessionPlacement
- module Network.AWS.GameLift.UpdateGameSession
- module Network.AWS.GameLift.DescribeMatchmaking
- module Network.AWS.GameLift.CreatePlayerSession
- data AcceptanceType
- data BuildStatus
- = Failed
- | Initialized
- | Ready
- data ComparisonOperatorType
- data EC2InstanceType
- = C3_2XLarge
- | C3_4XLarge
- | C3_8XLarge
- | C3_Large
- | C3_XLarge
- | C4_2XLarge
- | C4_4XLarge
- | C4_8XLarge
- | C4_Large
- | C4_XLarge
- | M3_2XLarge
- | M3_Large
- | M3_Medium
- | M3_XLarge
- | M4_10XLarge
- | M4_2XLarge
- | M4_4XLarge
- | M4_Large
- | M4_XLarge
- | R3_2XLarge
- | R3_4XLarge
- | R3_8XLarge
- | R3_Large
- | R3_XLarge
- | R4_16XLarge
- | R4_2XLarge
- | R4_4XLarge
- | R4_8XLarge
- | R4_Large
- | R4_XLarge
- | T2_Large
- | T2_Medium
- | T2_Micro
- | T2_Small
- data EventCode
- = FleetActivationFailed
- | FleetActivationFailedNoInstances
- | FleetBinaryDownloadFailed
- | FleetCreated
- | FleetCreationExtractingBuild
- | FleetCreationRunningInstaller
- | FleetCreationValidatingRuntimeConfig
- | FleetDeleted
- | FleetInitializationFailed
- | FleetNewGameSessionProtectionPolicyUpdated
- | FleetScalingEvent
- | FleetStateActivating
- | FleetStateActive
- | FleetStateBuilding
- | FleetStateDownloading
- | FleetStateError
- | FleetStateValidating
- | FleetVPCPeeringDeleted
- | FleetVPCPeeringFailed
- | FleetVPCPeeringSucceeded
- | FleetValidationExecutableRuntimeFailure
- | FleetValidationLaunchPathNotFound
- | FleetValidationTimedOut
- | GameSessionActivationTimeout
- | GenericEvent
- | ServerProcessCrashed
- | ServerProcessForceTerminated
- | ServerProcessInvalidPath
- | ServerProcessProcessExitTimeout
- | ServerProcessProcessReadyTimeout
- | ServerProcessSDKInitializationTimeout
- | ServerProcessTerminatedUnhealthy
- data FleetStatus
- data GameSessionPlacementState
- data GameSessionStatus
- data IPProtocol
- data InstanceStatus
- data MatchmakingConfigurationStatus
- data MetricName
- data OperatingSystem
- data PlayerSessionCreationPolicy
- data PlayerSessionStatus
- data ProtectionPolicy
- data RoutingStrategyType
- data ScalingAdjustmentType
- data ScalingStatusType
- data AWSCredentials
- awsCredentials :: AWSCredentials
- acSecretAccessKey :: Lens' AWSCredentials (Maybe Text)
- acSessionToken :: Lens' AWSCredentials (Maybe Text)
- acAccessKeyId :: Lens' AWSCredentials (Maybe Text)
- data Alias
- alias :: Alias
- aCreationTime :: Lens' Alias (Maybe UTCTime)
- aLastUpdatedTime :: Lens' Alias (Maybe UTCTime)
- aAliasId :: Lens' Alias (Maybe Text)
- aRoutingStrategy :: Lens' Alias (Maybe RoutingStrategy)
- aName :: Lens' Alias (Maybe Text)
- aAliasARN :: Lens' Alias (Maybe Text)
- aDescription :: Lens' Alias (Maybe Text)
- data AttributeValue
- attributeValue :: AttributeValue
- avSL :: Lens' AttributeValue [Text]
- avSDM :: Lens' AttributeValue (HashMap Text Double)
- avN :: Lens' AttributeValue (Maybe Double)
- avS :: Lens' AttributeValue (Maybe Text)
- data Build
- build :: Build
- bCreationTime :: Lens' Build (Maybe UTCTime)
- bStatus :: Lens' Build (Maybe BuildStatus)
- bOperatingSystem :: Lens' Build (Maybe OperatingSystem)
- bBuildId :: Lens' Build (Maybe Text)
- bName :: Lens' Build (Maybe Text)
- bVersion :: Lens' Build (Maybe Text)
- bSizeOnDisk :: Lens' Build (Maybe Natural)
- data DesiredPlayerSession
- desiredPlayerSession :: DesiredPlayerSession
- dpsPlayerData :: Lens' DesiredPlayerSession (Maybe Text)
- dpsPlayerId :: Lens' DesiredPlayerSession (Maybe Text)
- data EC2InstanceCounts
- ec2InstanceCounts :: EC2InstanceCounts
- eicIdLE :: Lens' EC2InstanceCounts (Maybe Natural)
- eicTERMINATING :: Lens' EC2InstanceCounts (Maybe Natural)
- eicPENDING :: Lens' EC2InstanceCounts (Maybe Natural)
- eicMAXIMUM :: Lens' EC2InstanceCounts (Maybe Natural)
- eicDESIRED :: Lens' EC2InstanceCounts (Maybe Natural)
- eicMINIMUM :: Lens' EC2InstanceCounts (Maybe Natural)
- eicACTIVE :: Lens' EC2InstanceCounts (Maybe Natural)
- data EC2InstanceLimit
- ec2InstanceLimit :: EC2InstanceLimit
- eilEC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType)
- eilCurrentInstances :: Lens' EC2InstanceLimit (Maybe Natural)
- eilInstanceLimit :: Lens' EC2InstanceLimit (Maybe Natural)
- data Event
- event :: Event
- eResourceId :: Lens' Event (Maybe Text)
- ePreSignedLogURL :: Lens' Event (Maybe Text)
- eEventTime :: Lens' Event (Maybe UTCTime)
- eMessage :: Lens' Event (Maybe Text)
- eEventCode :: Lens' Event (Maybe EventCode)
- eEventId :: Lens' Event (Maybe Text)
- data FleetAttributes
- fleetAttributes :: FleetAttributes
- faCreationTime :: Lens' FleetAttributes (Maybe UTCTime)
- faStatus :: Lens' FleetAttributes (Maybe FleetStatus)
- faServerLaunchParameters :: Lens' FleetAttributes (Maybe Text)
- faLogPaths :: Lens' FleetAttributes [Text]
- faOperatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem)
- faBuildId :: Lens' FleetAttributes (Maybe Text)
- faFleetARN :: Lens' FleetAttributes (Maybe Text)
- faTerminationTime :: Lens' FleetAttributes (Maybe UTCTime)
- faNewGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy)
- faName :: Lens' FleetAttributes (Maybe Text)
- faServerLaunchPath :: Lens' FleetAttributes (Maybe Text)
- faMetricGroups :: Lens' FleetAttributes [Text]
- faFleetId :: Lens' FleetAttributes (Maybe Text)
- faDescription :: Lens' FleetAttributes (Maybe Text)
- faResourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy)
- data FleetCapacity
- fleetCapacity :: FleetCapacity
- fcInstanceType :: Lens' FleetCapacity (Maybe EC2InstanceType)
- fcFleetId :: Lens' FleetCapacity (Maybe Text)
- fcInstanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts)
- data FleetUtilization
- fleetUtilization :: FleetUtilization
- fuActiveGameSessionCount :: Lens' FleetUtilization (Maybe Natural)
- fuMaximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)
- fuCurrentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)
- fuFleetId :: Lens' FleetUtilization (Maybe Text)
- fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural)
- data GameProperty
- gameProperty :: Text -> Text -> GameProperty
- gpKey :: Lens' GameProperty Text
- gpValue :: Lens' GameProperty Text
- data GameSession
- gameSession :: GameSession
- gsCreationTime :: Lens' GameSession (Maybe UTCTime)
- gsStatus :: Lens' GameSession (Maybe GameSessionStatus)
- gsGameProperties :: Lens' GameSession [GameProperty]
- gsIPAddress :: Lens' GameSession (Maybe Text)
- gsGameSessionId :: Lens' GameSession (Maybe Text)
- gsMaximumPlayerSessionCount :: Lens' GameSession (Maybe Natural)
- gsTerminationTime :: Lens' GameSession (Maybe UTCTime)
- gsPlayerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy)
- gsName :: Lens' GameSession (Maybe Text)
- gsCurrentPlayerSessionCount :: Lens' GameSession (Maybe Natural)
- gsGameSessionData :: Lens' GameSession (Maybe Text)
- gsFleetId :: Lens' GameSession (Maybe Text)
- gsCreatorId :: Lens' GameSession (Maybe Text)
- gsPort :: Lens' GameSession (Maybe Natural)
- data GameSessionConnectionInfo
- gameSessionConnectionInfo :: GameSessionConnectionInfo
- gsciMatchedPlayerSessions :: Lens' GameSessionConnectionInfo [MatchedPlayerSession]
- gsciIPAddress :: Lens' GameSessionConnectionInfo (Maybe Text)
- gsciGameSessionARN :: Lens' GameSessionConnectionInfo (Maybe Text)
- gsciPort :: Lens' GameSessionConnectionInfo (Maybe Natural)
- data GameSessionDetail
- gameSessionDetail :: GameSessionDetail
- gsdGameSession :: Lens' GameSessionDetail (Maybe GameSession)
- gsdProtectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy)
- data GameSessionPlacement
- gameSessionPlacement :: GameSessionPlacement
- gspStatus :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState)
- gspPlacementId :: Lens' GameSessionPlacement (Maybe Text)
- gspGameProperties :: Lens' GameSessionPlacement [GameProperty]
- gspIPAddress :: Lens' GameSessionPlacement (Maybe Text)
- gspGameSessionName :: Lens' GameSessionPlacement (Maybe Text)
- gspStartTime :: Lens' GameSessionPlacement (Maybe UTCTime)
- gspGameSessionId :: Lens' GameSessionPlacement (Maybe Text)
- gspGameSessionRegion :: Lens' GameSessionPlacement (Maybe Text)
- gspMaximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural)
- gspEndTime :: Lens' GameSessionPlacement (Maybe UTCTime)
- gspGameSessionARN :: Lens' GameSessionPlacement (Maybe Text)
- gspPlayerLatencies :: Lens' GameSessionPlacement [PlayerLatency]
- gspGameSessionData :: Lens' GameSessionPlacement (Maybe Text)
- gspGameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text)
- gspPlacedPlayerSessions :: Lens' GameSessionPlacement [PlacedPlayerSession]
- gspPort :: Lens' GameSessionPlacement (Maybe Natural)
- data GameSessionQueue
- gameSessionQueue :: GameSessionQueue
- gsqGameSessionQueueARN :: Lens' GameSessionQueue (Maybe Text)
- gsqPlayerLatencyPolicies :: Lens' GameSessionQueue [PlayerLatencyPolicy]
- gsqTimeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural)
- gsqDestinations :: Lens' GameSessionQueue [GameSessionQueueDestination]
- gsqName :: Lens' GameSessionQueue (Maybe Text)
- data GameSessionQueueDestination
- gameSessionQueueDestination :: GameSessionQueueDestination
- gsqdDestinationARN :: Lens' GameSessionQueueDestination (Maybe Text)
- data IPPermission
- ipPermission :: Natural -> Natural -> Text -> IPProtocol -> IPPermission
- ipFromPort :: Lens' IPPermission Natural
- ipToPort :: Lens' IPPermission Natural
- ipIPRange :: Lens' IPPermission Text
- ipProtocol :: Lens' IPPermission IPProtocol
- data Instance
- instance' :: Instance
- iCreationTime :: Lens' Instance (Maybe UTCTime)
- iInstanceId :: Lens' Instance (Maybe Text)
- iStatus :: Lens' Instance (Maybe InstanceStatus)
- iIPAddress :: Lens' Instance (Maybe Text)
- iOperatingSystem :: Lens' Instance (Maybe OperatingSystem)
- iType :: Lens' Instance (Maybe EC2InstanceType)
- iFleetId :: Lens' Instance (Maybe Text)
- data InstanceAccess
- instanceAccess :: InstanceAccess
- iaInstanceId :: Lens' InstanceAccess (Maybe Text)
- iaIPAddress :: Lens' InstanceAccess (Maybe Text)
- iaOperatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem)
- iaCredentials :: Lens' InstanceAccess (Maybe InstanceCredentials)
- iaFleetId :: Lens' InstanceAccess (Maybe Text)
- data InstanceCredentials
- instanceCredentials :: InstanceCredentials
- icUserName :: Lens' InstanceCredentials (Maybe Text)
- icSecret :: Lens' InstanceCredentials (Maybe Text)
- data MatchedPlayerSession
- matchedPlayerSession :: MatchedPlayerSession
- mpsPlayerSessionId :: Lens' MatchedPlayerSession (Maybe Text)
- mpsPlayerId :: Lens' MatchedPlayerSession (Maybe Text)
- data MatchmakingConfiguration
- matchmakingConfiguration :: MatchmakingConfiguration
- mcCreationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime)
- mcGameProperties :: Lens' MatchmakingConfiguration [GameProperty]
- mcRuleSetName :: Lens' MatchmakingConfiguration (Maybe Text)
- mcAcceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
- mcRequestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
- mcNotificationTarget :: Lens' MatchmakingConfiguration (Maybe Text)
- mcGameSessionQueueARNs :: Lens' MatchmakingConfiguration [Text]
- mcName :: Lens' MatchmakingConfiguration (Maybe Text)
- mcCustomEventData :: Lens' MatchmakingConfiguration (Maybe Text)
- mcAcceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool)
- mcGameSessionData :: Lens' MatchmakingConfiguration (Maybe Text)
- mcDescription :: Lens' MatchmakingConfiguration (Maybe Text)
- mcAdditionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural)
- data MatchmakingRuleSet
- matchmakingRuleSet :: Text -> MatchmakingRuleSet
- mrsCreationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime)
- mrsRuleSetName :: Lens' MatchmakingRuleSet (Maybe Text)
- mrsRuleSetBody :: Lens' MatchmakingRuleSet Text
- data MatchmakingTicket
- matchmakingTicket :: MatchmakingTicket
- mtStatus :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus)
- mtConfigurationName :: Lens' MatchmakingTicket (Maybe Text)
- mtStartTime :: Lens' MatchmakingTicket (Maybe UTCTime)
- mtGameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo)
- mtTicketId :: Lens' MatchmakingTicket (Maybe Text)
- mtEstimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural)
- mtStatusMessage :: Lens' MatchmakingTicket (Maybe Text)
- mtEndTime :: Lens' MatchmakingTicket (Maybe UTCTime)
- mtStatusReason :: Lens' MatchmakingTicket (Maybe Text)
- mtPlayers :: Lens' MatchmakingTicket [Player]
- data PlacedPlayerSession
- placedPlayerSession :: PlacedPlayerSession
- ppsPlayerSessionId :: Lens' PlacedPlayerSession (Maybe Text)
- ppsPlayerId :: Lens' PlacedPlayerSession (Maybe Text)
- data Player
- player :: Player
- pPlayerAttributes :: Lens' Player (HashMap Text AttributeValue)
- pTeam :: Lens' Player (Maybe Text)
- pPlayerId :: Lens' Player (Maybe Text)
- pLatencyInMs :: Lens' Player (HashMap Text Natural)
- data PlayerLatency
- playerLatency :: PlayerLatency
- plLatencyInMilliseconds :: Lens' PlayerLatency (Maybe Double)
- plRegionIdentifier :: Lens' PlayerLatency (Maybe Text)
- plPlayerId :: Lens' PlayerLatency (Maybe Text)
- data PlayerLatencyPolicy
- playerLatencyPolicy :: PlayerLatencyPolicy
- plpPolicyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
- plpMaximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
- data PlayerSession
- playerSession :: PlayerSession
- psCreationTime :: Lens' PlayerSession (Maybe UTCTime)
- psStatus :: Lens' PlayerSession (Maybe PlayerSessionStatus)
- psIPAddress :: Lens' PlayerSession (Maybe Text)
- psGameSessionId :: Lens' PlayerSession (Maybe Text)
- psTerminationTime :: Lens' PlayerSession (Maybe UTCTime)
- psPlayerSessionId :: Lens' PlayerSession (Maybe Text)
- psFleetId :: Lens' PlayerSession (Maybe Text)
- psPlayerData :: Lens' PlayerSession (Maybe Text)
- psPlayerId :: Lens' PlayerSession (Maybe Text)
- psPort :: Lens' PlayerSession (Maybe Natural)
- data ResourceCreationLimitPolicy
- resourceCreationLimitPolicy :: ResourceCreationLimitPolicy
- rclpNewGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
- rclpPolicyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
- data RoutingStrategy
- routingStrategy :: RoutingStrategy
- rsType :: Lens' RoutingStrategy (Maybe RoutingStrategyType)
- rsMessage :: Lens' RoutingStrategy (Maybe Text)
- rsFleetId :: Lens' RoutingStrategy (Maybe Text)
- data RuntimeConfiguration
- runtimeConfiguration :: RuntimeConfiguration
- rcGameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural)
- rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))
- rcMaxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural)
- data S3Location
- s3Location :: S3Location
- slBucket :: Lens' S3Location (Maybe Text)
- slKey :: Lens' S3Location (Maybe Text)
- slRoleARN :: Lens' S3Location (Maybe Text)
- data ScalingPolicy
- scalingPolicy :: ScalingPolicy
- spStatus :: Lens' ScalingPolicy (Maybe ScalingStatusType)
- spScalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType)
- spEvaluationPeriods :: Lens' ScalingPolicy (Maybe Natural)
- spMetricName :: Lens' ScalingPolicy (Maybe MetricName)
- spComparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType)
- spName :: Lens' ScalingPolicy (Maybe Text)
- spThreshold :: Lens' ScalingPolicy (Maybe Double)
- spScalingAdjustment :: Lens' ScalingPolicy (Maybe Int)
- spFleetId :: Lens' ScalingPolicy (Maybe Text)
- data ServerProcess
- serverProcess :: Text -> Natural -> ServerProcess
- spParameters :: Lens' ServerProcess (Maybe Text)
- spLaunchPath :: Lens' ServerProcess Text
- spConcurrentExecutions :: Lens' ServerProcess Natural
- data VPCPeeringAuthorization
- vpcPeeringAuthorization :: VPCPeeringAuthorization
- vpaCreationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime)
- vpaPeerVPCId :: Lens' VPCPeeringAuthorization (Maybe Text)
- vpaPeerVPCAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text)
- vpaGameLiftAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text)
- vpaExpirationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime)
- data VPCPeeringConnection
- vpcPeeringConnection :: VPCPeeringConnection
- vpcVPCPeeringConnectionId :: Lens' VPCPeeringConnection (Maybe Text)
- vpcStatus :: Lens' VPCPeeringConnection (Maybe VPCPeeringConnectionStatus)
- vpcPeerVPCId :: Lens' VPCPeeringConnection (Maybe Text)
- vpcIPV4CidrBlock :: Lens' VPCPeeringConnection (Maybe Text)
- vpcGameLiftVPCId :: Lens' VPCPeeringConnection (Maybe Text)
- vpcFleetId :: Lens' VPCPeeringConnection (Maybe Text)
- data VPCPeeringConnectionStatus
- vpcPeeringConnectionStatus :: VPCPeeringConnectionStatus
- vpcsCode :: Lens' VPCPeeringConnectionStatus (Maybe Text)
- vpcsMessage :: Lens' VPCPeeringConnectionStatus (Maybe Text)
Service 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
.
InvalidFleetStatusException
_InvalidFleetStatusException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
InvalidRequestException
_InvalidRequestException :: AsError a => Getting (First ServiceError) a ServiceError Source #
One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ConflictException
_ConflictException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
TerminalRoutingStrategyException
_TerminalRoutingStrategyException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy
associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
NotFoundException
_NotFoundException :: AsError a => Getting (First ServiceError) a ServiceError Source #
A service resource associated with the request could not be found. Clients should not retry such requests.
GameSessionFullException
_GameSessionFullException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.
UnsupportedRegionException
_UnsupportedRegionException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The requested operation is not supported in the region specified.
InvalidGameSessionStatusException
_InvalidGameSessionStatusException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
InternalServiceException
_InternalServiceException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
IdempotentParameterMismatchException
_IdempotentParameterMismatchException :: AsError a => Getting (First ServiceError) a ServiceError Source #
A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.
UnauthorizedException
_UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The client failed authentication. Clients should not retry such requests.
FleetCapacityExceededException
_FleetCapacityExceededException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The specified fleet has no available instances to fulfill a CreateGameSession
request. Clients can retry such requests immediately or after a waiting period.
LimitExceededException
_LimitExceededException :: AsError a => Getting (First ServiceError) a ServiceError Source #
The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
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.
StopMatchmaking
CreateGameSession
DeleteScalingPolicy
PutScalingPolicy
ListBuilds
DeleteFleet
CreateBuild
RequestUploadCredentials
CreateAlias
ResolveAlias
ListAliases
UpdateRuntimeConfiguration
CreateVPCPeeringConnection
CreateGameSessionQueue
SearchGameSessions
CreateVPCPeeringAuthorization
UpdateGameSessionQueue
DeleteGameSessionQueue
DeleteVPCPeeringConnection
GetInstanceAccess
DescribeScalingPolicies
DescribeMatchmakingRuleSets
DescribeGameSessions
StartGameSessionPlacement
DescribeFleetUtilization
DescribeRuntimeConfiguration
GetGameSessionLogURL
DescribeFleetAttributes
DescribeGameSessionPlacement
DescribeFleetEvents
StartMatchmaking
CreateMatchmakingRuleSet
DescribeFleetCapacity
DeleteBuild
UpdateBuild
ListFleets
DeleteAlias
UpdateAlias
DescribeInstances
DescribeGameSessionDetails
DescribeFleetPortSettings
DescribeGameSessionQueues
DescribeVPCPeeringConnections
CreatePlayerSessions
DescribeMatchmakingConfigurations
DescribeVPCPeeringAuthorizations
CreateFleet
DeleteMatchmakingConfiguration
UpdateMatchmakingConfiguration
DeleteVPCPeeringAuthorization
UpdateFleetAttributes
CreateMatchmakingConfiguration
DescribePlayerSessions
DescribeBuild
UpdateFleetPortSettings
UpdateFleetCapacity
AcceptMatch
DescribeAlias
ValidateMatchmakingRuleSet
DescribeEC2InstanceLimits
StopGameSessionPlacement
UpdateGameSession
DescribeMatchmaking
CreatePlayerSession
Types
AcceptanceType
data AcceptanceType Source #
BuildStatus
data BuildStatus Source #
ComparisonOperatorType
data ComparisonOperatorType Source #
EC2InstanceType
data EC2InstanceType Source #
EventCode
FleetStatus
data FleetStatus Source #
GameSessionPlacementState
data GameSessionPlacementState Source #
GameSessionStatus
data GameSessionStatus Source #
IPProtocol
data IPProtocol Source #
InstanceStatus
data InstanceStatus Source #
MatchmakingConfigurationStatus
data MatchmakingConfigurationStatus Source #
MCSCancelled | |
MCSCompleted | |
MCSFailed | |
MCSPlacing | |
MCSQueued | |
MCSRequiresAcceptance | |
MCSSearching | |
MCSTimedOut |
MetricName
data MetricName Source #
OperatingSystem
data OperatingSystem Source #
PlayerSessionCreationPolicy
data PlayerSessionCreationPolicy Source #
PlayerSessionStatus
data PlayerSessionStatus Source #
ProtectionPolicy
data ProtectionPolicy Source #
RoutingStrategyType
data RoutingStrategyType Source #
ScalingAdjustmentType
data ScalingAdjustmentType Source #
ScalingStatusType
data ScalingStatusType Source #
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: awsCredentials
smart constructor.
awsCredentials :: AWSCredentials Source #
Creates a value of AWSCredentials
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
acSecretAccessKey
- Temporary secret key allowing access to the Amazon GameLift S3 account.acSessionToken
- Token used to associate a specific build ID with the files uploaded using these credentials.acAccessKeyId
- Temporary key allowing access to the Amazon GameLift S3 account.
acSecretAccessKey :: Lens' AWSCredentials (Maybe Text) Source #
Temporary secret key allowing access to the Amazon GameLift S3 account.
acSessionToken :: Lens' AWSCredentials (Maybe Text) Source #
Token used to associate a specific build ID with the files uploaded using these credentials.
acAccessKeyId :: Lens' AWSCredentials (Maybe Text) Source #
Temporary key allowing access to the Amazon GameLift S3 account.
Alias
Properties describing a fleet alias.
Alias-related operations include:
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
See: alias
smart constructor.
Creates a value of Alias
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
aCreationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").aLastUpdatedTime
- Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").aAliasId
- Unique identifier for an alias; alias IDs are unique within a region.aRoutingStrategy
- Alias configuration for the alias, including routing type and settings.aName
- Descriptive label that is associated with an alias. Alias names do not need to be unique.aAliasARN
- Unique identifier for an alias; alias ARNs are unique across all regions.aDescription
- Human-readable description of an alias.
aCreationTime :: Lens' Alias (Maybe UTCTime) Source #
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
aLastUpdatedTime :: Lens' Alias (Maybe UTCTime) Source #
Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
aAliasId :: Lens' Alias (Maybe Text) Source #
Unique identifier for an alias; alias IDs are unique within a region.
aRoutingStrategy :: Lens' Alias (Maybe RoutingStrategy) Source #
Alias configuration for the alias, including routing type and settings.
aName :: Lens' Alias (Maybe Text) Source #
Descriptive label that is associated with an alias. Alias names do not need to be unique.
aAliasARN :: Lens' Alias (Maybe Text) Source #
Unique identifier for an alias; alias ARNs are unique across all regions.
AttributeValue
data AttributeValue Source #
Values for use in Player
attribute type: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: attributeValue
smart constructor.
attributeValue :: AttributeValue Source #
Creates a value of AttributeValue
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
avSL
- For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.avSDM
- For a map of up to 10 type:value pairs. Maximum length for each string value is 100 characters.avN
- For number values, expressed as double.avS
- For single string values. Maximum string length is 100 characters.
avSL :: Lens' AttributeValue [Text] Source #
For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
avSDM :: Lens' AttributeValue (HashMap Text Double) Source #
For a map of up to 10 type:value pairs. Maximum length for each string value is 100 characters.
avS :: Lens' AttributeValue (Maybe Text) Source #
For single string values. Maximum string length is 100 characters.
Build
Properties describing a game build.
Build-related operations include:
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
See: build
smart constructor.
Creates a value of Build
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
bCreationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").bStatus
- 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.bOperatingSystem
- 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.bBuildId
- Unique identifier for a build.bName
- Descriptive label that is associated with a build. Build names do not need to be unique. It can be set usingCreateBuild
orUpdateBuild
.bVersion
- Version that is associated with this build. Version strings do not need to be unique. This value can be set usingCreateBuild
orUpdateBuild
.bSizeOnDisk
- File size of the uploaded game build, expressed in bytes. When the build status isINITIALIZED
, this value is 0.
bCreationTime :: Lens' Build (Maybe UTCTime) Source #
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
bStatus :: Lens' Build (Maybe BuildStatus) Source #
Current status of the build. Possible build statuses include the following: * INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value. * READY -- The game build has been successfully uploaded. You can now create new fleets for this build. * FAILED -- The game build upload failed. You cannot create new fleets for this build.
bOperatingSystem :: Lens' Build (Maybe OperatingSystem) Source #
Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.
bName :: Lens' Build (Maybe Text) Source #
Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild
or UpdateBuild
.
bVersion :: Lens' Build (Maybe Text) Source #
Version that is associated with this build. Version strings do not need to be unique. This value can be set using CreateBuild
or UpdateBuild
.
bSizeOnDisk :: Lens' Build (Maybe Natural) Source #
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED
, this value is 0.
DesiredPlayerSession
data DesiredPlayerSession Source #
Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement
.
See: desiredPlayerSession
smart constructor.
desiredPlayerSession :: DesiredPlayerSession Source #
Creates a value of DesiredPlayerSession
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
dpsPlayerData
- Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.dpsPlayerId
- Unique identifier for a player to associate with the player session.
dpsPlayerData :: Lens' DesiredPlayerSession (Maybe Text) Source #
Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
dpsPlayerId :: Lens' DesiredPlayerSession (Maybe Text) Source #
Unique identifier for a player to associate with the player session.
EC2InstanceCounts
data EC2InstanceCounts Source #
Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity
request, or if access to resources is temporarily affected.
Fleet-related operations include:
CreateFleet
ListFleets
- Describe fleets:
DescribeFleetAttributes
DescribeFleetPortSettings
DescribeFleetUtilization
DescribeRuntimeConfiguration
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes
UpdateFleetCapacity
UpdateFleetPortSettings
UpdateRuntimeConfiguration
- Manage fleet capacity:
DescribeFleetCapacity
UpdateFleetCapacity
PutScalingPolicy
(automatic scaling)DescribeScalingPolicies
(automatic scaling)DeleteScalingPolicy
(automatic scaling)DescribeEC2InstanceLimits
DeleteFleet
See: ec2InstanceCounts
smart constructor.
ec2InstanceCounts :: EC2InstanceCounts Source #
Creates a value of EC2InstanceCounts
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
eicIdLE
- Number of active instances in the fleet that are not currently hosting a game session.eicTERMINATING
- Number of instances in the fleet that are no longer active but haven't yet been terminated.eicPENDING
- Number of instances in the fleet that are starting but not yet active.eicMAXIMUM
- Maximum value allowed for the fleet's instance count.eicDESIRED
- Ideal number of active instances in the fleet.eicMINIMUM
- Minimum value allowed for the fleet's instance count.eicACTIVE
- Actual number of active instances in the fleet.
eicIdLE :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Number of active instances in the fleet that are not currently hosting a game session.
eicTERMINATING :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Number of instances in the fleet that are no longer active but haven't yet been terminated.
eicPENDING :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Number of instances in the fleet that are starting but not yet active.
eicMAXIMUM :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Maximum value allowed for the fleet's instance count.
eicDESIRED :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Ideal number of active instances in the fleet.
eicMINIMUM :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Minimum value allowed for the fleet's instance count.
eicACTIVE :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Actual number of active instances in the fleet.
EC2InstanceLimit
data EC2InstanceLimit Source #
Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits
.
See: ec2InstanceLimit
smart constructor.
ec2InstanceLimit :: EC2InstanceLimit Source #
Creates a value of EC2InstanceLimit
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
eilEC2InstanceType
- Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.eilCurrentInstances
- Number of instances of the specified type that are currently in use by this AWS account.eilInstanceLimit
- Number of instances allowed.
eilEC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType) Source #
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
eilCurrentInstances :: Lens' EC2InstanceLimit (Maybe Natural) Source #
Number of instances of the specified type that are currently in use by this AWS account.
eilInstanceLimit :: Lens' EC2InstanceLimit (Maybe Natural) Source #
Number of instances allowed.
Event
Log entry describing an event that involves Amazon 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: event
smart constructor.
Creates a value of Event
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
eResourceId
- Unique identifier for an event resource, such as a fleet ID.ePreSignedLogURL
- 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 Amazon GameLift console.eEventTime
- Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").eMessage
- Additional information related to the event.eEventCode
- Type of event being logged. The following events are currently in use: General events: * GENERIC_EVENT -- An unspecified event has occurred. Fleet creation events: * FLEET_CREATED -- A fleet record was successfully created with a status ofNEW
. Event messaging includes the fleet ID. * FLEET_STATE_DOWNLOADING -- Fleet status changed fromNEW
toDOWNLOADING
. The compressed build has started downloading to a fleet instance for installation. * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving toACTIVE
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 Amazon GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving toACTIVE
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 Amazon GameLift is now verifying that the game server launch paths, which are specified in the fleet's run-time configuration, exist. If any listed launch path exists, Amazon 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 toACTIVE
status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl . * FLEET_STATE_VALIDATING -- Fleet status changed fromDOWNLOADING
toVALIDATING
. * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance. * FLEET_STATE_BUILDING -- Fleet status changed fromVALIDATING
toBUILDING
. * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance. * FLEET_STATE_ACTIVATING -- Fleet status changed fromBUILDING
toACTIVATING
. * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service. * FLEET_STATE_ACTIVE -- The fleet's status changed fromACTIVATING
toACTIVE
. The fleet is now ready to host game sessions. VPC peering events: * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (seeDescribeVpcPeeringConnections
) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. 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.eEventId
- Unique identifier for a fleet event.
eResourceId :: Lens' Event (Maybe Text) Source #
Unique identifier for an event resource, such as a fleet ID.
ePreSignedLogURL :: Lens' Event (Maybe Text) Source #
Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.
eEventTime :: Lens' Event (Maybe UTCTime) Source #
Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
eEventCode :: Lens' Event (Maybe EventCode) Source #
Type of event being logged. The following events are currently in use: General events: * GENERIC_EVENT -- An unspecified event has occurred. Fleet creation events: * FLEET_CREATED -- A fleet record was successfully created with a status of NEW
. Event messaging includes the fleet ID. * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW
to DOWNLOADING
. The compressed build has started downloading to a fleet instance for installation. * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE
status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl . * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the Amazon 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 Amazon GameLift is now verifying that the game server launch paths, which are specified in the fleet's run-time configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE
status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl . * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING
to VALIDATING
. * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance. * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING
to BUILDING
. * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance. * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING
to ACTIVATING
. * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service. * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING
to ACTIVE
. The fleet is now ready to host game sessions. VPC peering events: * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections
) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. 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.
FleetAttributes
data FleetAttributes Source #
General properties describing a fleet.
Fleet-related operations include:
CreateFleet
ListFleets
- Describe fleets:
DescribeFleetAttributes
DescribeFleetPortSettings
DescribeFleetUtilization
DescribeRuntimeConfiguration
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes
UpdateFleetCapacity
UpdateFleetPortSettings
UpdateRuntimeConfiguration
- Manage fleet capacity:
DescribeFleetCapacity
UpdateFleetCapacity
PutScalingPolicy
(automatic scaling)DescribeScalingPolicies
(automatic scaling)DeleteScalingPolicy
(automatic scaling)DescribeEC2InstanceLimits
DeleteFleet
See: fleetAttributes
smart constructor.
fleetAttributes :: FleetAttributes Source #
Creates a value of FleetAttributes
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
faCreationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").faStatus
- 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. * DOWNLOADINGVALIDATINGBUILDING/ACTIVATING -- Amazon GameLift is setting up the new fleet, creating new instances with the game build 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.faServerLaunchParameters
- Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet'sRuntimeConfiguration
.faLogPaths
- Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide . If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance atC:gamelogs
(for Windows) orlocalgame/logs
(for Linux). Use the Amazon GameLift console to access stored logs.faOperatingSystem
- Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.faBuildId
- Unique identifier for a build.faFleetARN
- Identifier for a fleet that is unique across all regions.faTerminationTime
- Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").faNewGameSessionProtectionPolicy
- Type of game session protection to set for all new instances started in the fleet. * NoProtection -- The game session can be terminated during a scale-down event. * FullProtection -- If the game session is in anACTIVE
status, it cannot be terminated during a scale-down event.faName
- Descriptive label that is associated with a fleet. Fleet names do not need to be unique.faServerLaunchPath
- Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet'sRuntimeConfiguration
.faMetricGroups
- Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.faFleetId
- Unique identifier for a fleet.faDescription
- Human-readable description of the fleet.faResourceCreationLimitPolicy
- Fleet policy to limit the number of game sessions an individual player can create over a span of time.
faCreationTime :: Lens' FleetAttributes (Maybe UTCTime) Source #
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
faStatus :: Lens' FleetAttributes (Maybe FleetStatus) Source #
Current status of the fleet. Possible fleet statuses include the following: * NEW -- A new fleet has been defined and desired instances is set to 1. * DOWNLOADINGVALIDATINGBUILDING/ACTIVATING -- Amazon GameLift is setting up the new fleet, creating new instances with the game build 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.
faServerLaunchParameters :: Lens' FleetAttributes (Maybe Text) Source #
Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration
.
faLogPaths :: Lens' FleetAttributes [Text] Source #
Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide . If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:gamelogs
(for Windows) or localgame/logs
(for Linux). Use the Amazon GameLift console to access stored logs.
faOperatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem) Source #
Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.
faFleetARN :: Lens' FleetAttributes (Maybe Text) Source #
Identifier for a fleet that is unique across all regions.
faTerminationTime :: Lens' FleetAttributes (Maybe UTCTime) Source #
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
faNewGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy) Source #
Type of game session protection to set for all new instances started in the fleet. * NoProtection -- The game session can be terminated during a scale-down event. * FullProtection -- If the game session is in an ACTIVE
status, it cannot be terminated during a scale-down event.
faName :: Lens' FleetAttributes (Maybe Text) Source #
Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
faServerLaunchPath :: Lens' FleetAttributes (Maybe Text) Source #
Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration
.
faMetricGroups :: Lens' FleetAttributes [Text] Source #
Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.
faDescription :: Lens' FleetAttributes (Maybe Text) Source #
Human-readable description of the fleet.
faResourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy) Source #
Fleet policy to limit the number of game sessions an individual player can create over a span of time.
FleetCapacity
data FleetCapacity Source #
Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.
Fleet-related operations include:
CreateFleet
ListFleets
- Describe fleets:
DescribeFleetAttributes
DescribeFleetPortSettings
DescribeFleetUtilization
DescribeRuntimeConfiguration
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes
UpdateFleetCapacity
UpdateFleetPortSettings
UpdateRuntimeConfiguration
- Manage fleet capacity:
DescribeFleetCapacity
UpdateFleetCapacity
PutScalingPolicy
(automatic scaling)DescribeScalingPolicies
(automatic scaling)DeleteScalingPolicy
(automatic scaling)DescribeEC2InstanceLimits
DeleteFleet
See: fleetCapacity
smart constructor.
fleetCapacity :: FleetCapacity Source #
Creates a value of FleetCapacity
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
fcInstanceType
- Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.fcFleetId
- Unique identifier for a fleet.fcInstanceCounts
- Current status of fleet capacity.
fcInstanceType :: Lens' FleetCapacity (Maybe EC2InstanceType) Source #
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
fcInstanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts) Source #
Current status of fleet capacity.
FleetUtilization
data FleetUtilization Source #
Current status of fleet utilization, including the number of game and player sessions being hosted.
Fleet-related operations include:
CreateFleet
ListFleets
- Describe fleets:
DescribeFleetAttributes
DescribeFleetPortSettings
DescribeFleetUtilization
DescribeRuntimeConfiguration
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes
UpdateFleetCapacity
UpdateFleetPortSettings
UpdateRuntimeConfiguration
- Manage fleet capacity:
DescribeFleetCapacity
UpdateFleetCapacity
PutScalingPolicy
(automatic scaling)DescribeScalingPolicies
(automatic scaling)DeleteScalingPolicy
(automatic scaling)DescribeEC2InstanceLimits
DeleteFleet
See: fleetUtilization
smart constructor.
fleetUtilization :: FleetUtilization Source #
Creates a value of FleetUtilization
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
fuActiveGameSessionCount
- Number of active game sessions currently being hosted on all instances in the fleet.fuMaximumPlayerSessionCount
- Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.fuCurrentPlayerSessionCount
- Number of active player sessions currently being hosted on all instances in the fleet.fuFleetId
- Unique identifier for a fleet.fuActiveServerProcessCount
- Number of server processes in anACTIVE
status currently running across all instances in the fleet
fuActiveGameSessionCount :: Lens' FleetUtilization (Maybe Natural) Source #
Number of active game sessions currently being hosted on all instances in the fleet.
fuMaximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) Source #
Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.
fuCurrentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) Source #
Number of active player sessions currently being hosted on all instances in the fleet.
fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural) Source #
Number of server processes in an ACTIVE
status currently running across all instances in the fleet
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, such as to specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session; the server process uses the properties as appropriate. For more information, see the Amazon GameLift Developer Guide .
See: gameProperty
smart constructor.
:: Text | |
-> Text | |
-> GameProperty |
Creates a value of GameProperty
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
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.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
- Game session placements
StartGameSessionPlacement
DescribeGameSessionPlacement
StopGameSessionPlacement
See: gameSession
smart constructor.
gameSession :: GameSession Source #
Creates a value of GameSession
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
gsCreationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").gsStatus
- Current status of the game session. A game session must have anACTIVE
status to have player sessions.gsGameProperties
- Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in theGameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ).gsIPAddress
- IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.gsGameSessionId
- Unique identifier for the game session. A game session ARN has the following format:arn:aws:gamelift:region::gamesessionIDID string or idempotency token
.gsMaximumPlayerSessionCount
- Maximum number of players that can be connected simultaneously to the game session.gsTerminationTime
- Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").gsPlayerSessionCreationPolicy
- Indicates whether or not the game session is accepting new players.gsName
- Descriptive label that is associated with a game session. Session names do not need to be unique.gsCurrentPlayerSessionCount
- Number of players currently in the game session.gsGameSessionData
- Set of developer-defined game session properties, formatted as a single string value. This data is included in theGameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ).gsFleetId
- Unique identifier for a fleet that the game session is running on.gsCreatorId
- 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.gsPort
- Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
gsCreationTime :: Lens' GameSession (Maybe UTCTime) Source #
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
gsStatus :: Lens' GameSession (Maybe GameSessionStatus) Source #
Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
gsGameProperties :: Lens' GameSession [GameProperty] Source #
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ).
gsIPAddress :: Lens' GameSession (Maybe Text) Source #
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
gsGameSessionId :: Lens' GameSession (Maybe Text) Source #
Unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:region::gamesessionIDID string or idempotency token
.
gsMaximumPlayerSessionCount :: Lens' GameSession (Maybe Natural) Source #
Maximum number of players that can be connected simultaneously to the game session.
gsTerminationTime :: Lens' GameSession (Maybe UTCTime) Source #
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
gsPlayerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy) Source #
Indicates whether or not the game session is accepting new players.
gsName :: Lens' GameSession (Maybe Text) Source #
Descriptive label that is associated with a game session. Session names do not need to be unique.
gsCurrentPlayerSessionCount :: Lens' GameSession (Maybe Natural) Source #
Number of players currently in the game session.
gsGameSessionData :: Lens' GameSession (Maybe Text) Source #
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ).
gsFleetId :: Lens' GameSession (Maybe Text) Source #
Unique identifier for a fleet that the game session is running on.
gsCreatorId :: Lens' GameSession (Maybe Text) Source #
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.
gsPort :: Lens' GameSession (Maybe Natural) Source #
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
GameSessionConnectionInfo
data GameSessionConnectionInfo Source #
Connection information for the new game session that is created with matchmaking. (with StartMatchmaking
). Once a match is set, the FlexMatch engine places the match and creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket
, which can be retrieved by calling DescribeMatchmaking
.
See: gameSessionConnectionInfo
smart constructor.
gameSessionConnectionInfo :: GameSessionConnectionInfo Source #
Creates a value of GameSessionConnectionInfo
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
gsciMatchedPlayerSessions
- Collection of player session IDs, one for each player ID that was included in the original matchmaking request.gsciIPAddress
- IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.gsciGameSessionARN
- Amazon Resource Name (ARN ) that is assigned to a game session and uniquely identifies it.gsciPort
- Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
gsciMatchedPlayerSessions :: Lens' GameSessionConnectionInfo [MatchedPlayerSession] Source #
Collection of player session IDs, one for each player ID that was included in the original matchmaking request.
gsciIPAddress :: Lens' GameSessionConnectionInfo (Maybe Text) Source #
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
gsciGameSessionARN :: Lens' GameSessionConnectionInfo (Maybe Text) Source #
Amazon Resource Name (ARN ) that is assigned to a game session and uniquely identifies it.
gsciPort :: Lens' GameSessionConnectionInfo (Maybe Natural) Source #
Port number for the game session. To connect to a Amazon 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: gameSessionDetail
smart constructor.
gameSessionDetail :: GameSessionDetail Source #
Creates a value of GameSessionDetail
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
gsdGameSession
- Object that describes a game session.gsdProtectionPolicy
- 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 anACTIVE
status, it cannot be terminated during a scale-down event.
gsdGameSession :: Lens' GameSessionDetail (Maybe GameSession) Source #
Object that describes a game session.
gsdProtectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy) Source #
Current status of protection for the game session. * NoProtection -- The game session can be terminated during a scale-down event. * FullProtection -- If the game session is in an ACTIVE
status, it cannot be terminated during a scale-down event.
GameSessionPlacement
data GameSessionPlacement Source #
Object that describes a StartGameSessionPlacement
request. This object includes the full details of the original request plus the current status and start/end time stamps.
Game session placement-related operations include:
StartGameSessionPlacement
DescribeGameSessionPlacement
StopGameSessionPlacement
See: gameSessionPlacement
smart constructor.
gameSessionPlacement :: GameSessionPlacement Source #
Creates a value of GameSessionPlacement
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
gspStatus
- Current status of the game session placement request. * PENDING -- The placement request is currently in the queue waiting to be processed. * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available. * CANCELLED -- The placement request was canceled with a call toStopGameSessionPlacement
. * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.gspPlacementId
- Unique identifier for a game session placement.gspGameProperties
- Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in theGameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ).gspIPAddress
- IP address of the game session. To connect to a Amazon 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 isFULFILLED
).gspGameSessionName
- Descriptive label that is associated with a game session. Session names do not need to be unique.gspStartTime
- 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").gspGameSessionId
- Unique identifier for the game session. This value is set once the new game session is placed (placement status isFULFILLED
).gspGameSessionRegion
- 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 isFULFILLED
).gspMaximumPlayerSessionCount
- Maximum number of players that can be connected simultaneously to the game session.gspEndTime
- Time stamp indicating when this request was completed, canceled, or timed out.gspGameSessionARN
- Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status isFULFILLED
). This identifier is unique across all regions. You can use this value as aGameSessionId
value as needed.gspPlayerLatencies
- Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.gspGameSessionData
- Set of developer-defined game session properties, formatted as a single string value. This data is included in theGameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ).gspGameSessionQueueName
- Descriptive label that is associated with game session queue. Queue names must be unique within each region.gspPlacedPlayerSessions
- 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 isFULFILLED
). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by callingDescribePlayerSessions
with the player session ID.gspPort
- Port number for the game session. To connect to a Amazon 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 isFULFILLED
).
gspStatus :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState) Source #
Current status of the game session placement request. * PENDING -- The placement request is currently in the queue waiting to be processed. * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available. * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement
. * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
gspPlacementId :: Lens' GameSessionPlacement (Maybe Text) Source #
Unique identifier for a game session placement.
gspGameProperties :: Lens' GameSessionPlacement [GameProperty] Source #
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ).
gspIPAddress :: Lens' GameSessionPlacement (Maybe Text) Source #
IP address of the game session. To connect to a Amazon 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
).
gspGameSessionName :: Lens' GameSessionPlacement (Maybe Text) Source #
Descriptive label that is associated with a game session. Session names do not need to be unique.
gspStartTime :: Lens' GameSessionPlacement (Maybe UTCTime) Source #
Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
gspGameSessionId :: Lens' GameSessionPlacement (Maybe Text) Source #
Unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED
).
gspGameSessionRegion :: Lens' GameSessionPlacement (Maybe Text) Source #
Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED
).
gspMaximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural) Source #
Maximum number of players that can be connected simultaneously to the game session.
gspEndTime :: Lens' GameSessionPlacement (Maybe UTCTime) Source #
Time stamp indicating when this request was completed, canceled, or timed out.
gspGameSessionARN :: Lens' GameSessionPlacement (Maybe Text) Source #
Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED
). This identifier is unique across all regions. You can use this value as a GameSessionId
value as needed.
gspPlayerLatencies :: Lens' GameSessionPlacement [PlayerLatency] Source #
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.
gspGameSessionData :: Lens' GameSessionPlacement (Maybe Text) Source #
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ).
gspGameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text) Source #
Descriptive label that is associated with game session queue. Queue names must be unique within each region.
gspPlacedPlayerSessions :: Lens' GameSessionPlacement [PlacedPlayerSession] Source #
Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED
). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions
with the player session ID.
gspPort :: Lens' GameSessionPlacement (Maybe Natural) Source #
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED
).
GameSessionQueue
data GameSessionQueue Source #
Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:
- The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.
- The length of time that placement requests can wait in the queue before timing out.
- A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
See: gameSessionQueue
smart constructor.
gameSessionQueue :: GameSessionQueue Source #
Creates a value of GameSessionQueue
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
gsqGameSessionQueueARN
- Amazon Resource Name (ARN ) that is assigned to a game session queue and uniquely identifies it. Format isarn:aws:gamelift:region::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.gsqPlayerLatencyPolicies
- Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.gsqTimeoutInSeconds
- 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 aTIMED_OUT
status.gsqDestinations
- List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.gsqName
- Descriptive label that is associated with game session queue. Queue names must be unique within each region.
gsqPlayerLatencyPolicies :: Lens' GameSessionQueue [PlayerLatencyPolicy] Source #
Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
gsqTimeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural) Source #
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.
gsqDestinations :: Lens' GameSessionQueue [GameSessionQueueDestination] Source #
List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
gsqName :: Lens' GameSessionQueue (Maybe Text) Source #
Descriptive label that is associated with game session queue. Queue names must be unique within each region.
GameSessionQueueDestination
data GameSessionQueueDestination Source #
Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
See: gameSessionQueueDestination
smart constructor.
gameSessionQueueDestination :: GameSessionQueueDestination Source #
Creates a value of GameSessionQueueDestination
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
gsqdDestinationARN
- Amazon Resource Name (ARN) 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.
gsqdDestinationARN :: Lens' GameSessionQueueDestination (Maybe Text) Source #
Amazon Resource Name (ARN) 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.
IPPermission
data IPPermission Source #
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on Amazon GameLift. Each game session hosted on a fleet is assigned a unique combination of IP address and port number, which must fall into the fleet's allowed ranges. This combination is included in the GameSession
object.
See: ipPermission
smart constructor.
Creates a value of IPPermission
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
ipFromPort
- Starting value for a range of allowed port numbers.ipToPort
- Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher thanFromPort
.ipIPRange
- 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]
".ipProtocol
- Network communication protocol used by the fleet.
ipFromPort :: Lens' IPPermission Natural Source #
Starting value for a range of allowed port numbers.
ipToPort :: Lens' IPPermission Natural Source #
Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort
.
ipIPRange :: Lens' IPPermission Text Source #
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]
".
ipProtocol :: Lens' IPPermission IPProtocol Source #
Network communication protocol used by the fleet.
Instance
Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.
See: instance'
smart constructor.
instance' :: Instance Source #
Creates a value of Instance
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
iCreationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").iInstanceId
- Unique identifier for an instance.iStatus
- 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 Amazon 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.iIPAddress
- IP address assigned to the instance.iOperatingSystem
- Operating system that is running on this instance.iType
- EC2 instance type that defines the computing resources of this instance.iFleetId
- Unique identifier for a fleet that the instance is in.
iCreationTime :: Lens' Instance (Maybe UTCTime) Source #
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
iStatus :: Lens' Instance (Maybe InstanceStatus) Source #
Current status of the instance. Possible statuses include the following: * PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration. * ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to Amazon 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.
iOperatingSystem :: Lens' Instance (Maybe OperatingSystem) Source #
Operating system that is running on this instance.
iType :: Lens' Instance (Maybe EC2InstanceType) Source #
EC2 instance type that defines the computing resources of this instance.
iFleetId :: Lens' Instance (Maybe Text) Source #
Unique identifier for a fleet that the instance is in.
InstanceAccess
data InstanceAccess Source #
Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess
.
See: instanceAccess
smart constructor.
instanceAccess :: InstanceAccess Source #
Creates a value of InstanceAccess
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
iaInstanceId
- Unique identifier for an instance being accessed.iaIPAddress
- IP address assigned to the instance.iaOperatingSystem
- Operating system that is running on the instance.iaCredentials
- Credentials required to access the instance.iaFleetId
- Unique identifier for a fleet containing the instance being accessed.
iaInstanceId :: Lens' InstanceAccess (Maybe Text) Source #
Unique identifier for an instance being accessed.
iaIPAddress :: Lens' InstanceAccess (Maybe Text) Source #
IP address assigned to the instance.
iaOperatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem) Source #
Operating system that is running on the instance.
iaCredentials :: Lens' InstanceAccess (Maybe InstanceCredentials) Source #
Credentials required to access the instance.
iaFleetId :: Lens' InstanceAccess (Maybe Text) Source #
Unique identifier for a fleet containing the instance being accessed.
InstanceCredentials
data InstanceCredentials Source #
Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess
and returned in an InstanceAccess
object.
See: instanceCredentials
smart constructor.
instanceCredentials :: InstanceCredentials Source #
Creates a value of InstanceCredentials
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
icUserName
- User login string.icSecret
- 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.
icUserName :: Lens' InstanceCredentials (Maybe Text) Source #
User login string.
icSecret :: Lens' InstanceCredentials (Maybe Text) Source #
Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it is a private key (which must be saved as a .pem
file) for use with SSH.
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: matchedPlayerSession
smart constructor.
matchedPlayerSession :: MatchedPlayerSession Source #
Creates a value of MatchedPlayerSession
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
mpsPlayerSessionId
- Unique identifier for a player sessionmpsPlayerId
- Unique identifier for a player
mpsPlayerSessionId :: Lens' MatchedPlayerSession (Maybe Text) Source #
Unique identifier for a player session
mpsPlayerId :: Lens' MatchedPlayerSession (Maybe Text) Source #
Unique identifier for a player
MatchmakingConfiguration
data MatchmakingConfiguration Source #
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
See: matchmakingConfiguration
smart constructor.
matchmakingConfiguration :: MatchmakingConfiguration Source #
Creates a value of MatchmakingConfiguration
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
mcCreationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").mcGameProperties
- Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in theGameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ). This information is added to the newGameSession
object that is created for a successful match.mcRuleSetName
- Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.mcAcceptanceTimeoutSeconds
- Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.mcRequestTimeoutSeconds
- Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.mcNotificationTarget
- SNS topic ARN that is set up to receive matchmaking notifications.mcGameSessionQueueARNs
- Amazon Resource Name (ARN ) that is assigned to a game session queue and uniquely identifies it. Format isarn:aws:gamelift:region::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.mcName
- Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.mcCustomEventData
- Information to attached to all events related to the matchmaking configuration.mcAcceptanceRequired
- Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.mcGameSessionData
- Set of developer-defined game session properties, formatted as a single string value. This data is included in theGameSession
object, which is passed to the game server with a request to start a new game session (see Start a Game Session ). This information is added to the newGameSession
object that is created for a successful match.mcDescription
- Descriptive label that is associated with matchmaking configuration.mcAdditionalPlayerCount
- 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.
mcCreationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime) Source #
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
mcGameProperties :: Lens' MatchmakingConfiguration [GameProperty] Source #
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession
object, which is passed to the game server 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.
mcRuleSetName :: Lens' MatchmakingConfiguration (Maybe Text) Source #
Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
mcAcceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) Source #
Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
mcRequestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) Source #
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
mcNotificationTarget :: Lens' MatchmakingConfiguration (Maybe Text) Source #
SNS topic ARN that is set up to receive matchmaking notifications.
mcGameSessionQueueARNs :: Lens' MatchmakingConfiguration [Text] Source #
Amazon Resource Name (ARN ) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:region::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.
mcName :: Lens' MatchmakingConfiguration (Maybe Text) Source #
Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
mcCustomEventData :: Lens' MatchmakingConfiguration (Maybe Text) Source #
Information to attached to all events related to the matchmaking configuration.
mcAcceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool) Source #
Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
mcGameSessionData :: Lens' MatchmakingConfiguration (Maybe Text) Source #
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession
object, which is passed to the game server 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.
mcDescription :: Lens' MatchmakingConfiguration (Maybe Text) Source #
Descriptive label that is associated with matchmaking configuration.
mcAdditionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural) Source #
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.
MatchmakingRuleSet
data MatchmakingRuleSet Source #
Set of rule statements, used with FlexMatch, that determine how to build a certain kind of player match. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration
objects.
A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Create Matchmaking Rules for Your Game .
- 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--such as each player must meet a certain 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 if 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: matchmakingRuleSet
smart constructor.
Creates a value of MatchmakingRuleSet
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
mrsCreationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").mrsRuleSetName
- Unique identifier for a matchmaking rule setmrsRuleSetBody
- Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)
mrsCreationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime) Source #
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
mrsRuleSetName :: Lens' MatchmakingRuleSet (Maybe Text) Source #
Unique identifier for a matchmaking rule set
mrsRuleSetBody :: Lens' MatchmakingRuleSet Text Source #
Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)
MatchmakingTicket
data MatchmakingTicket Source #
Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking
. Tickets can be retrieved by calling DescribeMatchmaking
with the ticket ID.
See: matchmakingTicket
smart constructor.
matchmakingTicket :: MatchmakingTicket Source #
Creates a value of MatchmakingTicket
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
mtStatus
- 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 (seeAcceptMatch
). 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. Tickets with players who fail to accept a proposed match are placed inFAILED
status; new matchmaking requests can be submitted for these players. * CANCELLED -- The matchmaking request was canceled with a call toStopMatchmaking
. * TIMED_OUT -- The matchmaking request was not completed within the duration specified in the matchmaking configuration. Matchmaking requests that time out can be resubmitted.mtConfigurationName
- Name of theMatchmakingConfiguration
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.mtStartTime
- Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").mtGameSessionConnectionInfo
- Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.mtTicketId
- Unique identifier for a matchmaking ticket.mtEstimatedWaitTime
- 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.mtStatusMessage
- Additional information about the current status.mtEndTime
- 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").mtStatusReason
- Code to explain the current status. For example, a status reason may indicate when a ticket has returned toSEARCHING
status after a proposed match fails to receive player acceptances.mtPlayers
- A set ofPlayer
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 statusCOMPLETED
, thePlayer
objects include the team the players were assigned to in the resulting match.
mtStatus :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus) Source #
Current status of the matchmaking request. * QUEUED -- The matchmaking request has been received and is currently waiting to be processed. * SEARCHING -- The matchmaking request is currently being processed. * REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match (see AcceptMatch
). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement. * PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match. * COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players. * FAILED -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in FAILED
status; new matchmaking requests can be submitted for these players. * CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking
. * TIMED_OUT -- The matchmaking request was not completed within the duration specified in the matchmaking configuration. Matchmaking requests that time out can be resubmitted.
mtConfigurationName :: Lens' MatchmakingTicket (Maybe Text) Source #
Name of the MatchmakingConfiguration
that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
mtStartTime :: Lens' MatchmakingTicket (Maybe UTCTime) Source #
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
mtGameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo) Source #
Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.
mtTicketId :: Lens' MatchmakingTicket (Maybe Text) Source #
Unique identifier for a matchmaking ticket.
mtEstimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural) Source #
Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
mtStatusMessage :: Lens' MatchmakingTicket (Maybe Text) Source #
Additional information about the current status.
mtEndTime :: Lens' MatchmakingTicket (Maybe UTCTime) Source #
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").
mtStatusReason :: Lens' MatchmakingTicket (Maybe Text) Source #
Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING
status after a proposed match fails to receive player acceptances.
mtPlayers :: Lens' MatchmakingTicket [Player] Source #
A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
PlacedPlayerSession
data PlacedPlayerSession Source #
Information about a player session that was created as part of a StartGameSessionPlacement
request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions
with the player session ID.
Player-session-related operations include:
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
- Game session placements
StartGameSessionPlacement
DescribeGameSessionPlacement
StopGameSessionPlacement
See: placedPlayerSession
smart constructor.
placedPlayerSession :: PlacedPlayerSession Source #
Creates a value of PlacedPlayerSession
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
ppsPlayerSessionId
- Unique identifier for a player session.ppsPlayerId
- Unique identifier for a player that is associated with this player session.
ppsPlayerSessionId :: Lens' PlacedPlayerSession (Maybe Text) Source #
Unique identifier for a player session.
ppsPlayerId :: Lens' PlacedPlayerSession (Maybe Text) Source #
Unique identifier for a player that is associated with this player session.
Player
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
See: player
smart constructor.
Creates a value of Player
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
pPlayerAttributes
- Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need to match playerAttributes names in the rule set being used. Example:PlayerAttributes: {"skill": {N: "23"}, "gameMode": {S: "deathmatch"}}
.pTeam
- Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.pPlayerId
- Unique identifier for a playerpLatencyInMs
- Set of values, expressed in milliseconds, indicating 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.
pPlayerAttributes :: Lens' Player (HashMap Text AttributeValue) Source #
Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need to match playerAttributes names in the rule set being used. Example: PlayerAttributes: {"skill": {N: "23"}, "gameMode": {S: "deathmatch"}}
.
pTeam :: Lens' Player (Maybe Text) Source #
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
pLatencyInMs :: Lens' Player (HashMap Text Natural) Source #
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported. If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.
PlayerLatency
data PlayerLatency Source #
Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement
. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified region. The relative difference between a player's latency values for multiple regions are used to determine which fleets are best suited to place a new game session for the player.
See: playerLatency
smart constructor.
playerLatency :: PlayerLatency Source #
Creates a value of PlayerLatency
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
plLatencyInMilliseconds
- Amount of time that represents the time lag experienced by the player when connected to the specified region.plRegionIdentifier
- Name of the region that is associated with the latency value.plPlayerId
- Unique identifier for a player associated with the latency data.
plLatencyInMilliseconds :: Lens' PlayerLatency (Maybe Double) Source #
Amount of time that represents the time lag experienced by the player when connected to the specified region.
plRegionIdentifier :: Lens' PlayerLatency (Maybe Text) Source #
Name of the region that is associated with the latency value.
plPlayerId :: Lens' PlayerLatency (Maybe Text) Source #
Unique identifier for a player associated with the latency data.
PlayerLatencyPolicy
data PlayerLatencyPolicy Source #
Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed at any destination in a region where a player is reporting latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
See: playerLatencyPolicy
smart constructor.
playerLatencyPolicy :: PlayerLatencyPolicy Source #
Creates a value of PlayerLatencyPolicy
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
plpPolicyDurationSeconds
- 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.plpMaximumIndividualPlayerLatencyMilliseconds
- The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
plpPolicyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural) Source #
The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.
plpMaximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural) Source #
The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
PlayerSession
data PlayerSession Source #
Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED
) or actual player activity in a game session (status 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.
When a player disconnects, the player session status changes to COMPLETED
. Once the session ends, the player session object is retained for 30 days and then removed.
Player-session-related operations include:
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
- Game session placements
StartGameSessionPlacement
DescribeGameSessionPlacement
StopGameSessionPlacement
See: playerSession
smart constructor.
playerSession :: PlayerSession Source #
Creates a value of PlayerSession
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
psCreationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").psStatus
- 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 andor 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 andor was not validated within the timeout limit (60 seconds).psIPAddress
- IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.psGameSessionId
- Unique identifier for the game session that the player session is connected to.psTerminationTime
- Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").psPlayerSessionId
- Unique identifier for a player session.psFleetId
- Unique identifier for a fleet that the player's game session is running on.psPlayerData
- Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.psPlayerId
- Unique identifier for a player that is associated with this player session.psPort
- Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
psCreationTime :: Lens' PlayerSession (Maybe UTCTime) Source #
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
psStatus :: Lens' PlayerSession (Maybe PlayerSessionStatus) Source #
Current status of the player session. Possible player session statuses include the following: * RESERVED -- The player session request has been received, but the player has not yet connected to the server process andor 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 andor was not validated within the timeout limit (60 seconds).
psIPAddress :: Lens' PlayerSession (Maybe Text) Source #
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
psGameSessionId :: Lens' PlayerSession (Maybe Text) Source #
Unique identifier for the game session that the player session is connected to.
psTerminationTime :: Lens' PlayerSession (Maybe UTCTime) Source #
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
psPlayerSessionId :: Lens' PlayerSession (Maybe Text) Source #
Unique identifier for a player session.
psFleetId :: Lens' PlayerSession (Maybe Text) Source #
Unique identifier for a fleet that the player's game session is running on.
psPlayerData :: Lens' PlayerSession (Maybe Text) Source #
Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
psPlayerId :: Lens' PlayerSession (Maybe Text) Source #
Unique identifier for a player that is associated with this player session.
psPort :: Lens' PlayerSession (Maybe Natural) Source #
Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
ResourceCreationLimitPolicy
data ResourceCreationLimitPolicy Source #
Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".
The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a CreateGameSession
request, Amazon GameLift checks that the player (identified by CreatorId
) has created fewer than 10 game sessions in the past 60 minutes.
See: resourceCreationLimitPolicy
smart constructor.
resourceCreationLimitPolicy :: ResourceCreationLimitPolicy Source #
Creates a value of ResourceCreationLimitPolicy
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
rclpNewGameSessionsPerCreator
- Maximum number of game sessions that an individual can create during the policy period.rclpPolicyPeriodInMinutes
- Time span used in evaluating the resource creation limit policy.
rclpNewGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural) Source #
Maximum number of game sessions that an individual can create during the policy period.
rclpPolicyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural) Source #
Time span used in evaluating the resource creation limit policy.
RoutingStrategy
data RoutingStrategy Source #
Routing configuration for a fleet alias.
Fleet-related operations include:
CreateFleet
ListFleets
- Describe fleets:
DescribeFleetAttributes
DescribeFleetPortSettings
DescribeFleetUtilization
DescribeRuntimeConfiguration
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes
UpdateFleetCapacity
UpdateFleetPortSettings
UpdateRuntimeConfiguration
- Manage fleet capacity:
DescribeFleetCapacity
UpdateFleetCapacity
PutScalingPolicy
(automatic scaling)DescribeScalingPolicies
(automatic scaling)DeleteScalingPolicy
(automatic scaling)DescribeEC2InstanceLimits
DeleteFleet
See: routingStrategy
smart constructor.
routingStrategy :: RoutingStrategy Source #
Creates a value of RoutingStrategy
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
rsType
- Type of routing strategy. 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 theRoutingStrategy
message embedded.rsMessage
- Message text to be used with a terminal routing strategy.rsFleetId
- Unique identifier for a fleet that the alias points to.
rsType :: Lens' RoutingStrategy (Maybe RoutingStrategyType) Source #
Type of routing strategy. 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.
rsMessage :: Lens' RoutingStrategy (Maybe Text) Source #
Message text to be used with a terminal routing strategy.
rsFleetId :: Lens' RoutingStrategy (Maybe Text) Source #
Unique identifier for a fleet that the alias points to.
RuntimeConfiguration
data RuntimeConfiguration Source #
A collection of server process configurations that describe what processes to run on each instance in a fleet. All fleets must have a run-time configuration. Each instance in the fleet launches the server processes specified in the run-time configuration and launches new ones as existing processes end. Each instance regularly checks for an updated run-time configuration and follows the new instructions.
The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Potential scenarios are as follows: (1) Run multiple processes of a single game server executable to maximize usage of your hosting resources. (2) Run one or more processes of different build executables, such as your game server executable and a related program, or two or more different versions of a game server. (3) Run multiple processes of a single game server but with different launch parameters, for example to run one process on each instance in debug mode.
A Amazon GameLift instance is limited to 50 processes running simultaneously. A run-time configuration must specify fewer than this limit. To calculate the total number of processes specified in a run-time configuration, add the values of the ConcurrentExecutions
parameter for each
object in the run-time configuration.ServerProcess
Fleet-related operations include:
CreateFleet
ListFleets
- Describe fleets:
DescribeFleetAttributes
DescribeFleetPortSettings
DescribeFleetUtilization
DescribeRuntimeConfiguration
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes
UpdateFleetCapacity
UpdateFleetPortSettings
UpdateRuntimeConfiguration
- Manage fleet capacity:
DescribeFleetCapacity
UpdateFleetCapacity
PutScalingPolicy
(automatic scaling)DescribeScalingPolicies
(automatic scaling)DeleteScalingPolicy
(automatic scaling)DescribeEC2InstanceLimits
DeleteFleet
See: runtimeConfiguration
smart constructor.
runtimeConfiguration :: RuntimeConfiguration Source #
Creates a value of RuntimeConfiguration
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
rcGameSessionActivationTimeoutSeconds
- Maximum amount of time (in seconds) that a game session can remain in statusACTIVATING
. If the game session is not active before the timeout, activation is terminated and the game session status is changed toTERMINATED
.rcServerProcesses
- Collection of server process configurations that describe which server processes to run on each instance in a fleet.rcMaxConcurrentGameSessionActivations
- Maximum number of game sessions with statusACTIVATING
to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
rcGameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural) Source #
Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING
. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED
.
rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess)) Source #
Collection of server process configurations that describe which server processes to run on each instance in a fleet.
rcMaxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural) Source #
Maximum number of game sessions with status ACTIVATING
to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
S3Location
data S3Location Source #
Location in Amazon Simple Storage Service (Amazon S3) where build files can be stored for access by Amazon GameLift. This location is specified in a CreateBuild
request. For more details, see the Create a Build with Files in Amazon S3 .
See: s3Location
smart constructor.
s3Location :: S3Location Source #
Creates a value of S3Location
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
slBucket :: Lens' S3Location (Maybe Text) Source #
Amazon S3 bucket identifier. This is the name of your S3 bucket.
slRoleARN :: Lens' S3Location (Maybe Text) Source #
Amazon Resource Name (ARN ) for the access role that allows Amazon GameLift to access your 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.
Fleet-related operations include:
CreateFleet
ListFleets
- Describe fleets:
DescribeFleetAttributes
DescribeFleetPortSettings
DescribeFleetUtilization
DescribeRuntimeConfiguration
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes
UpdateFleetCapacity
UpdateFleetPortSettings
UpdateRuntimeConfiguration
- Manage fleet capacity:
DescribeFleetCapacity
UpdateFleetCapacity
PutScalingPolicy
(automatic scaling)DescribeScalingPolicies
(automatic scaling)DeleteScalingPolicy
(automatic scaling)DescribeEC2InstanceLimits
DeleteFleet
See: scalingPolicy
smart constructor.
scalingPolicy :: ScalingPolicy Source #
Creates a value of ScalingPolicy
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
spStatus
- Current status of the scaling policy. The scaling policy is only in force when in anACTIVE
status. * ACTIVE -- The scaling policy is currently in force. * 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.spScalingAdjustmentType
- Type of adjustment to make to a fleet's instance count (seeFleetCapacity
): * 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.spEvaluationPeriods
- Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.spMetricName
- Name of the Amazon GameLift-defined metric that is used to trigger an adjustment. * ActivatingGameSessions -- number of game sessions in the process of being created (game session status =ACTIVATING
). * ActiveGameSessions -- number of game sessions currently running (game session status =ACTIVE
). * CurrentPlayerSessions -- number of active or reserved player sessions (player session status =ACTIVE
orRESERVED
). * AvailablePlayerSessions -- number of player session slots currently available in active game sessions across the fleet, calculated by subtracting a game session's current player session count from its maximum player session count. This number does include game sessions that are not currently accepting players (game sessionPlayerSessionCreationPolicy
=DENY_ALL
). * ActiveInstances -- number of instances currently running a game session. * IdleInstances -- number of instances not currently running a game session.spComparisonOperator
- Comparison operator to use when measuring a metric against the threshold value.spName
- Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.spThreshold
- Metric value used to trigger a scaling event.spScalingAdjustment
- Amount of adjustment to make, based on the scaling adjustment type.spFleetId
- Unique identifier for a fleet that is associated with this scaling policy.
spStatus :: Lens' ScalingPolicy (Maybe ScalingStatusType) Source #
Current status of the scaling policy. The scaling policy is only in force when in an ACTIVE
status. * ACTIVE -- The scaling policy is currently in force. * 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.
spScalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType) Source #
Type of adjustment to make to a fleet's instance count (see FleetCapacity
): * ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. * ExactCapacity -- set the instance count to the scaling adjustment value. * PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.
spEvaluationPeriods :: Lens' ScalingPolicy (Maybe Natural) Source #
Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
spMetricName :: Lens' ScalingPolicy (Maybe MetricName) Source #
Name of the Amazon GameLift-defined metric that is used to trigger an adjustment. * ActivatingGameSessions -- number of game sessions in the process of being created (game session status = ACTIVATING
). * ActiveGameSessions -- number of game sessions currently running (game session status = ACTIVE
). * CurrentPlayerSessions -- number of active or reserved player sessions (player session status = ACTIVE
or RESERVED
). * AvailablePlayerSessions -- number of player session slots currently available in active game sessions across the fleet, calculated by subtracting a game session's current player session count from its maximum player session count. This number does include game sessions that are not currently accepting players (game session PlayerSessionCreationPolicy
= DENY_ALL
). * ActiveInstances -- number of instances currently running a game session. * IdleInstances -- number of instances not currently running a game session.
spComparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType) Source #
Comparison operator to use when measuring a metric against the threshold value.
spName :: Lens' ScalingPolicy (Maybe Text) Source #
Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
spThreshold :: Lens' ScalingPolicy (Maybe Double) Source #
Metric value used to trigger a scaling event.
spScalingAdjustment :: Lens' ScalingPolicy (Maybe Int) Source #
Amount of adjustment to make, based on the scaling adjustment type.
spFleetId :: Lens' ScalingPolicy (Maybe Text) Source #
Unique identifier for a fleet that is associated with this scaling policy.
ServerProcess
data ServerProcess Source #
A set of instructions for launching server processes on each instance in a fleet. Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's
.RuntimeConfiguration
See: serverProcess
smart constructor.
Creates a value of ServerProcess
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
spParameters
- Optional list of parameters to pass to the server executable on launch.spLaunchPath
- Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instancesC:game
, and for Linux instanceslocalgame
. A Windows game build with an executable file located atMyGamelatestserver.exe
must have a launch path of "C:gameMyGamelatestserver.exe
". A Linux game build with an executable file located atMyGamelatestserver.exe
must have a launch path of "localgameMyGamelatest/server.exe
".spConcurrentExecutions
- Number of server processes using this configuration to run concurrently on an instance.
spParameters :: Lens' ServerProcess (Maybe Text) Source #
Optional list of parameters to pass to the server executable on launch.
spLaunchPath :: Lens' ServerProcess Text Source #
Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances C:game
, and for Linux instances localgame
. A Windows game build with an executable file located at MyGamelatestserver.exe
must have a launch path of "C:gameMyGamelatestserver.exe
". A Linux game build with an executable file located at MyGamelatestserver.exe
must have a launch path of "localgameMyGamelatest/server.exe
".
spConcurrentExecutions :: Lens' ServerProcess Natural Source #
Number of server processes using this configuration to run concurrently on an instance.
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.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
See: vpcPeeringAuthorization
smart constructor.
vpcPeeringAuthorization :: VPCPeeringAuthorization Source #
Creates a value of VPCPeeringAuthorization
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
vpaCreationTime
- Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").vpaPeerVPCId
- Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.vpaPeerVPCAWSAccountId
-vpaGameLiftAWSAccountId
- Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.vpaExpirationTime
- 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").
vpaCreationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime) Source #
Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
vpaPeerVPCId :: Lens' VPCPeeringAuthorization (Maybe Text) Source #
Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
vpaGameLiftAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text) Source #
Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
vpaExpirationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime) Source #
Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
VPCPeeringConnection
data VPCPeeringConnection Source #
Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
See: vpcPeeringConnection
smart constructor.
vpcPeeringConnection :: VPCPeeringConnection Source #
Creates a value of VPCPeeringConnection
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
vpcVPCPeeringConnectionId
- 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 withDeleteVpcPeeringConnection
.vpcStatus
- Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.vpcPeerVPCId
- Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.vpcIPV4CidrBlock
- 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.vpcGameLiftVPCId
- Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.vpcFleetId
- Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.
vpcVPCPeeringConnectionId :: Lens' VPCPeeringConnection (Maybe Text) Source #
Unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection
.
vpcStatus :: Lens' VPCPeeringConnection (Maybe VPCPeeringConnectionStatus) Source #
Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.
vpcPeerVPCId :: Lens' VPCPeeringConnection (Maybe Text) Source #
Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
vpcIPV4CidrBlock :: Lens' VPCPeeringConnection (Maybe Text) Source #
CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.
vpcGameLiftVPCId :: Lens' VPCPeeringConnection (Maybe Text) Source #
Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.
vpcFleetId :: Lens' VPCPeeringConnection (Maybe Text) Source #
Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.
VPCPeeringConnectionStatus
data VPCPeeringConnectionStatus Source #
Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection
object. Status codes and messages are provided from EC2 (). Connection status information is also communicated as a fleet Event
.
See: vpcPeeringConnectionStatus
smart constructor.
vpcPeeringConnectionStatus :: VPCPeeringConnectionStatus Source #
Creates a value of VPCPeeringConnectionStatus
with the minimum fields required to make a request.
Use one of the following lenses to modify other fields as desired:
vpcsCode
- Code indicating the status of a VPC peering connection.vpcsMessage
- Additional messaging associated with the connection status.
vpcsCode :: Lens' VPCPeeringConnectionStatus (Maybe Text) Source #
Code indicating the status of a VPC peering connection.
vpcsMessage :: Lens' VPCPeeringConnectionStatus (Maybe Text) Source #
Additional messaging associated with the connection status.