amazonka-gamelift-2.0: Amazon GameLift SDK.
Copyright(c) 2013-2023 Brendan Hay
LicenseMozilla Public License, v. 2.0.
MaintainerBrendan Hay
Stabilityauto-generated
Portabilitynon-portable (GHC extensions)
Safe HaskellSafe-Inferred
LanguageHaskell2010

Amazonka.GameLift.CreateFleet

Description

Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.

Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.

To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.

If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.

If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts GameLift to initiate the fleet creation workflow.

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

Synopsis

Creating a Request

data CreateFleet Source #

See: newCreateFleet smart constructor.

Constructors

CreateFleet' 

Fields

  • anywhereConfiguration :: Maybe AnywhereConfiguration

    GameLift Anywhere configuration options.

  • buildId :: Maybe Text

    The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

  • certificateConfiguration :: Maybe CertificateConfiguration

    Prompts GameLift to generate a TLS/SSL certificate for the fleet. GameLift uses the certificates to encrypt traffic between game clients and the game servers running on GameLift. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.

    Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.

    ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.

  • computeType :: Maybe ComputeType

    The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.

  • description :: Maybe Text

    A description for the fleet.

  • eC2InboundPermissions :: Maybe [IpPermission]

    The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

  • eC2InstanceType :: Maybe EC2InstanceType

    The GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

  • fleetType :: Maybe FleetType

    Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

  • instanceRoleArn :: Maybe Text

    A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.

  • locations :: Maybe (NonEmpty LocationConfiguration)

    A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

  • logPaths :: Maybe [Text]

    This parameter is no longer used. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the GameLift Developer Guide.

  • metricGroups :: Maybe [Text]

    The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

  • newGameSessionProtectionPolicy' :: Maybe ProtectionPolicy

    The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

    • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
    • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.
  • peerVpcAwsAccountId :: Maybe Text

    Used when peering your GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.

  • peerVpcId :: Maybe Text

    A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

  • resourceCreationLimitPolicy :: Maybe ResourceCreationLimitPolicy

    A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

  • runtimeConfiguration :: Maybe RuntimeConfiguration

    Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

    The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

  • scriptId :: Maybe Text

    The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

  • serverLaunchParameters :: Maybe Text

    This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

  • serverLaunchPath :: Maybe Text

    This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

  • tags :: Maybe [Tag]

    A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

  • name :: Text

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

Instances

Instances details
ToJSON CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

ToHeaders CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

Methods

toHeaders :: CreateFleet -> [Header] #

ToPath CreateFleet Source # 
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ToQuery CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

AWSRequest CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

Associated Types

type AWSResponse CreateFleet #

Generic CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

Associated Types

type Rep CreateFleet :: Type -> Type #

Read CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

Show CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

NFData CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

Methods

rnf :: CreateFleet -> () #

Eq CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

Hashable CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

type AWSResponse CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

type Rep CreateFleet Source # 
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Defined in Amazonka.GameLift.CreateFleet

type Rep CreateFleet = D1 ('MetaData "CreateFleet" "Amazonka.GameLift.CreateFleet" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "CreateFleet'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "anywhereConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe AnywhereConfiguration)) :*: S1 ('MetaSel ('Just "buildId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "certificateConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe CertificateConfiguration)) :*: (S1 ('MetaSel ('Just "computeType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ComputeType)) :*: S1 ('MetaSel ('Just "description") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "eC2InboundPermissions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [IpPermission])) :*: (S1 ('MetaSel ('Just "eC2InstanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceType)) :*: S1 ('MetaSel ('Just "fleetType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FleetType)))) :*: (S1 ('MetaSel ('Just "instanceRoleArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "locations") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty LocationConfiguration))) :*: S1 ('MetaSel ('Just "logPaths") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])))))) :*: (((S1 ('MetaSel ('Just "metricGroups") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])) :*: S1 ('MetaSel ('Just "newGameSessionProtectionPolicy'") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ProtectionPolicy))) :*: (S1 ('MetaSel ('Just "peerVpcAwsAccountId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "peerVpcId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "resourceCreationLimitPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ResourceCreationLimitPolicy))))) :*: ((S1 ('MetaSel ('Just "runtimeConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe RuntimeConfiguration)) :*: (S1 ('MetaSel ('Just "scriptId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "serverLaunchParameters") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "serverLaunchPath") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "tags") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Tag])) :*: S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text)))))))

newCreateFleet Source #

Create a value of CreateFleet with all optional fields omitted.

Use generic-lens or optics to modify other optional fields.

The following record fields are available, with the corresponding lenses provided for backwards compatibility:

CreateFleet, createFleet_anywhereConfiguration - GameLift Anywhere configuration options.

CreateFleet, createFleet_buildId - The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

CreateFleet, createFleet_certificateConfiguration - Prompts GameLift to generate a TLS/SSL certificate for the fleet. GameLift uses the certificates to encrypt traffic between game clients and the game servers running on GameLift. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.

Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.

ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.

CreateFleet, createFleet_computeType - The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.

CreateFleet, createFleet_description - A description for the fleet.

$sel:eC2InboundPermissions:CreateFleet', createFleet_eC2InboundPermissions - The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

CreateFleet, createFleet_eC2InstanceType - The GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

CreateFleet, createFleet_fleetType - Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

CreateFleet, createFleet_instanceRoleArn - A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.

$sel:locations:CreateFleet', createFleet_locations - A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

CreateFleet, createFleet_logPaths - This parameter is no longer used. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the GameLift Developer Guide.

CreateFleet, createFleet_metricGroups - The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

CreateFleet, createFleet_newGameSessionProtectionPolicy - The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

CreateFleet, createFleet_peerVpcAwsAccountId - Used when peering your GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.

CreateFleet, createFleet_peerVpcId - A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

CreateFleet, createFleet_resourceCreationLimitPolicy - A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

$sel:runtimeConfiguration:CreateFleet', createFleet_runtimeConfiguration - Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

CreateFleet, createFleet_scriptId - The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

CreateFleet, createFleet_serverLaunchParameters - This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

CreateFleet, createFleet_serverLaunchPath - This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

$sel:tags:CreateFleet', createFleet_tags - A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

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

Request Lenses

createFleet_buildId :: Lens' CreateFleet (Maybe Text) Source #

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

createFleet_certificateConfiguration :: Lens' CreateFleet (Maybe CertificateConfiguration) Source #

Prompts GameLift to generate a TLS/SSL certificate for the fleet. GameLift uses the certificates to encrypt traffic between game clients and the game servers running on GameLift. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.

Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.

ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.

createFleet_computeType :: Lens' CreateFleet (Maybe ComputeType) Source #

The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.

createFleet_description :: Lens' CreateFleet (Maybe Text) Source #

A description for the fleet.

createFleet_eC2InboundPermissions :: Lens' CreateFleet (Maybe [IpPermission]) Source #

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

createFleet_eC2InstanceType :: Lens' CreateFleet (Maybe EC2InstanceType) Source #

The GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

createFleet_fleetType :: Lens' CreateFleet (Maybe FleetType) Source #

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

createFleet_instanceRoleArn :: Lens' CreateFleet (Maybe Text) Source #

A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.

createFleet_locations :: Lens' CreateFleet (Maybe (NonEmpty LocationConfiguration)) Source #

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

createFleet_logPaths :: Lens' CreateFleet (Maybe [Text]) Source #

This parameter is no longer used. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the GameLift Developer Guide.

createFleet_metricGroups :: Lens' CreateFleet (Maybe [Text]) Source #

The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

createFleet_newGameSessionProtectionPolicy :: Lens' CreateFleet (Maybe ProtectionPolicy) Source #

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

createFleet_peerVpcAwsAccountId :: Lens' CreateFleet (Maybe Text) Source #

Used when peering your GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.

createFleet_peerVpcId :: Lens' CreateFleet (Maybe Text) Source #

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

createFleet_resourceCreationLimitPolicy :: Lens' CreateFleet (Maybe ResourceCreationLimitPolicy) Source #

A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

createFleet_runtimeConfiguration :: Lens' CreateFleet (Maybe RuntimeConfiguration) Source #

Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

createFleet_scriptId :: Lens' CreateFleet (Maybe Text) Source #

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

createFleet_serverLaunchParameters :: Lens' CreateFleet (Maybe Text) Source #

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

createFleet_serverLaunchPath :: Lens' CreateFleet (Maybe Text) Source #

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

createFleet_tags :: Lens' CreateFleet (Maybe [Tag]) Source #

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

createFleet_name :: Lens' CreateFleet Text Source #

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

Destructuring the Response

data CreateFleetResponse Source #

See: newCreateFleetResponse smart constructor.

Constructors

CreateFleetResponse' 

Fields

  • fleetAttributes :: Maybe FleetAttributes

    The properties for the new fleet, including the current status. All fleets are placed in NEW status on creation.

  • locationStates :: Maybe [LocationState]

    The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.

  • httpStatus :: Int

    The response's http status code.

Instances

Instances details
Generic CreateFleetResponse Source # 
Instance details

Defined in Amazonka.GameLift.CreateFleet

Associated Types

type Rep CreateFleetResponse :: Type -> Type #

Read CreateFleetResponse Source # 
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Defined in Amazonka.GameLift.CreateFleet

Show CreateFleetResponse Source # 
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Defined in Amazonka.GameLift.CreateFleet

NFData CreateFleetResponse Source # 
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Defined in Amazonka.GameLift.CreateFleet

Methods

rnf :: CreateFleetResponse -> () #

Eq CreateFleetResponse Source # 
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Defined in Amazonka.GameLift.CreateFleet

type Rep CreateFleetResponse Source # 
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Defined in Amazonka.GameLift.CreateFleet

type Rep CreateFleetResponse = D1 ('MetaData "CreateFleetResponse" "Amazonka.GameLift.CreateFleet" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "CreateFleetResponse'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fleetAttributes") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FleetAttributes)) :*: (S1 ('MetaSel ('Just "locationStates") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [LocationState])) :*: S1 ('MetaSel ('Just "httpStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Int))))

newCreateFleetResponse Source #

Create a value of CreateFleetResponse with all optional fields omitted.

Use generic-lens or optics to modify other optional fields.

The following record fields are available, with the corresponding lenses provided for backwards compatibility:

$sel:fleetAttributes:CreateFleetResponse', createFleetResponse_fleetAttributes - The properties for the new fleet, including the current status. All fleets are placed in NEW status on creation.

$sel:locationStates:CreateFleetResponse', createFleetResponse_locationStates - The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.

$sel:httpStatus:CreateFleetResponse', createFleetResponse_httpStatus - The response's http status code.

Response Lenses

createFleetResponse_fleetAttributes :: Lens' CreateFleetResponse (Maybe FleetAttributes) Source #

The properties for the new fleet, including the current status. All fleets are placed in NEW status on creation.

createFleetResponse_locationStates :: Lens' CreateFleetResponse (Maybe [LocationState]) Source #

The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.