Copyright | (c) 2013-2023 Brendan Hay |
---|---|
License | Mozilla Public License, v. 2.0. |
Maintainer | Brendan Hay |
Stability | auto-generated |
Portability | non-portable (GHC extensions) |
Safe Haskell | Safe-Inferred |
Language | Haskell2010 |
- Operations
- AcceptMatch
- ClaimGameServer
- CreateAlias
- CreateBuild
- CreateFleet
- CreateFleetLocations
- CreateGameServerGroup
- CreateGameSession
- CreateGameSessionQueue
- CreateLocation
- CreateMatchmakingConfiguration
- CreateMatchmakingRuleSet
- CreatePlayerSession
- CreatePlayerSessions
- CreateScript
- CreateVpcPeeringAuthorization
- CreateVpcPeeringConnection
- DeleteAlias
- DeleteBuild
- DeleteFleet
- DeleteFleetLocations
- DeleteGameServerGroup
- DeleteGameSessionQueue
- DeleteLocation
- DeleteMatchmakingConfiguration
- DeleteMatchmakingRuleSet
- DeleteScalingPolicy
- DeleteScript
- DeleteVpcPeeringAuthorization
- DeleteVpcPeeringConnection
- DeregisterCompute
- DeregisterGameServer
- DescribeAlias
- DescribeBuild
- DescribeCompute
- DescribeEC2InstanceLimits
- DescribeFleetAttributes
- DescribeFleetCapacity
- DescribeFleetEvents
- DescribeFleetLocationAttributes
- DescribeFleetLocationCapacity
- DescribeFleetLocationUtilization
- DescribeFleetPortSettings
- DescribeFleetUtilization
- DescribeGameServer
- DescribeGameServerGroup
- DescribeGameServerInstances
- DescribeGameSessionDetails
- DescribeGameSessionPlacement
- DescribeGameSessionQueues
- DescribeGameSessions
- DescribeInstances
- DescribeMatchmaking
- DescribeMatchmakingConfigurations
- DescribeMatchmakingRuleSets
- DescribePlayerSessions
- DescribeRuntimeConfiguration
- DescribeScalingPolicies
- DescribeScript
- DescribeVpcPeeringAuthorizations
- DescribeVpcPeeringConnections
- GetComputeAccess
- GetComputeAuthToken
- GetGameSessionLogUrl
- GetInstanceAccess
- ListAliases
- ListBuilds
- ListCompute
- ListFleets
- ListGameServerGroups
- ListGameServers
- ListLocations
- ListScripts
- ListTagsForResource
- PutScalingPolicy
- RegisterCompute
- RegisterGameServer
- RequestUploadCredentials
- ResolveAlias
- ResumeGameServerGroup
- SearchGameSessions
- StartFleetActions
- StartGameSessionPlacement
- StartMatchBackfill
- StartMatchmaking
- StopFleetActions
- StopGameSessionPlacement
- StopMatchmaking
- SuspendGameServerGroup
- TagResource
- UntagResource
- UpdateAlias
- UpdateBuild
- UpdateFleetAttributes
- UpdateFleetCapacity
- UpdateFleetPortSettings
- UpdateGameServer
- UpdateGameServerGroup
- UpdateGameSession
- UpdateGameSessionQueue
- UpdateMatchmakingConfiguration
- UpdateRuntimeConfiguration
- UpdateScript
- ValidateMatchmakingRuleSet
- Types
- Alias
- AnywhereConfiguration
- AttributeValue
- AwsCredentials
- Build
- CertificateConfiguration
- Compute
- DesiredPlayerSession
- EC2InstanceCounts
- EC2InstanceLimit
- Event
- FilterConfiguration
- FleetAttributes
- FleetCapacity
- FleetUtilization
- GameProperty
- GameServer
- GameServerGroup
- GameServerGroupAutoScalingPolicy
- GameServerInstance
- GameSession
- GameSessionConnectionInfo
- GameSessionDetail
- GameSessionPlacement
- GameSessionQueue
- GameSessionQueueDestination
- Instance
- InstanceAccess
- InstanceCredentials
- InstanceDefinition
- IpPermission
- LaunchTemplateSpecification
- LocationAttributes
- LocationConfiguration
- LocationModel
- LocationState
- MatchedPlayerSession
- MatchmakingConfiguration
- MatchmakingRuleSet
- MatchmakingTicket
- PlacedPlayerSession
- Player
- PlayerLatency
- PlayerLatencyPolicy
- PlayerSession
- PriorityConfiguration
- ResourceCreationLimitPolicy
- RoutingStrategy
- RuntimeConfiguration
- S3Location
- ScalingPolicy
- Script
- ServerProcess
- Tag
- TargetConfiguration
- TargetTrackingConfiguration
- VpcPeeringAuthorization
- VpcPeeringConnection
- VpcPeeringConnectionStatus
Synopsis
- acceptMatch_ticketId :: Lens' AcceptMatch Text
- acceptMatch_playerIds :: Lens' AcceptMatch [Text]
- acceptMatch_acceptanceType :: Lens' AcceptMatch AcceptanceType
- acceptMatchResponse_httpStatus :: Lens' AcceptMatchResponse Int
- claimGameServer_gameServerData :: Lens' ClaimGameServer (Maybe Text)
- claimGameServer_gameServerId :: Lens' ClaimGameServer (Maybe Text)
- claimGameServer_gameServerGroupName :: Lens' ClaimGameServer Text
- claimGameServerResponse_gameServer :: Lens' ClaimGameServerResponse (Maybe GameServer)
- claimGameServerResponse_httpStatus :: Lens' ClaimGameServerResponse Int
- createAlias_description :: Lens' CreateAlias (Maybe Text)
- createAlias_tags :: Lens' CreateAlias (Maybe [Tag])
- createAlias_name :: Lens' CreateAlias Text
- createAlias_routingStrategy :: Lens' CreateAlias RoutingStrategy
- createAliasResponse_alias :: Lens' CreateAliasResponse (Maybe Alias)
- createAliasResponse_httpStatus :: Lens' CreateAliasResponse Int
- createBuild_name :: Lens' CreateBuild (Maybe Text)
- createBuild_operatingSystem :: Lens' CreateBuild (Maybe OperatingSystem)
- createBuild_serverSdkVersion :: Lens' CreateBuild (Maybe Text)
- createBuild_storageLocation :: Lens' CreateBuild (Maybe S3Location)
- createBuild_tags :: Lens' CreateBuild (Maybe [Tag])
- createBuild_version :: Lens' CreateBuild (Maybe Text)
- createBuildResponse_build :: Lens' CreateBuildResponse (Maybe Build)
- createBuildResponse_storageLocation :: Lens' CreateBuildResponse (Maybe S3Location)
- createBuildResponse_uploadCredentials :: Lens' CreateBuildResponse (Maybe AwsCredentials)
- createBuildResponse_httpStatus :: Lens' CreateBuildResponse Int
- createFleet_anywhereConfiguration :: Lens' CreateFleet (Maybe AnywhereConfiguration)
- createFleet_buildId :: Lens' CreateFleet (Maybe Text)
- createFleet_certificateConfiguration :: Lens' CreateFleet (Maybe CertificateConfiguration)
- createFleet_computeType :: Lens' CreateFleet (Maybe ComputeType)
- createFleet_description :: Lens' CreateFleet (Maybe Text)
- createFleet_eC2InboundPermissions :: Lens' CreateFleet (Maybe [IpPermission])
- createFleet_eC2InstanceType :: Lens' CreateFleet (Maybe EC2InstanceType)
- createFleet_fleetType :: Lens' CreateFleet (Maybe FleetType)
- createFleet_instanceRoleArn :: Lens' CreateFleet (Maybe Text)
- createFleet_locations :: Lens' CreateFleet (Maybe (NonEmpty LocationConfiguration))
- createFleet_logPaths :: Lens' CreateFleet (Maybe [Text])
- createFleet_metricGroups :: Lens' CreateFleet (Maybe [Text])
- createFleet_newGameSessionProtectionPolicy :: Lens' CreateFleet (Maybe ProtectionPolicy)
- createFleet_peerVpcAwsAccountId :: Lens' CreateFleet (Maybe Text)
- createFleet_peerVpcId :: Lens' CreateFleet (Maybe Text)
- createFleet_resourceCreationLimitPolicy :: Lens' CreateFleet (Maybe ResourceCreationLimitPolicy)
- createFleet_runtimeConfiguration :: Lens' CreateFleet (Maybe RuntimeConfiguration)
- createFleet_scriptId :: Lens' CreateFleet (Maybe Text)
- createFleet_serverLaunchParameters :: Lens' CreateFleet (Maybe Text)
- createFleet_serverLaunchPath :: Lens' CreateFleet (Maybe Text)
- createFleet_tags :: Lens' CreateFleet (Maybe [Tag])
- createFleet_name :: Lens' CreateFleet Text
- createFleetResponse_fleetAttributes :: Lens' CreateFleetResponse (Maybe FleetAttributes)
- createFleetResponse_locationStates :: Lens' CreateFleetResponse (Maybe [LocationState])
- createFleetResponse_httpStatus :: Lens' CreateFleetResponse Int
- createFleetLocations_fleetId :: Lens' CreateFleetLocations Text
- createFleetLocations_locations :: Lens' CreateFleetLocations (NonEmpty LocationConfiguration)
- createFleetLocationsResponse_fleetArn :: Lens' CreateFleetLocationsResponse (Maybe Text)
- createFleetLocationsResponse_fleetId :: Lens' CreateFleetLocationsResponse (Maybe Text)
- createFleetLocationsResponse_locationStates :: Lens' CreateFleetLocationsResponse (Maybe [LocationState])
- createFleetLocationsResponse_httpStatus :: Lens' CreateFleetLocationsResponse Int
- createGameServerGroup_autoScalingPolicy :: Lens' CreateGameServerGroup (Maybe GameServerGroupAutoScalingPolicy)
- createGameServerGroup_balancingStrategy :: Lens' CreateGameServerGroup (Maybe BalancingStrategy)
- createGameServerGroup_gameServerProtectionPolicy :: Lens' CreateGameServerGroup (Maybe GameServerProtectionPolicy)
- createGameServerGroup_tags :: Lens' CreateGameServerGroup (Maybe [Tag])
- createGameServerGroup_vpcSubnets :: Lens' CreateGameServerGroup (Maybe (NonEmpty Text))
- createGameServerGroup_gameServerGroupName :: Lens' CreateGameServerGroup Text
- createGameServerGroup_roleArn :: Lens' CreateGameServerGroup Text
- createGameServerGroup_minSize :: Lens' CreateGameServerGroup Natural
- createGameServerGroup_maxSize :: Lens' CreateGameServerGroup Natural
- createGameServerGroup_launchTemplate :: Lens' CreateGameServerGroup LaunchTemplateSpecification
- createGameServerGroup_instanceDefinitions :: Lens' CreateGameServerGroup (NonEmpty InstanceDefinition)
- createGameServerGroupResponse_gameServerGroup :: Lens' CreateGameServerGroupResponse (Maybe GameServerGroup)
- createGameServerGroupResponse_httpStatus :: Lens' CreateGameServerGroupResponse Int
- createGameSession_aliasId :: Lens' CreateGameSession (Maybe Text)
- createGameSession_creatorId :: Lens' CreateGameSession (Maybe Text)
- createGameSession_fleetId :: Lens' CreateGameSession (Maybe Text)
- createGameSession_gameProperties :: Lens' CreateGameSession (Maybe [GameProperty])
- createGameSession_gameSessionData :: Lens' CreateGameSession (Maybe Text)
- createGameSession_gameSessionId :: Lens' CreateGameSession (Maybe Text)
- createGameSession_idempotencyToken :: Lens' CreateGameSession (Maybe Text)
- createGameSession_location :: Lens' CreateGameSession (Maybe Text)
- createGameSession_name :: Lens' CreateGameSession (Maybe Text)
- createGameSession_maximumPlayerSessionCount :: Lens' CreateGameSession Natural
- createGameSessionResponse_gameSession :: Lens' CreateGameSessionResponse (Maybe GameSession)
- createGameSessionResponse_httpStatus :: Lens' CreateGameSessionResponse Int
- createGameSessionQueue_customEventData :: Lens' CreateGameSessionQueue (Maybe Text)
- createGameSessionQueue_destinations :: Lens' CreateGameSessionQueue (Maybe [GameSessionQueueDestination])
- createGameSessionQueue_filterConfiguration :: Lens' CreateGameSessionQueue (Maybe FilterConfiguration)
- createGameSessionQueue_notificationTarget :: Lens' CreateGameSessionQueue (Maybe Text)
- createGameSessionQueue_playerLatencyPolicies :: Lens' CreateGameSessionQueue (Maybe [PlayerLatencyPolicy])
- createGameSessionQueue_priorityConfiguration :: Lens' CreateGameSessionQueue (Maybe PriorityConfiguration)
- createGameSessionQueue_tags :: Lens' CreateGameSessionQueue (Maybe [Tag])
- createGameSessionQueue_timeoutInSeconds :: Lens' CreateGameSessionQueue (Maybe Natural)
- createGameSessionQueue_name :: Lens' CreateGameSessionQueue Text
- createGameSessionQueueResponse_gameSessionQueue :: Lens' CreateGameSessionQueueResponse (Maybe GameSessionQueue)
- createGameSessionQueueResponse_httpStatus :: Lens' CreateGameSessionQueueResponse Int
- createLocation_tags :: Lens' CreateLocation (Maybe [Tag])
- createLocation_locationName :: Lens' CreateLocation Text
- createLocationResponse_location :: Lens' CreateLocationResponse (Maybe LocationModel)
- createLocationResponse_httpStatus :: Lens' CreateLocationResponse Int
- createMatchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' CreateMatchmakingConfiguration (Maybe Natural)
- createMatchmakingConfiguration_additionalPlayerCount :: Lens' CreateMatchmakingConfiguration (Maybe Natural)
- createMatchmakingConfiguration_backfillMode :: Lens' CreateMatchmakingConfiguration (Maybe BackfillMode)
- createMatchmakingConfiguration_customEventData :: Lens' CreateMatchmakingConfiguration (Maybe Text)
- createMatchmakingConfiguration_description :: Lens' CreateMatchmakingConfiguration (Maybe Text)
- createMatchmakingConfiguration_flexMatchMode :: Lens' CreateMatchmakingConfiguration (Maybe FlexMatchMode)
- createMatchmakingConfiguration_gameProperties :: Lens' CreateMatchmakingConfiguration (Maybe [GameProperty])
- createMatchmakingConfiguration_gameSessionData :: Lens' CreateMatchmakingConfiguration (Maybe Text)
- createMatchmakingConfiguration_gameSessionQueueArns :: Lens' CreateMatchmakingConfiguration (Maybe [Text])
- createMatchmakingConfiguration_notificationTarget :: Lens' CreateMatchmakingConfiguration (Maybe Text)
- createMatchmakingConfiguration_tags :: Lens' CreateMatchmakingConfiguration (Maybe [Tag])
- createMatchmakingConfiguration_name :: Lens' CreateMatchmakingConfiguration Text
- createMatchmakingConfiguration_requestTimeoutSeconds :: Lens' CreateMatchmakingConfiguration Natural
- createMatchmakingConfiguration_acceptanceRequired :: Lens' CreateMatchmakingConfiguration Bool
- createMatchmakingConfiguration_ruleSetName :: Lens' CreateMatchmakingConfiguration Text
- createMatchmakingConfigurationResponse_configuration :: Lens' CreateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration)
- createMatchmakingConfigurationResponse_httpStatus :: Lens' CreateMatchmakingConfigurationResponse Int
- createMatchmakingRuleSet_tags :: Lens' CreateMatchmakingRuleSet (Maybe [Tag])
- createMatchmakingRuleSet_name :: Lens' CreateMatchmakingRuleSet Text
- createMatchmakingRuleSet_ruleSetBody :: Lens' CreateMatchmakingRuleSet Text
- createMatchmakingRuleSetResponse_httpStatus :: Lens' CreateMatchmakingRuleSetResponse Int
- createMatchmakingRuleSetResponse_ruleSet :: Lens' CreateMatchmakingRuleSetResponse MatchmakingRuleSet
- createPlayerSession_playerData :: Lens' CreatePlayerSession (Maybe Text)
- createPlayerSession_gameSessionId :: Lens' CreatePlayerSession Text
- createPlayerSession_playerId :: Lens' CreatePlayerSession Text
- createPlayerSessionResponse_playerSession :: Lens' CreatePlayerSessionResponse (Maybe PlayerSession)
- createPlayerSessionResponse_httpStatus :: Lens' CreatePlayerSessionResponse Int
- createPlayerSessions_playerDataMap :: Lens' CreatePlayerSessions (Maybe (HashMap Text Text))
- createPlayerSessions_gameSessionId :: Lens' CreatePlayerSessions Text
- createPlayerSessions_playerIds :: Lens' CreatePlayerSessions (NonEmpty Text)
- createPlayerSessionsResponse_playerSessions :: Lens' CreatePlayerSessionsResponse (Maybe [PlayerSession])
- createPlayerSessionsResponse_httpStatus :: Lens' CreatePlayerSessionsResponse Int
- createScript_name :: Lens' CreateScript (Maybe Text)
- createScript_storageLocation :: Lens' CreateScript (Maybe S3Location)
- createScript_tags :: Lens' CreateScript (Maybe [Tag])
- createScript_version :: Lens' CreateScript (Maybe Text)
- createScript_zipFile :: Lens' CreateScript (Maybe ByteString)
- createScriptResponse_script :: Lens' CreateScriptResponse (Maybe Script)
- createScriptResponse_httpStatus :: Lens' CreateScriptResponse Int
- createVpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' CreateVpcPeeringAuthorization Text
- createVpcPeeringAuthorization_peerVpcId :: Lens' CreateVpcPeeringAuthorization Text
- createVpcPeeringAuthorizationResponse_vpcPeeringAuthorization :: Lens' CreateVpcPeeringAuthorizationResponse (Maybe VpcPeeringAuthorization)
- createVpcPeeringAuthorizationResponse_httpStatus :: Lens' CreateVpcPeeringAuthorizationResponse Int
- createVpcPeeringConnection_fleetId :: Lens' CreateVpcPeeringConnection Text
- createVpcPeeringConnection_peerVpcAwsAccountId :: Lens' CreateVpcPeeringConnection Text
- createVpcPeeringConnection_peerVpcId :: Lens' CreateVpcPeeringConnection Text
- createVpcPeeringConnectionResponse_httpStatus :: Lens' CreateVpcPeeringConnectionResponse Int
- deleteAlias_aliasId :: Lens' DeleteAlias Text
- deleteBuild_buildId :: Lens' DeleteBuild Text
- deleteFleet_fleetId :: Lens' DeleteFleet Text
- deleteFleetLocations_fleetId :: Lens' DeleteFleetLocations Text
- deleteFleetLocations_locations :: Lens' DeleteFleetLocations (NonEmpty Text)
- deleteFleetLocationsResponse_fleetArn :: Lens' DeleteFleetLocationsResponse (Maybe Text)
- deleteFleetLocationsResponse_fleetId :: Lens' DeleteFleetLocationsResponse (Maybe Text)
- deleteFleetLocationsResponse_locationStates :: Lens' DeleteFleetLocationsResponse (Maybe [LocationState])
- deleteFleetLocationsResponse_httpStatus :: Lens' DeleteFleetLocationsResponse Int
- deleteGameServerGroup_deleteOption :: Lens' DeleteGameServerGroup (Maybe GameServerGroupDeleteOption)
- deleteGameServerGroup_gameServerGroupName :: Lens' DeleteGameServerGroup Text
- deleteGameServerGroupResponse_gameServerGroup :: Lens' DeleteGameServerGroupResponse (Maybe GameServerGroup)
- deleteGameServerGroupResponse_httpStatus :: Lens' DeleteGameServerGroupResponse Int
- deleteGameSessionQueue_name :: Lens' DeleteGameSessionQueue Text
- deleteGameSessionQueueResponse_httpStatus :: Lens' DeleteGameSessionQueueResponse Int
- deleteLocation_locationName :: Lens' DeleteLocation Text
- deleteLocationResponse_httpStatus :: Lens' DeleteLocationResponse Int
- deleteMatchmakingConfiguration_name :: Lens' DeleteMatchmakingConfiguration Text
- deleteMatchmakingConfigurationResponse_httpStatus :: Lens' DeleteMatchmakingConfigurationResponse Int
- deleteMatchmakingRuleSet_name :: Lens' DeleteMatchmakingRuleSet Text
- deleteMatchmakingRuleSetResponse_httpStatus :: Lens' DeleteMatchmakingRuleSetResponse Int
- deleteScalingPolicy_name :: Lens' DeleteScalingPolicy Text
- deleteScalingPolicy_fleetId :: Lens' DeleteScalingPolicy Text
- deleteScript_scriptId :: Lens' DeleteScript Text
- deleteVpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' DeleteVpcPeeringAuthorization Text
- deleteVpcPeeringAuthorization_peerVpcId :: Lens' DeleteVpcPeeringAuthorization Text
- deleteVpcPeeringAuthorizationResponse_httpStatus :: Lens' DeleteVpcPeeringAuthorizationResponse Int
- deleteVpcPeeringConnection_fleetId :: Lens' DeleteVpcPeeringConnection Text
- deleteVpcPeeringConnection_vpcPeeringConnectionId :: Lens' DeleteVpcPeeringConnection Text
- deleteVpcPeeringConnectionResponse_httpStatus :: Lens' DeleteVpcPeeringConnectionResponse Int
- deregisterCompute_fleetId :: Lens' DeregisterCompute Text
- deregisterCompute_computeName :: Lens' DeregisterCompute Text
- deregisterComputeResponse_httpStatus :: Lens' DeregisterComputeResponse Int
- deregisterGameServer_gameServerGroupName :: Lens' DeregisterGameServer Text
- deregisterGameServer_gameServerId :: Lens' DeregisterGameServer Text
- describeAlias_aliasId :: Lens' DescribeAlias Text
- describeAliasResponse_alias :: Lens' DescribeAliasResponse (Maybe Alias)
- describeAliasResponse_httpStatus :: Lens' DescribeAliasResponse Int
- describeBuild_buildId :: Lens' DescribeBuild Text
- describeBuildResponse_build :: Lens' DescribeBuildResponse (Maybe Build)
- describeBuildResponse_httpStatus :: Lens' DescribeBuildResponse Int
- describeCompute_fleetId :: Lens' DescribeCompute Text
- describeCompute_computeName :: Lens' DescribeCompute Text
- describeComputeResponse_compute :: Lens' DescribeComputeResponse (Maybe Compute)
- describeComputeResponse_httpStatus :: Lens' DescribeComputeResponse Int
- describeEC2InstanceLimits_eC2InstanceType :: Lens' DescribeEC2InstanceLimits (Maybe EC2InstanceType)
- describeEC2InstanceLimits_location :: Lens' DescribeEC2InstanceLimits (Maybe Text)
- describeEC2InstanceLimitsResponse_eC2InstanceLimits :: Lens' DescribeEC2InstanceLimitsResponse (Maybe [EC2InstanceLimit])
- describeEC2InstanceLimitsResponse_httpStatus :: Lens' DescribeEC2InstanceLimitsResponse Int
- describeFleetAttributes_fleetIds :: Lens' DescribeFleetAttributes (Maybe (NonEmpty Text))
- describeFleetAttributes_limit :: Lens' DescribeFleetAttributes (Maybe Natural)
- describeFleetAttributes_nextToken :: Lens' DescribeFleetAttributes (Maybe Text)
- describeFleetAttributesResponse_fleetAttributes :: Lens' DescribeFleetAttributesResponse (Maybe [FleetAttributes])
- describeFleetAttributesResponse_nextToken :: Lens' DescribeFleetAttributesResponse (Maybe Text)
- describeFleetAttributesResponse_httpStatus :: Lens' DescribeFleetAttributesResponse Int
- describeFleetCapacity_fleetIds :: Lens' DescribeFleetCapacity (Maybe (NonEmpty Text))
- describeFleetCapacity_limit :: Lens' DescribeFleetCapacity (Maybe Natural)
- describeFleetCapacity_nextToken :: Lens' DescribeFleetCapacity (Maybe Text)
- describeFleetCapacityResponse_fleetCapacity :: Lens' DescribeFleetCapacityResponse (Maybe [FleetCapacity])
- describeFleetCapacityResponse_nextToken :: Lens' DescribeFleetCapacityResponse (Maybe Text)
- describeFleetCapacityResponse_httpStatus :: Lens' DescribeFleetCapacityResponse Int
- describeFleetEvents_endTime :: Lens' DescribeFleetEvents (Maybe UTCTime)
- describeFleetEvents_limit :: Lens' DescribeFleetEvents (Maybe Natural)
- describeFleetEvents_nextToken :: Lens' DescribeFleetEvents (Maybe Text)
- describeFleetEvents_startTime :: Lens' DescribeFleetEvents (Maybe UTCTime)
- describeFleetEvents_fleetId :: Lens' DescribeFleetEvents Text
- describeFleetEventsResponse_events :: Lens' DescribeFleetEventsResponse (Maybe [Event])
- describeFleetEventsResponse_nextToken :: Lens' DescribeFleetEventsResponse (Maybe Text)
- describeFleetEventsResponse_httpStatus :: Lens' DescribeFleetEventsResponse Int
- describeFleetLocationAttributes_limit :: Lens' DescribeFleetLocationAttributes (Maybe Natural)
- describeFleetLocationAttributes_locations :: Lens' DescribeFleetLocationAttributes (Maybe (NonEmpty Text))
- describeFleetLocationAttributes_nextToken :: Lens' DescribeFleetLocationAttributes (Maybe Text)
- describeFleetLocationAttributes_fleetId :: Lens' DescribeFleetLocationAttributes Text
- describeFleetLocationAttributesResponse_fleetArn :: Lens' DescribeFleetLocationAttributesResponse (Maybe Text)
- describeFleetLocationAttributesResponse_fleetId :: Lens' DescribeFleetLocationAttributesResponse (Maybe Text)
- describeFleetLocationAttributesResponse_locationAttributes :: Lens' DescribeFleetLocationAttributesResponse (Maybe [LocationAttributes])
- describeFleetLocationAttributesResponse_nextToken :: Lens' DescribeFleetLocationAttributesResponse (Maybe Text)
- describeFleetLocationAttributesResponse_httpStatus :: Lens' DescribeFleetLocationAttributesResponse Int
- describeFleetLocationCapacity_fleetId :: Lens' DescribeFleetLocationCapacity Text
- describeFleetLocationCapacity_location :: Lens' DescribeFleetLocationCapacity Text
- describeFleetLocationCapacityResponse_fleetCapacity :: Lens' DescribeFleetLocationCapacityResponse (Maybe FleetCapacity)
- describeFleetLocationCapacityResponse_httpStatus :: Lens' DescribeFleetLocationCapacityResponse Int
- describeFleetLocationUtilization_fleetId :: Lens' DescribeFleetLocationUtilization Text
- describeFleetLocationUtilization_location :: Lens' DescribeFleetLocationUtilization Text
- describeFleetLocationUtilizationResponse_fleetUtilization :: Lens' DescribeFleetLocationUtilizationResponse (Maybe FleetUtilization)
- describeFleetLocationUtilizationResponse_httpStatus :: Lens' DescribeFleetLocationUtilizationResponse Int
- describeFleetPortSettings_location :: Lens' DescribeFleetPortSettings (Maybe Text)
- describeFleetPortSettings_fleetId :: Lens' DescribeFleetPortSettings Text
- describeFleetPortSettingsResponse_fleetArn :: Lens' DescribeFleetPortSettingsResponse (Maybe Text)
- describeFleetPortSettingsResponse_fleetId :: Lens' DescribeFleetPortSettingsResponse (Maybe Text)
- describeFleetPortSettingsResponse_inboundPermissions :: Lens' DescribeFleetPortSettingsResponse (Maybe [IpPermission])
- describeFleetPortSettingsResponse_location :: Lens' DescribeFleetPortSettingsResponse (Maybe Text)
- describeFleetPortSettingsResponse_updateStatus :: Lens' DescribeFleetPortSettingsResponse (Maybe LocationUpdateStatus)
- describeFleetPortSettingsResponse_httpStatus :: Lens' DescribeFleetPortSettingsResponse Int
- describeFleetUtilization_fleetIds :: Lens' DescribeFleetUtilization (Maybe (NonEmpty Text))
- describeFleetUtilization_limit :: Lens' DescribeFleetUtilization (Maybe Natural)
- describeFleetUtilization_nextToken :: Lens' DescribeFleetUtilization (Maybe Text)
- describeFleetUtilizationResponse_fleetUtilization :: Lens' DescribeFleetUtilizationResponse (Maybe [FleetUtilization])
- describeFleetUtilizationResponse_nextToken :: Lens' DescribeFleetUtilizationResponse (Maybe Text)
- describeFleetUtilizationResponse_httpStatus :: Lens' DescribeFleetUtilizationResponse Int
- describeGameServer_gameServerGroupName :: Lens' DescribeGameServer Text
- describeGameServer_gameServerId :: Lens' DescribeGameServer Text
- describeGameServerResponse_gameServer :: Lens' DescribeGameServerResponse (Maybe GameServer)
- describeGameServerResponse_httpStatus :: Lens' DescribeGameServerResponse Int
- describeGameServerGroup_gameServerGroupName :: Lens' DescribeGameServerGroup Text
- describeGameServerGroupResponse_gameServerGroup :: Lens' DescribeGameServerGroupResponse (Maybe GameServerGroup)
- describeGameServerGroupResponse_httpStatus :: Lens' DescribeGameServerGroupResponse Int
- describeGameServerInstances_instanceIds :: Lens' DescribeGameServerInstances (Maybe (NonEmpty Text))
- describeGameServerInstances_limit :: Lens' DescribeGameServerInstances (Maybe Natural)
- describeGameServerInstances_nextToken :: Lens' DescribeGameServerInstances (Maybe Text)
- describeGameServerInstances_gameServerGroupName :: Lens' DescribeGameServerInstances Text
- describeGameServerInstancesResponse_gameServerInstances :: Lens' DescribeGameServerInstancesResponse (Maybe [GameServerInstance])
- describeGameServerInstancesResponse_nextToken :: Lens' DescribeGameServerInstancesResponse (Maybe Text)
- describeGameServerInstancesResponse_httpStatus :: Lens' DescribeGameServerInstancesResponse Int
- describeGameSessionDetails_aliasId :: Lens' DescribeGameSessionDetails (Maybe Text)
- describeGameSessionDetails_fleetId :: Lens' DescribeGameSessionDetails (Maybe Text)
- describeGameSessionDetails_gameSessionId :: Lens' DescribeGameSessionDetails (Maybe Text)
- describeGameSessionDetails_limit :: Lens' DescribeGameSessionDetails (Maybe Natural)
- describeGameSessionDetails_location :: Lens' DescribeGameSessionDetails (Maybe Text)
- describeGameSessionDetails_nextToken :: Lens' DescribeGameSessionDetails (Maybe Text)
- describeGameSessionDetails_statusFilter :: Lens' DescribeGameSessionDetails (Maybe Text)
- describeGameSessionDetailsResponse_gameSessionDetails :: Lens' DescribeGameSessionDetailsResponse (Maybe [GameSessionDetail])
- describeGameSessionDetailsResponse_nextToken :: Lens' DescribeGameSessionDetailsResponse (Maybe Text)
- describeGameSessionDetailsResponse_httpStatus :: Lens' DescribeGameSessionDetailsResponse Int
- describeGameSessionPlacement_placementId :: Lens' DescribeGameSessionPlacement Text
- describeGameSessionPlacementResponse_gameSessionPlacement :: Lens' DescribeGameSessionPlacementResponse (Maybe GameSessionPlacement)
- describeGameSessionPlacementResponse_httpStatus :: Lens' DescribeGameSessionPlacementResponse Int
- describeGameSessionQueues_limit :: Lens' DescribeGameSessionQueues (Maybe Natural)
- describeGameSessionQueues_names :: Lens' DescribeGameSessionQueues (Maybe [Text])
- describeGameSessionQueues_nextToken :: Lens' DescribeGameSessionQueues (Maybe Text)
- describeGameSessionQueuesResponse_gameSessionQueues :: Lens' DescribeGameSessionQueuesResponse (Maybe [GameSessionQueue])
- describeGameSessionQueuesResponse_nextToken :: Lens' DescribeGameSessionQueuesResponse (Maybe Text)
- describeGameSessionQueuesResponse_httpStatus :: Lens' DescribeGameSessionQueuesResponse Int
- describeGameSessions_aliasId :: Lens' DescribeGameSessions (Maybe Text)
- describeGameSessions_fleetId :: Lens' DescribeGameSessions (Maybe Text)
- describeGameSessions_gameSessionId :: Lens' DescribeGameSessions (Maybe Text)
- describeGameSessions_limit :: Lens' DescribeGameSessions (Maybe Natural)
- describeGameSessions_location :: Lens' DescribeGameSessions (Maybe Text)
- describeGameSessions_nextToken :: Lens' DescribeGameSessions (Maybe Text)
- describeGameSessions_statusFilter :: Lens' DescribeGameSessions (Maybe Text)
- describeGameSessionsResponse_gameSessions :: Lens' DescribeGameSessionsResponse (Maybe [GameSession])
- describeGameSessionsResponse_nextToken :: Lens' DescribeGameSessionsResponse (Maybe Text)
- describeGameSessionsResponse_httpStatus :: Lens' DescribeGameSessionsResponse Int
- describeInstances_instanceId :: Lens' DescribeInstances (Maybe Text)
- describeInstances_limit :: Lens' DescribeInstances (Maybe Natural)
- describeInstances_location :: Lens' DescribeInstances (Maybe Text)
- describeInstances_nextToken :: Lens' DescribeInstances (Maybe Text)
- describeInstances_fleetId :: Lens' DescribeInstances Text
- describeInstancesResponse_instances :: Lens' DescribeInstancesResponse (Maybe [Instance])
- describeInstancesResponse_nextToken :: Lens' DescribeInstancesResponse (Maybe Text)
- describeInstancesResponse_httpStatus :: Lens' DescribeInstancesResponse Int
- describeMatchmaking_ticketIds :: Lens' DescribeMatchmaking [Text]
- describeMatchmakingResponse_ticketList :: Lens' DescribeMatchmakingResponse (Maybe [MatchmakingTicket])
- describeMatchmakingResponse_httpStatus :: Lens' DescribeMatchmakingResponse Int
- describeMatchmakingConfigurations_limit :: Lens' DescribeMatchmakingConfigurations (Maybe Natural)
- describeMatchmakingConfigurations_names :: Lens' DescribeMatchmakingConfigurations (Maybe [Text])
- describeMatchmakingConfigurations_nextToken :: Lens' DescribeMatchmakingConfigurations (Maybe Text)
- describeMatchmakingConfigurations_ruleSetName :: Lens' DescribeMatchmakingConfigurations (Maybe Text)
- describeMatchmakingConfigurationsResponse_configurations :: Lens' DescribeMatchmakingConfigurationsResponse (Maybe [MatchmakingConfiguration])
- describeMatchmakingConfigurationsResponse_nextToken :: Lens' DescribeMatchmakingConfigurationsResponse (Maybe Text)
- describeMatchmakingConfigurationsResponse_httpStatus :: Lens' DescribeMatchmakingConfigurationsResponse Int
- describeMatchmakingRuleSets_limit :: Lens' DescribeMatchmakingRuleSets (Maybe Natural)
- describeMatchmakingRuleSets_names :: Lens' DescribeMatchmakingRuleSets (Maybe (NonEmpty Text))
- describeMatchmakingRuleSets_nextToken :: Lens' DescribeMatchmakingRuleSets (Maybe Text)
- describeMatchmakingRuleSetsResponse_nextToken :: Lens' DescribeMatchmakingRuleSetsResponse (Maybe Text)
- describeMatchmakingRuleSetsResponse_httpStatus :: Lens' DescribeMatchmakingRuleSetsResponse Int
- describeMatchmakingRuleSetsResponse_ruleSets :: Lens' DescribeMatchmakingRuleSetsResponse [MatchmakingRuleSet]
- describePlayerSessions_gameSessionId :: Lens' DescribePlayerSessions (Maybe Text)
- describePlayerSessions_limit :: Lens' DescribePlayerSessions (Maybe Natural)
- describePlayerSessions_nextToken :: Lens' DescribePlayerSessions (Maybe Text)
- describePlayerSessions_playerId :: Lens' DescribePlayerSessions (Maybe Text)
- describePlayerSessions_playerSessionId :: Lens' DescribePlayerSessions (Maybe Text)
- describePlayerSessions_playerSessionStatusFilter :: Lens' DescribePlayerSessions (Maybe Text)
- describePlayerSessionsResponse_nextToken :: Lens' DescribePlayerSessionsResponse (Maybe Text)
- describePlayerSessionsResponse_playerSessions :: Lens' DescribePlayerSessionsResponse (Maybe [PlayerSession])
- describePlayerSessionsResponse_httpStatus :: Lens' DescribePlayerSessionsResponse Int
- describeRuntimeConfiguration_fleetId :: Lens' DescribeRuntimeConfiguration Text
- describeRuntimeConfigurationResponse_runtimeConfiguration :: Lens' DescribeRuntimeConfigurationResponse (Maybe RuntimeConfiguration)
- describeRuntimeConfigurationResponse_httpStatus :: Lens' DescribeRuntimeConfigurationResponse Int
- describeScalingPolicies_limit :: Lens' DescribeScalingPolicies (Maybe Natural)
- describeScalingPolicies_location :: Lens' DescribeScalingPolicies (Maybe Text)
- describeScalingPolicies_nextToken :: Lens' DescribeScalingPolicies (Maybe Text)
- describeScalingPolicies_statusFilter :: Lens' DescribeScalingPolicies (Maybe ScalingStatusType)
- describeScalingPolicies_fleetId :: Lens' DescribeScalingPolicies Text
- describeScalingPoliciesResponse_nextToken :: Lens' DescribeScalingPoliciesResponse (Maybe Text)
- describeScalingPoliciesResponse_scalingPolicies :: Lens' DescribeScalingPoliciesResponse (Maybe [ScalingPolicy])
- describeScalingPoliciesResponse_httpStatus :: Lens' DescribeScalingPoliciesResponse Int
- describeScript_scriptId :: Lens' DescribeScript Text
- describeScriptResponse_script :: Lens' DescribeScriptResponse (Maybe Script)
- describeScriptResponse_httpStatus :: Lens' DescribeScriptResponse Int
- describeVpcPeeringAuthorizationsResponse_vpcPeeringAuthorizations :: Lens' DescribeVpcPeeringAuthorizationsResponse (Maybe [VpcPeeringAuthorization])
- describeVpcPeeringAuthorizationsResponse_httpStatus :: Lens' DescribeVpcPeeringAuthorizationsResponse Int
- describeVpcPeeringConnections_fleetId :: Lens' DescribeVpcPeeringConnections (Maybe Text)
- describeVpcPeeringConnectionsResponse_vpcPeeringConnections :: Lens' DescribeVpcPeeringConnectionsResponse (Maybe [VpcPeeringConnection])
- describeVpcPeeringConnectionsResponse_httpStatus :: Lens' DescribeVpcPeeringConnectionsResponse Int
- getComputeAccess_fleetId :: Lens' GetComputeAccess Text
- getComputeAccess_computeName :: Lens' GetComputeAccess Text
- getComputeAccessResponse_computeArn :: Lens' GetComputeAccessResponse (Maybe Text)
- getComputeAccessResponse_computeName :: Lens' GetComputeAccessResponse (Maybe Text)
- getComputeAccessResponse_credentials :: Lens' GetComputeAccessResponse (Maybe AwsCredentials)
- getComputeAccessResponse_fleetArn :: Lens' GetComputeAccessResponse (Maybe Text)
- getComputeAccessResponse_fleetId :: Lens' GetComputeAccessResponse (Maybe Text)
- getComputeAccessResponse_httpStatus :: Lens' GetComputeAccessResponse Int
- getComputeAuthToken_fleetId :: Lens' GetComputeAuthToken Text
- getComputeAuthToken_computeName :: Lens' GetComputeAuthToken Text
- getComputeAuthTokenResponse_authToken :: Lens' GetComputeAuthTokenResponse (Maybe Text)
- getComputeAuthTokenResponse_computeArn :: Lens' GetComputeAuthTokenResponse (Maybe Text)
- getComputeAuthTokenResponse_computeName :: Lens' GetComputeAuthTokenResponse (Maybe Text)
- getComputeAuthTokenResponse_expirationTimestamp :: Lens' GetComputeAuthTokenResponse (Maybe UTCTime)
- getComputeAuthTokenResponse_fleetArn :: Lens' GetComputeAuthTokenResponse (Maybe Text)
- getComputeAuthTokenResponse_fleetId :: Lens' GetComputeAuthTokenResponse (Maybe Text)
- getComputeAuthTokenResponse_httpStatus :: Lens' GetComputeAuthTokenResponse Int
- getGameSessionLogUrl_gameSessionId :: Lens' GetGameSessionLogUrl Text
- getGameSessionLogUrlResponse_preSignedUrl :: Lens' GetGameSessionLogUrlResponse (Maybe Text)
- getGameSessionLogUrlResponse_httpStatus :: Lens' GetGameSessionLogUrlResponse Int
- getInstanceAccess_fleetId :: Lens' GetInstanceAccess Text
- getInstanceAccess_instanceId :: Lens' GetInstanceAccess Text
- getInstanceAccessResponse_instanceAccess :: Lens' GetInstanceAccessResponse (Maybe InstanceAccess)
- getInstanceAccessResponse_httpStatus :: Lens' GetInstanceAccessResponse Int
- listAliases_limit :: Lens' ListAliases (Maybe Natural)
- listAliases_name :: Lens' ListAliases (Maybe Text)
- listAliases_nextToken :: Lens' ListAliases (Maybe Text)
- listAliases_routingStrategyType :: Lens' ListAliases (Maybe RoutingStrategyType)
- listAliasesResponse_aliases :: Lens' ListAliasesResponse (Maybe [Alias])
- listAliasesResponse_nextToken :: Lens' ListAliasesResponse (Maybe Text)
- listAliasesResponse_httpStatus :: Lens' ListAliasesResponse Int
- listBuilds_limit :: Lens' ListBuilds (Maybe Natural)
- listBuilds_nextToken :: Lens' ListBuilds (Maybe Text)
- listBuilds_status :: Lens' ListBuilds (Maybe BuildStatus)
- listBuildsResponse_builds :: Lens' ListBuildsResponse (Maybe [Build])
- listBuildsResponse_nextToken :: Lens' ListBuildsResponse (Maybe Text)
- listBuildsResponse_httpStatus :: Lens' ListBuildsResponse Int
- listCompute_limit :: Lens' ListCompute (Maybe Natural)
- listCompute_location :: Lens' ListCompute (Maybe Text)
- listCompute_nextToken :: Lens' ListCompute (Maybe Text)
- listCompute_fleetId :: Lens' ListCompute Text
- listComputeResponse_computeList :: Lens' ListComputeResponse (Maybe [Compute])
- listComputeResponse_nextToken :: Lens' ListComputeResponse (Maybe Text)
- listComputeResponse_httpStatus :: Lens' ListComputeResponse Int
- listFleets_buildId :: Lens' ListFleets (Maybe Text)
- listFleets_limit :: Lens' ListFleets (Maybe Natural)
- listFleets_nextToken :: Lens' ListFleets (Maybe Text)
- listFleets_scriptId :: Lens' ListFleets (Maybe Text)
- listFleetsResponse_fleetIds :: Lens' ListFleetsResponse (Maybe (NonEmpty Text))
- listFleetsResponse_nextToken :: Lens' ListFleetsResponse (Maybe Text)
- listFleetsResponse_httpStatus :: Lens' ListFleetsResponse Int
- listGameServerGroups_limit :: Lens' ListGameServerGroups (Maybe Natural)
- listGameServerGroups_nextToken :: Lens' ListGameServerGroups (Maybe Text)
- listGameServerGroupsResponse_gameServerGroups :: Lens' ListGameServerGroupsResponse (Maybe [GameServerGroup])
- listGameServerGroupsResponse_nextToken :: Lens' ListGameServerGroupsResponse (Maybe Text)
- listGameServerGroupsResponse_httpStatus :: Lens' ListGameServerGroupsResponse Int
- listGameServers_limit :: Lens' ListGameServers (Maybe Natural)
- listGameServers_nextToken :: Lens' ListGameServers (Maybe Text)
- listGameServers_sortOrder :: Lens' ListGameServers (Maybe SortOrder)
- listGameServers_gameServerGroupName :: Lens' ListGameServers Text
- listGameServersResponse_gameServers :: Lens' ListGameServersResponse (Maybe [GameServer])
- listGameServersResponse_nextToken :: Lens' ListGameServersResponse (Maybe Text)
- listGameServersResponse_httpStatus :: Lens' ListGameServersResponse Int
- listLocations_filters :: Lens' ListLocations (Maybe (NonEmpty LocationFilter))
- listLocations_limit :: Lens' ListLocations (Maybe Natural)
- listLocations_nextToken :: Lens' ListLocations (Maybe Text)
- listLocationsResponse_locations :: Lens' ListLocationsResponse (Maybe [LocationModel])
- listLocationsResponse_nextToken :: Lens' ListLocationsResponse (Maybe Text)
- listLocationsResponse_httpStatus :: Lens' ListLocationsResponse Int
- listScripts_limit :: Lens' ListScripts (Maybe Natural)
- listScripts_nextToken :: Lens' ListScripts (Maybe Text)
- listScriptsResponse_nextToken :: Lens' ListScriptsResponse (Maybe Text)
- listScriptsResponse_scripts :: Lens' ListScriptsResponse (Maybe [Script])
- listScriptsResponse_httpStatus :: Lens' ListScriptsResponse Int
- listTagsForResource_resourceARN :: Lens' ListTagsForResource Text
- listTagsForResourceResponse_tags :: Lens' ListTagsForResourceResponse (Maybe [Tag])
- listTagsForResourceResponse_httpStatus :: Lens' ListTagsForResourceResponse Int
- putScalingPolicy_comparisonOperator :: Lens' PutScalingPolicy (Maybe ComparisonOperatorType)
- putScalingPolicy_evaluationPeriods :: Lens' PutScalingPolicy (Maybe Natural)
- putScalingPolicy_policyType :: Lens' PutScalingPolicy (Maybe PolicyType)
- putScalingPolicy_scalingAdjustment :: Lens' PutScalingPolicy (Maybe Int)
- putScalingPolicy_scalingAdjustmentType :: Lens' PutScalingPolicy (Maybe ScalingAdjustmentType)
- putScalingPolicy_targetConfiguration :: Lens' PutScalingPolicy (Maybe TargetConfiguration)
- putScalingPolicy_threshold :: Lens' PutScalingPolicy (Maybe Double)
- putScalingPolicy_name :: Lens' PutScalingPolicy Text
- putScalingPolicy_fleetId :: Lens' PutScalingPolicy Text
- putScalingPolicy_metricName :: Lens' PutScalingPolicy MetricName
- putScalingPolicyResponse_name :: Lens' PutScalingPolicyResponse (Maybe Text)
- putScalingPolicyResponse_httpStatus :: Lens' PutScalingPolicyResponse Int
- registerCompute_certificatePath :: Lens' RegisterCompute (Maybe Text)
- registerCompute_dnsName :: Lens' RegisterCompute (Maybe Text)
- registerCompute_ipAddress :: Lens' RegisterCompute (Maybe Text)
- registerCompute_location :: Lens' RegisterCompute (Maybe Text)
- registerCompute_fleetId :: Lens' RegisterCompute Text
- registerCompute_computeName :: Lens' RegisterCompute Text
- registerComputeResponse_compute :: Lens' RegisterComputeResponse (Maybe Compute)
- registerComputeResponse_httpStatus :: Lens' RegisterComputeResponse Int
- registerGameServer_connectionInfo :: Lens' RegisterGameServer (Maybe Text)
- registerGameServer_gameServerData :: Lens' RegisterGameServer (Maybe Text)
- registerGameServer_gameServerGroupName :: Lens' RegisterGameServer Text
- registerGameServer_gameServerId :: Lens' RegisterGameServer Text
- registerGameServer_instanceId :: Lens' RegisterGameServer Text
- registerGameServerResponse_gameServer :: Lens' RegisterGameServerResponse (Maybe GameServer)
- registerGameServerResponse_httpStatus :: Lens' RegisterGameServerResponse Int
- requestUploadCredentials_buildId :: Lens' RequestUploadCredentials Text
- requestUploadCredentialsResponse_storageLocation :: Lens' RequestUploadCredentialsResponse (Maybe S3Location)
- requestUploadCredentialsResponse_uploadCredentials :: Lens' RequestUploadCredentialsResponse (Maybe AwsCredentials)
- requestUploadCredentialsResponse_httpStatus :: Lens' RequestUploadCredentialsResponse Int
- resolveAlias_aliasId :: Lens' ResolveAlias Text
- resolveAliasResponse_fleetArn :: Lens' ResolveAliasResponse (Maybe Text)
- resolveAliasResponse_fleetId :: Lens' ResolveAliasResponse (Maybe Text)
- resolveAliasResponse_httpStatus :: Lens' ResolveAliasResponse Int
- resumeGameServerGroup_gameServerGroupName :: Lens' ResumeGameServerGroup Text
- resumeGameServerGroup_resumeActions :: Lens' ResumeGameServerGroup (NonEmpty GameServerGroupAction)
- resumeGameServerGroupResponse_gameServerGroup :: Lens' ResumeGameServerGroupResponse (Maybe GameServerGroup)
- resumeGameServerGroupResponse_httpStatus :: Lens' ResumeGameServerGroupResponse Int
- searchGameSessions_aliasId :: Lens' SearchGameSessions (Maybe Text)
- searchGameSessions_filterExpression :: Lens' SearchGameSessions (Maybe Text)
- searchGameSessions_fleetId :: Lens' SearchGameSessions (Maybe Text)
- searchGameSessions_limit :: Lens' SearchGameSessions (Maybe Natural)
- searchGameSessions_location :: Lens' SearchGameSessions (Maybe Text)
- searchGameSessions_nextToken :: Lens' SearchGameSessions (Maybe Text)
- searchGameSessions_sortExpression :: Lens' SearchGameSessions (Maybe Text)
- searchGameSessionsResponse_gameSessions :: Lens' SearchGameSessionsResponse (Maybe [GameSession])
- searchGameSessionsResponse_nextToken :: Lens' SearchGameSessionsResponse (Maybe Text)
- searchGameSessionsResponse_httpStatus :: Lens' SearchGameSessionsResponse Int
- startFleetActions_location :: Lens' StartFleetActions (Maybe Text)
- startFleetActions_fleetId :: Lens' StartFleetActions Text
- startFleetActions_actions :: Lens' StartFleetActions (NonEmpty FleetAction)
- startFleetActionsResponse_fleetArn :: Lens' StartFleetActionsResponse (Maybe Text)
- startFleetActionsResponse_fleetId :: Lens' StartFleetActionsResponse (Maybe Text)
- startFleetActionsResponse_httpStatus :: Lens' StartFleetActionsResponse Int
- startGameSessionPlacement_desiredPlayerSessions :: Lens' StartGameSessionPlacement (Maybe [DesiredPlayerSession])
- startGameSessionPlacement_gameProperties :: Lens' StartGameSessionPlacement (Maybe [GameProperty])
- startGameSessionPlacement_gameSessionData :: Lens' StartGameSessionPlacement (Maybe Text)
- startGameSessionPlacement_gameSessionName :: Lens' StartGameSessionPlacement (Maybe Text)
- startGameSessionPlacement_playerLatencies :: Lens' StartGameSessionPlacement (Maybe [PlayerLatency])
- startGameSessionPlacement_placementId :: Lens' StartGameSessionPlacement Text
- startGameSessionPlacement_gameSessionQueueName :: Lens' StartGameSessionPlacement Text
- startGameSessionPlacement_maximumPlayerSessionCount :: Lens' StartGameSessionPlacement Natural
- startGameSessionPlacementResponse_gameSessionPlacement :: Lens' StartGameSessionPlacementResponse (Maybe GameSessionPlacement)
- startGameSessionPlacementResponse_httpStatus :: Lens' StartGameSessionPlacementResponse Int
- startMatchBackfill_gameSessionArn :: Lens' StartMatchBackfill (Maybe Text)
- startMatchBackfill_ticketId :: Lens' StartMatchBackfill (Maybe Text)
- startMatchBackfill_configurationName :: Lens' StartMatchBackfill Text
- startMatchBackfill_players :: Lens' StartMatchBackfill [Player]
- startMatchBackfillResponse_matchmakingTicket :: Lens' StartMatchBackfillResponse (Maybe MatchmakingTicket)
- startMatchBackfillResponse_httpStatus :: Lens' StartMatchBackfillResponse Int
- startMatchmaking_ticketId :: Lens' StartMatchmaking (Maybe Text)
- startMatchmaking_configurationName :: Lens' StartMatchmaking Text
- startMatchmaking_players :: Lens' StartMatchmaking [Player]
- startMatchmakingResponse_matchmakingTicket :: Lens' StartMatchmakingResponse (Maybe MatchmakingTicket)
- startMatchmakingResponse_httpStatus :: Lens' StartMatchmakingResponse Int
- stopFleetActions_location :: Lens' StopFleetActions (Maybe Text)
- stopFleetActions_fleetId :: Lens' StopFleetActions Text
- stopFleetActions_actions :: Lens' StopFleetActions (NonEmpty FleetAction)
- stopFleetActionsResponse_fleetArn :: Lens' StopFleetActionsResponse (Maybe Text)
- stopFleetActionsResponse_fleetId :: Lens' StopFleetActionsResponse (Maybe Text)
- stopFleetActionsResponse_httpStatus :: Lens' StopFleetActionsResponse Int
- stopGameSessionPlacement_placementId :: Lens' StopGameSessionPlacement Text
- stopGameSessionPlacementResponse_gameSessionPlacement :: Lens' StopGameSessionPlacementResponse (Maybe GameSessionPlacement)
- stopGameSessionPlacementResponse_httpStatus :: Lens' StopGameSessionPlacementResponse Int
- stopMatchmaking_ticketId :: Lens' StopMatchmaking Text
- stopMatchmakingResponse_httpStatus :: Lens' StopMatchmakingResponse Int
- suspendGameServerGroup_gameServerGroupName :: Lens' SuspendGameServerGroup Text
- suspendGameServerGroup_suspendActions :: Lens' SuspendGameServerGroup (NonEmpty GameServerGroupAction)
- suspendGameServerGroupResponse_gameServerGroup :: Lens' SuspendGameServerGroupResponse (Maybe GameServerGroup)
- suspendGameServerGroupResponse_httpStatus :: Lens' SuspendGameServerGroupResponse Int
- tagResource_resourceARN :: Lens' TagResource Text
- tagResource_tags :: Lens' TagResource [Tag]
- tagResourceResponse_httpStatus :: Lens' TagResourceResponse Int
- untagResource_resourceARN :: Lens' UntagResource Text
- untagResource_tagKeys :: Lens' UntagResource [Text]
- untagResourceResponse_httpStatus :: Lens' UntagResourceResponse Int
- updateAlias_description :: Lens' UpdateAlias (Maybe Text)
- updateAlias_name :: Lens' UpdateAlias (Maybe Text)
- updateAlias_routingStrategy :: Lens' UpdateAlias (Maybe RoutingStrategy)
- updateAlias_aliasId :: Lens' UpdateAlias Text
- updateAliasResponse_alias :: Lens' UpdateAliasResponse (Maybe Alias)
- updateAliasResponse_httpStatus :: Lens' UpdateAliasResponse Int
- updateBuild_name :: Lens' UpdateBuild (Maybe Text)
- updateBuild_version :: Lens' UpdateBuild (Maybe Text)
- updateBuild_buildId :: Lens' UpdateBuild Text
- updateBuildResponse_build :: Lens' UpdateBuildResponse (Maybe Build)
- updateBuildResponse_httpStatus :: Lens' UpdateBuildResponse Int
- updateFleetAttributes_anywhereConfiguration :: Lens' UpdateFleetAttributes (Maybe AnywhereConfiguration)
- updateFleetAttributes_description :: Lens' UpdateFleetAttributes (Maybe Text)
- updateFleetAttributes_metricGroups :: Lens' UpdateFleetAttributes (Maybe [Text])
- updateFleetAttributes_name :: Lens' UpdateFleetAttributes (Maybe Text)
- updateFleetAttributes_newGameSessionProtectionPolicy :: Lens' UpdateFleetAttributes (Maybe ProtectionPolicy)
- updateFleetAttributes_resourceCreationLimitPolicy :: Lens' UpdateFleetAttributes (Maybe ResourceCreationLimitPolicy)
- updateFleetAttributes_fleetId :: Lens' UpdateFleetAttributes Text
- updateFleetAttributesResponse_fleetArn :: Lens' UpdateFleetAttributesResponse (Maybe Text)
- updateFleetAttributesResponse_fleetId :: Lens' UpdateFleetAttributesResponse (Maybe Text)
- updateFleetAttributesResponse_httpStatus :: Lens' UpdateFleetAttributesResponse Int
- updateFleetCapacity_desiredInstances :: Lens' UpdateFleetCapacity (Maybe Natural)
- updateFleetCapacity_location :: Lens' UpdateFleetCapacity (Maybe Text)
- updateFleetCapacity_maxSize :: Lens' UpdateFleetCapacity (Maybe Natural)
- updateFleetCapacity_minSize :: Lens' UpdateFleetCapacity (Maybe Natural)
- updateFleetCapacity_fleetId :: Lens' UpdateFleetCapacity Text
- updateFleetCapacityResponse_fleetArn :: Lens' UpdateFleetCapacityResponse (Maybe Text)
- updateFleetCapacityResponse_fleetId :: Lens' UpdateFleetCapacityResponse (Maybe Text)
- updateFleetCapacityResponse_location :: Lens' UpdateFleetCapacityResponse (Maybe Text)
- updateFleetCapacityResponse_httpStatus :: Lens' UpdateFleetCapacityResponse Int
- updateFleetPortSettings_inboundPermissionAuthorizations :: Lens' UpdateFleetPortSettings (Maybe [IpPermission])
- updateFleetPortSettings_inboundPermissionRevocations :: Lens' UpdateFleetPortSettings (Maybe [IpPermission])
- updateFleetPortSettings_fleetId :: Lens' UpdateFleetPortSettings Text
- updateFleetPortSettingsResponse_fleetArn :: Lens' UpdateFleetPortSettingsResponse (Maybe Text)
- updateFleetPortSettingsResponse_fleetId :: Lens' UpdateFleetPortSettingsResponse (Maybe Text)
- updateFleetPortSettingsResponse_httpStatus :: Lens' UpdateFleetPortSettingsResponse Int
- updateGameServer_gameServerData :: Lens' UpdateGameServer (Maybe Text)
- updateGameServer_healthCheck :: Lens' UpdateGameServer (Maybe GameServerHealthCheck)
- updateGameServer_utilizationStatus :: Lens' UpdateGameServer (Maybe GameServerUtilizationStatus)
- updateGameServer_gameServerGroupName :: Lens' UpdateGameServer Text
- updateGameServer_gameServerId :: Lens' UpdateGameServer Text
- updateGameServerResponse_gameServer :: Lens' UpdateGameServerResponse (Maybe GameServer)
- updateGameServerResponse_httpStatus :: Lens' UpdateGameServerResponse Int
- updateGameServerGroup_balancingStrategy :: Lens' UpdateGameServerGroup (Maybe BalancingStrategy)
- updateGameServerGroup_gameServerProtectionPolicy :: Lens' UpdateGameServerGroup (Maybe GameServerProtectionPolicy)
- updateGameServerGroup_instanceDefinitions :: Lens' UpdateGameServerGroup (Maybe (NonEmpty InstanceDefinition))
- updateGameServerGroup_roleArn :: Lens' UpdateGameServerGroup (Maybe Text)
- updateGameServerGroup_gameServerGroupName :: Lens' UpdateGameServerGroup Text
- updateGameServerGroupResponse_gameServerGroup :: Lens' UpdateGameServerGroupResponse (Maybe GameServerGroup)
- updateGameServerGroupResponse_httpStatus :: Lens' UpdateGameServerGroupResponse Int
- updateGameSession_maximumPlayerSessionCount :: Lens' UpdateGameSession (Maybe Natural)
- updateGameSession_name :: Lens' UpdateGameSession (Maybe Text)
- updateGameSession_playerSessionCreationPolicy :: Lens' UpdateGameSession (Maybe PlayerSessionCreationPolicy)
- updateGameSession_protectionPolicy :: Lens' UpdateGameSession (Maybe ProtectionPolicy)
- updateGameSession_gameSessionId :: Lens' UpdateGameSession Text
- updateGameSessionResponse_gameSession :: Lens' UpdateGameSessionResponse (Maybe GameSession)
- updateGameSessionResponse_httpStatus :: Lens' UpdateGameSessionResponse Int
- updateGameSessionQueue_customEventData :: Lens' UpdateGameSessionQueue (Maybe Text)
- updateGameSessionQueue_destinations :: Lens' UpdateGameSessionQueue (Maybe [GameSessionQueueDestination])
- updateGameSessionQueue_filterConfiguration :: Lens' UpdateGameSessionQueue (Maybe FilterConfiguration)
- updateGameSessionQueue_notificationTarget :: Lens' UpdateGameSessionQueue (Maybe Text)
- updateGameSessionQueue_playerLatencyPolicies :: Lens' UpdateGameSessionQueue (Maybe [PlayerLatencyPolicy])
- updateGameSessionQueue_priorityConfiguration :: Lens' UpdateGameSessionQueue (Maybe PriorityConfiguration)
- updateGameSessionQueue_timeoutInSeconds :: Lens' UpdateGameSessionQueue (Maybe Natural)
- updateGameSessionQueue_name :: Lens' UpdateGameSessionQueue Text
- updateGameSessionQueueResponse_gameSessionQueue :: Lens' UpdateGameSessionQueueResponse (Maybe GameSessionQueue)
- updateGameSessionQueueResponse_httpStatus :: Lens' UpdateGameSessionQueueResponse Int
- updateMatchmakingConfiguration_acceptanceRequired :: Lens' UpdateMatchmakingConfiguration (Maybe Bool)
- updateMatchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural)
- updateMatchmakingConfiguration_additionalPlayerCount :: Lens' UpdateMatchmakingConfiguration (Maybe Natural)
- updateMatchmakingConfiguration_backfillMode :: Lens' UpdateMatchmakingConfiguration (Maybe BackfillMode)
- updateMatchmakingConfiguration_customEventData :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
- updateMatchmakingConfiguration_description :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
- updateMatchmakingConfiguration_flexMatchMode :: Lens' UpdateMatchmakingConfiguration (Maybe FlexMatchMode)
- updateMatchmakingConfiguration_gameProperties :: Lens' UpdateMatchmakingConfiguration (Maybe [GameProperty])
- updateMatchmakingConfiguration_gameSessionData :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
- updateMatchmakingConfiguration_gameSessionQueueArns :: Lens' UpdateMatchmakingConfiguration (Maybe [Text])
- updateMatchmakingConfiguration_notificationTarget :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
- updateMatchmakingConfiguration_requestTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural)
- updateMatchmakingConfiguration_ruleSetName :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
- updateMatchmakingConfiguration_name :: Lens' UpdateMatchmakingConfiguration Text
- updateMatchmakingConfigurationResponse_configuration :: Lens' UpdateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration)
- updateMatchmakingConfigurationResponse_httpStatus :: Lens' UpdateMatchmakingConfigurationResponse Int
- updateRuntimeConfiguration_fleetId :: Lens' UpdateRuntimeConfiguration Text
- updateRuntimeConfiguration_runtimeConfiguration :: Lens' UpdateRuntimeConfiguration RuntimeConfiguration
- updateRuntimeConfigurationResponse_runtimeConfiguration :: Lens' UpdateRuntimeConfigurationResponse (Maybe RuntimeConfiguration)
- updateRuntimeConfigurationResponse_httpStatus :: Lens' UpdateRuntimeConfigurationResponse Int
- updateScript_name :: Lens' UpdateScript (Maybe Text)
- updateScript_storageLocation :: Lens' UpdateScript (Maybe S3Location)
- updateScript_version :: Lens' UpdateScript (Maybe Text)
- updateScript_zipFile :: Lens' UpdateScript (Maybe ByteString)
- updateScript_scriptId :: Lens' UpdateScript Text
- updateScriptResponse_script :: Lens' UpdateScriptResponse (Maybe Script)
- updateScriptResponse_httpStatus :: Lens' UpdateScriptResponse Int
- validateMatchmakingRuleSet_ruleSetBody :: Lens' ValidateMatchmakingRuleSet Text
- validateMatchmakingRuleSetResponse_valid :: Lens' ValidateMatchmakingRuleSetResponse (Maybe Bool)
- validateMatchmakingRuleSetResponse_httpStatus :: Lens' ValidateMatchmakingRuleSetResponse Int
- alias_aliasArn :: Lens' Alias (Maybe Text)
- alias_aliasId :: Lens' Alias (Maybe Text)
- alias_creationTime :: Lens' Alias (Maybe UTCTime)
- alias_description :: Lens' Alias (Maybe Text)
- alias_lastUpdatedTime :: Lens' Alias (Maybe UTCTime)
- alias_name :: Lens' Alias (Maybe Text)
- alias_routingStrategy :: Lens' Alias (Maybe RoutingStrategy)
- anywhereConfiguration_cost :: Lens' AnywhereConfiguration Text
- attributeValue_n :: Lens' AttributeValue (Maybe Double)
- attributeValue_s :: Lens' AttributeValue (Maybe Text)
- attributeValue_sdm :: Lens' AttributeValue (Maybe (HashMap Text Double))
- attributeValue_sl :: Lens' AttributeValue (Maybe [Text])
- awsCredentials_accessKeyId :: Lens' AwsCredentials (Maybe Text)
- awsCredentials_secretAccessKey :: Lens' AwsCredentials (Maybe Text)
- awsCredentials_sessionToken :: Lens' AwsCredentials (Maybe Text)
- build_buildArn :: Lens' Build (Maybe Text)
- build_buildId :: Lens' Build (Maybe Text)
- build_creationTime :: Lens' Build (Maybe UTCTime)
- build_name :: Lens' Build (Maybe Text)
- build_operatingSystem :: Lens' Build (Maybe OperatingSystem)
- build_serverSdkVersion :: Lens' Build (Maybe Text)
- build_sizeOnDisk :: Lens' Build (Maybe Natural)
- build_status :: Lens' Build (Maybe BuildStatus)
- build_version :: Lens' Build (Maybe Text)
- certificateConfiguration_certificateType :: Lens' CertificateConfiguration CertificateType
- compute_computeArn :: Lens' Compute (Maybe Text)
- compute_computeName :: Lens' Compute (Maybe Text)
- compute_computeStatus :: Lens' Compute (Maybe ComputeStatus)
- compute_creationTime :: Lens' Compute (Maybe UTCTime)
- compute_dnsName :: Lens' Compute (Maybe Text)
- compute_fleetArn :: Lens' Compute (Maybe Text)
- compute_fleetId :: Lens' Compute (Maybe Text)
- compute_gameLiftServiceSdkEndpoint :: Lens' Compute (Maybe Text)
- compute_ipAddress :: Lens' Compute (Maybe Text)
- compute_location :: Lens' Compute (Maybe Text)
- compute_operatingSystem :: Lens' Compute (Maybe OperatingSystem)
- compute_type :: Lens' Compute (Maybe EC2InstanceType)
- desiredPlayerSession_playerData :: Lens' DesiredPlayerSession (Maybe Text)
- desiredPlayerSession_playerId :: Lens' DesiredPlayerSession (Maybe Text)
- eC2InstanceCounts_active :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_desired :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_idle :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_maximum :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_minimum :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_pending :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceCounts_terminating :: Lens' EC2InstanceCounts (Maybe Natural)
- eC2InstanceLimit_currentInstances :: Lens' EC2InstanceLimit (Maybe Natural)
- eC2InstanceLimit_eC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType)
- eC2InstanceLimit_instanceLimit :: Lens' EC2InstanceLimit (Maybe Natural)
- eC2InstanceLimit_location :: Lens' EC2InstanceLimit (Maybe Text)
- event_eventCode :: Lens' Event (Maybe EventCode)
- event_eventId :: Lens' Event (Maybe Text)
- event_eventTime :: Lens' Event (Maybe UTCTime)
- event_message :: Lens' Event (Maybe Text)
- event_preSignedLogUrl :: Lens' Event (Maybe Text)
- event_resourceId :: Lens' Event (Maybe Text)
- filterConfiguration_allowedLocations :: Lens' FilterConfiguration (Maybe (NonEmpty Text))
- fleetAttributes_anywhereConfiguration :: Lens' FleetAttributes (Maybe AnywhereConfiguration)
- fleetAttributes_buildArn :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_buildId :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_certificateConfiguration :: Lens' FleetAttributes (Maybe CertificateConfiguration)
- fleetAttributes_computeType :: Lens' FleetAttributes (Maybe ComputeType)
- fleetAttributes_creationTime :: Lens' FleetAttributes (Maybe UTCTime)
- fleetAttributes_description :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_fleetArn :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_fleetId :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_fleetType :: Lens' FleetAttributes (Maybe FleetType)
- fleetAttributes_instanceRoleArn :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_instanceType :: Lens' FleetAttributes (Maybe EC2InstanceType)
- fleetAttributes_logPaths :: Lens' FleetAttributes (Maybe [Text])
- fleetAttributes_metricGroups :: Lens' FleetAttributes (Maybe [Text])
- fleetAttributes_name :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_newGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy)
- fleetAttributes_operatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem)
- fleetAttributes_resourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy)
- fleetAttributes_scriptArn :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_scriptId :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_serverLaunchParameters :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_serverLaunchPath :: Lens' FleetAttributes (Maybe Text)
- fleetAttributes_status :: Lens' FleetAttributes (Maybe FleetStatus)
- fleetAttributes_stoppedActions :: Lens' FleetAttributes (Maybe (NonEmpty FleetAction))
- fleetAttributes_terminationTime :: Lens' FleetAttributes (Maybe UTCTime)
- fleetCapacity_fleetArn :: Lens' FleetCapacity (Maybe Text)
- fleetCapacity_fleetId :: Lens' FleetCapacity (Maybe Text)
- fleetCapacity_instanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts)
- fleetCapacity_instanceType :: Lens' FleetCapacity (Maybe EC2InstanceType)
- fleetCapacity_location :: Lens' FleetCapacity (Maybe Text)
- fleetUtilization_activeGameSessionCount :: Lens' FleetUtilization (Maybe Natural)
- fleetUtilization_activeServerProcessCount :: Lens' FleetUtilization (Maybe Natural)
- fleetUtilization_currentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)
- fleetUtilization_fleetArn :: Lens' FleetUtilization (Maybe Text)
- fleetUtilization_fleetId :: Lens' FleetUtilization (Maybe Text)
- fleetUtilization_location :: Lens' FleetUtilization (Maybe Text)
- fleetUtilization_maximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)
- gameProperty_key :: Lens' GameProperty Text
- gameProperty_value :: Lens' GameProperty Text
- gameServer_claimStatus :: Lens' GameServer (Maybe GameServerClaimStatus)
- gameServer_connectionInfo :: Lens' GameServer (Maybe Text)
- gameServer_gameServerData :: Lens' GameServer (Maybe Text)
- gameServer_gameServerGroupArn :: Lens' GameServer (Maybe Text)
- gameServer_gameServerGroupName :: Lens' GameServer (Maybe Text)
- gameServer_gameServerId :: Lens' GameServer (Maybe Text)
- gameServer_instanceId :: Lens' GameServer (Maybe Text)
- gameServer_lastClaimTime :: Lens' GameServer (Maybe UTCTime)
- gameServer_lastHealthCheckTime :: Lens' GameServer (Maybe UTCTime)
- gameServer_registrationTime :: Lens' GameServer (Maybe UTCTime)
- gameServer_utilizationStatus :: Lens' GameServer (Maybe GameServerUtilizationStatus)
- gameServerGroup_autoScalingGroupArn :: Lens' GameServerGroup (Maybe Text)
- gameServerGroup_balancingStrategy :: Lens' GameServerGroup (Maybe BalancingStrategy)
- gameServerGroup_creationTime :: Lens' GameServerGroup (Maybe UTCTime)
- gameServerGroup_gameServerGroupArn :: Lens' GameServerGroup (Maybe Text)
- gameServerGroup_gameServerGroupName :: Lens' GameServerGroup (Maybe Text)
- gameServerGroup_gameServerProtectionPolicy :: Lens' GameServerGroup (Maybe GameServerProtectionPolicy)
- gameServerGroup_instanceDefinitions :: Lens' GameServerGroup (Maybe (NonEmpty InstanceDefinition))
- gameServerGroup_lastUpdatedTime :: Lens' GameServerGroup (Maybe UTCTime)
- gameServerGroup_roleArn :: Lens' GameServerGroup (Maybe Text)
- gameServerGroup_status :: Lens' GameServerGroup (Maybe GameServerGroupStatus)
- gameServerGroup_statusReason :: Lens' GameServerGroup (Maybe Text)
- gameServerGroup_suspendedActions :: Lens' GameServerGroup (Maybe (NonEmpty GameServerGroupAction))
- gameServerGroupAutoScalingPolicy_estimatedInstanceWarmup :: Lens' GameServerGroupAutoScalingPolicy (Maybe Natural)
- gameServerGroupAutoScalingPolicy_targetTrackingConfiguration :: Lens' GameServerGroupAutoScalingPolicy TargetTrackingConfiguration
- gameServerInstance_gameServerGroupArn :: Lens' GameServerInstance (Maybe Text)
- gameServerInstance_gameServerGroupName :: Lens' GameServerInstance (Maybe Text)
- gameServerInstance_instanceId :: Lens' GameServerInstance (Maybe Text)
- gameServerInstance_instanceStatus :: Lens' GameServerInstance (Maybe GameServerInstanceStatus)
- gameSession_creationTime :: Lens' GameSession (Maybe UTCTime)
- gameSession_creatorId :: Lens' GameSession (Maybe Text)
- gameSession_currentPlayerSessionCount :: Lens' GameSession (Maybe Natural)
- gameSession_dnsName :: Lens' GameSession (Maybe Text)
- gameSession_fleetArn :: Lens' GameSession (Maybe Text)
- gameSession_fleetId :: Lens' GameSession (Maybe Text)
- gameSession_gameProperties :: Lens' GameSession (Maybe [GameProperty])
- gameSession_gameSessionData :: Lens' GameSession (Maybe Text)
- gameSession_gameSessionId :: Lens' GameSession (Maybe Text)
- gameSession_ipAddress :: Lens' GameSession (Maybe Text)
- gameSession_location :: Lens' GameSession (Maybe Text)
- gameSession_matchmakerData :: Lens' GameSession (Maybe Text)
- gameSession_maximumPlayerSessionCount :: Lens' GameSession (Maybe Natural)
- gameSession_name :: Lens' GameSession (Maybe Text)
- gameSession_playerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy)
- gameSession_port :: Lens' GameSession (Maybe Natural)
- gameSession_status :: Lens' GameSession (Maybe GameSessionStatus)
- gameSession_statusReason :: Lens' GameSession (Maybe GameSessionStatusReason)
- gameSession_terminationTime :: Lens' GameSession (Maybe UTCTime)
- gameSessionConnectionInfo_dnsName :: Lens' GameSessionConnectionInfo (Maybe Text)
- gameSessionConnectionInfo_gameSessionArn :: Lens' GameSessionConnectionInfo (Maybe Text)
- gameSessionConnectionInfo_ipAddress :: Lens' GameSessionConnectionInfo (Maybe Text)
- gameSessionConnectionInfo_matchedPlayerSessions :: Lens' GameSessionConnectionInfo (Maybe [MatchedPlayerSession])
- gameSessionConnectionInfo_port :: Lens' GameSessionConnectionInfo (Maybe Natural)
- gameSessionDetail_gameSession :: Lens' GameSessionDetail (Maybe GameSession)
- gameSessionDetail_protectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy)
- gameSessionPlacement_dnsName :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_endTime :: Lens' GameSessionPlacement (Maybe UTCTime)
- gameSessionPlacement_gameProperties :: Lens' GameSessionPlacement (Maybe [GameProperty])
- gameSessionPlacement_gameSessionArn :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionData :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionId :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionName :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_gameSessionRegion :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_ipAddress :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_matchmakerData :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_maximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural)
- gameSessionPlacement_placedPlayerSessions :: Lens' GameSessionPlacement (Maybe [PlacedPlayerSession])
- gameSessionPlacement_placementId :: Lens' GameSessionPlacement (Maybe Text)
- gameSessionPlacement_playerLatencies :: Lens' GameSessionPlacement (Maybe [PlayerLatency])
- gameSessionPlacement_port :: Lens' GameSessionPlacement (Maybe Natural)
- gameSessionPlacement_startTime :: Lens' GameSessionPlacement (Maybe UTCTime)
- gameSessionPlacement_status :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState)
- gameSessionQueue_customEventData :: Lens' GameSessionQueue (Maybe Text)
- gameSessionQueue_destinations :: Lens' GameSessionQueue (Maybe [GameSessionQueueDestination])
- gameSessionQueue_filterConfiguration :: Lens' GameSessionQueue (Maybe FilterConfiguration)
- gameSessionQueue_gameSessionQueueArn :: Lens' GameSessionQueue (Maybe Text)
- gameSessionQueue_name :: Lens' GameSessionQueue (Maybe Text)
- gameSessionQueue_notificationTarget :: Lens' GameSessionQueue (Maybe Text)
- gameSessionQueue_playerLatencyPolicies :: Lens' GameSessionQueue (Maybe [PlayerLatencyPolicy])
- gameSessionQueue_priorityConfiguration :: Lens' GameSessionQueue (Maybe PriorityConfiguration)
- gameSessionQueue_timeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural)
- gameSessionQueueDestination_destinationArn :: Lens' GameSessionQueueDestination (Maybe Text)
- instance_creationTime :: Lens' Instance (Maybe UTCTime)
- instance_dnsName :: Lens' Instance (Maybe Text)
- instance_fleetArn :: Lens' Instance (Maybe Text)
- instance_fleetId :: Lens' Instance (Maybe Text)
- instance_instanceId :: Lens' Instance (Maybe Text)
- instance_ipAddress :: Lens' Instance (Maybe Text)
- instance_location :: Lens' Instance (Maybe Text)
- instance_operatingSystem :: Lens' Instance (Maybe OperatingSystem)
- instance_status :: Lens' Instance (Maybe InstanceStatus)
- instance_type :: Lens' Instance (Maybe EC2InstanceType)
- instanceAccess_credentials :: Lens' InstanceAccess (Maybe InstanceCredentials)
- instanceAccess_fleetId :: Lens' InstanceAccess (Maybe Text)
- instanceAccess_instanceId :: Lens' InstanceAccess (Maybe Text)
- instanceAccess_ipAddress :: Lens' InstanceAccess (Maybe Text)
- instanceAccess_operatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem)
- instanceCredentials_secret :: Lens' InstanceCredentials (Maybe Text)
- instanceCredentials_userName :: Lens' InstanceCredentials (Maybe Text)
- instanceDefinition_weightedCapacity :: Lens' InstanceDefinition (Maybe Text)
- instanceDefinition_instanceType :: Lens' InstanceDefinition GameServerGroupInstanceType
- ipPermission_fromPort :: Lens' IpPermission Natural
- ipPermission_toPort :: Lens' IpPermission Natural
- ipPermission_ipRange :: Lens' IpPermission Text
- ipPermission_protocol :: Lens' IpPermission IpProtocol
- launchTemplateSpecification_launchTemplateId :: Lens' LaunchTemplateSpecification (Maybe Text)
- launchTemplateSpecification_launchTemplateName :: Lens' LaunchTemplateSpecification (Maybe Text)
- launchTemplateSpecification_version :: Lens' LaunchTemplateSpecification (Maybe Text)
- locationAttributes_locationState :: Lens' LocationAttributes (Maybe LocationState)
- locationAttributes_stoppedActions :: Lens' LocationAttributes (Maybe (NonEmpty FleetAction))
- locationAttributes_updateStatus :: Lens' LocationAttributes (Maybe LocationUpdateStatus)
- locationConfiguration_location :: Lens' LocationConfiguration Text
- locationModel_locationArn :: Lens' LocationModel (Maybe Text)
- locationModel_locationName :: Lens' LocationModel (Maybe Text)
- locationState_location :: Lens' LocationState (Maybe Text)
- locationState_status :: Lens' LocationState (Maybe FleetStatus)
- matchedPlayerSession_playerId :: Lens' MatchedPlayerSession (Maybe Text)
- matchedPlayerSession_playerSessionId :: Lens' MatchedPlayerSession (Maybe Text)
- matchmakingConfiguration_acceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool)
- matchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
- matchmakingConfiguration_additionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural)
- matchmakingConfiguration_backfillMode :: Lens' MatchmakingConfiguration (Maybe BackfillMode)
- matchmakingConfiguration_configurationArn :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_creationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime)
- matchmakingConfiguration_customEventData :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_description :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_flexMatchMode :: Lens' MatchmakingConfiguration (Maybe FlexMatchMode)
- matchmakingConfiguration_gameProperties :: Lens' MatchmakingConfiguration (Maybe [GameProperty])
- matchmakingConfiguration_gameSessionData :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_gameSessionQueueArns :: Lens' MatchmakingConfiguration (Maybe [Text])
- matchmakingConfiguration_name :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_notificationTarget :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_requestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
- matchmakingConfiguration_ruleSetArn :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingConfiguration_ruleSetName :: Lens' MatchmakingConfiguration (Maybe Text)
- matchmakingRuleSet_creationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime)
- matchmakingRuleSet_ruleSetArn :: Lens' MatchmakingRuleSet (Maybe Text)
- matchmakingRuleSet_ruleSetName :: Lens' MatchmakingRuleSet (Maybe Text)
- matchmakingRuleSet_ruleSetBody :: Lens' MatchmakingRuleSet Text
- matchmakingTicket_configurationArn :: Lens' MatchmakingTicket (Maybe Text)
- matchmakingTicket_configurationName :: Lens' MatchmakingTicket (Maybe Text)
- matchmakingTicket_endTime :: Lens' MatchmakingTicket (Maybe UTCTime)
- matchmakingTicket_estimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural)
- matchmakingTicket_gameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo)
- matchmakingTicket_players :: Lens' MatchmakingTicket (Maybe [Player])
- matchmakingTicket_startTime :: Lens' MatchmakingTicket (Maybe UTCTime)
- matchmakingTicket_status :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus)
- matchmakingTicket_statusMessage :: Lens' MatchmakingTicket (Maybe Text)
- matchmakingTicket_statusReason :: Lens' MatchmakingTicket (Maybe Text)
- matchmakingTicket_ticketId :: Lens' MatchmakingTicket (Maybe Text)
- placedPlayerSession_playerId :: Lens' PlacedPlayerSession (Maybe Text)
- placedPlayerSession_playerSessionId :: Lens' PlacedPlayerSession (Maybe Text)
- player_latencyInMs :: Lens' Player (Maybe (HashMap Text Natural))
- player_playerAttributes :: Lens' Player (Maybe (HashMap Text AttributeValue))
- player_playerId :: Lens' Player (Maybe Text)
- player_team :: Lens' Player (Maybe Text)
- playerLatency_latencyInMilliseconds :: Lens' PlayerLatency (Maybe Double)
- playerLatency_playerId :: Lens' PlayerLatency (Maybe Text)
- playerLatency_regionIdentifier :: Lens' PlayerLatency (Maybe Text)
- playerLatencyPolicy_maximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
- playerLatencyPolicy_policyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
- playerSession_creationTime :: Lens' PlayerSession (Maybe UTCTime)
- playerSession_dnsName :: Lens' PlayerSession (Maybe Text)
- playerSession_fleetArn :: Lens' PlayerSession (Maybe Text)
- playerSession_fleetId :: Lens' PlayerSession (Maybe Text)
- playerSession_gameSessionId :: Lens' PlayerSession (Maybe Text)
- playerSession_ipAddress :: Lens' PlayerSession (Maybe Text)
- playerSession_playerData :: Lens' PlayerSession (Maybe Text)
- playerSession_playerId :: Lens' PlayerSession (Maybe Text)
- playerSession_playerSessionId :: Lens' PlayerSession (Maybe Text)
- playerSession_port :: Lens' PlayerSession (Maybe Natural)
- playerSession_status :: Lens' PlayerSession (Maybe PlayerSessionStatus)
- playerSession_terminationTime :: Lens' PlayerSession (Maybe UTCTime)
- priorityConfiguration_locationOrder :: Lens' PriorityConfiguration (Maybe (NonEmpty Text))
- priorityConfiguration_priorityOrder :: Lens' PriorityConfiguration (Maybe (NonEmpty PriorityType))
- resourceCreationLimitPolicy_newGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
- resourceCreationLimitPolicy_policyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
- routingStrategy_fleetId :: Lens' RoutingStrategy (Maybe Text)
- routingStrategy_message :: Lens' RoutingStrategy (Maybe Text)
- routingStrategy_type :: Lens' RoutingStrategy (Maybe RoutingStrategyType)
- runtimeConfiguration_gameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural)
- runtimeConfiguration_maxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural)
- runtimeConfiguration_serverProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))
- s3Location_bucket :: Lens' S3Location (Maybe Text)
- s3Location_key :: Lens' S3Location (Maybe Text)
- s3Location_objectVersion :: Lens' S3Location (Maybe Text)
- s3Location_roleArn :: Lens' S3Location (Maybe Text)
- scalingPolicy_comparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType)
- scalingPolicy_evaluationPeriods :: Lens' ScalingPolicy (Maybe Natural)
- scalingPolicy_fleetArn :: Lens' ScalingPolicy (Maybe Text)
- scalingPolicy_fleetId :: Lens' ScalingPolicy (Maybe Text)
- scalingPolicy_location :: Lens' ScalingPolicy (Maybe Text)
- scalingPolicy_metricName :: Lens' ScalingPolicy (Maybe MetricName)
- scalingPolicy_name :: Lens' ScalingPolicy (Maybe Text)
- scalingPolicy_policyType :: Lens' ScalingPolicy (Maybe PolicyType)
- scalingPolicy_scalingAdjustment :: Lens' ScalingPolicy (Maybe Int)
- scalingPolicy_scalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType)
- scalingPolicy_status :: Lens' ScalingPolicy (Maybe ScalingStatusType)
- scalingPolicy_targetConfiguration :: Lens' ScalingPolicy (Maybe TargetConfiguration)
- scalingPolicy_threshold :: Lens' ScalingPolicy (Maybe Double)
- scalingPolicy_updateStatus :: Lens' ScalingPolicy (Maybe LocationUpdateStatus)
- script_creationTime :: Lens' Script (Maybe UTCTime)
- script_name :: Lens' Script (Maybe Text)
- script_scriptArn :: Lens' Script (Maybe Text)
- script_scriptId :: Lens' Script (Maybe Text)
- script_sizeOnDisk :: Lens' Script (Maybe Natural)
- script_storageLocation :: Lens' Script (Maybe S3Location)
- script_version :: Lens' Script (Maybe Text)
- serverProcess_parameters :: Lens' ServerProcess (Maybe Text)
- serverProcess_launchPath :: Lens' ServerProcess Text
- serverProcess_concurrentExecutions :: Lens' ServerProcess Natural
- tag_key :: Lens' Tag Text
- tag_value :: Lens' Tag Text
- targetConfiguration_targetValue :: Lens' TargetConfiguration Double
- targetTrackingConfiguration_targetValue :: Lens' TargetTrackingConfiguration Double
- vpcPeeringAuthorization_creationTime :: Lens' VpcPeeringAuthorization (Maybe UTCTime)
- vpcPeeringAuthorization_expirationTime :: Lens' VpcPeeringAuthorization (Maybe UTCTime)
- vpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' VpcPeeringAuthorization (Maybe Text)
- vpcPeeringAuthorization_peerVpcAwsAccountId :: Lens' VpcPeeringAuthorization (Maybe Text)
- vpcPeeringAuthorization_peerVpcId :: Lens' VpcPeeringAuthorization (Maybe Text)
- vpcPeeringConnection_fleetArn :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_fleetId :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_gameLiftVpcId :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_ipV4CidrBlock :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_peerVpcId :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnection_status :: Lens' VpcPeeringConnection (Maybe VpcPeeringConnectionStatus)
- vpcPeeringConnection_vpcPeeringConnectionId :: Lens' VpcPeeringConnection (Maybe Text)
- vpcPeeringConnectionStatus_code :: Lens' VpcPeeringConnectionStatus (Maybe Text)
- vpcPeeringConnectionStatus_message :: Lens' VpcPeeringConnectionStatus (Maybe Text)
Operations
AcceptMatch
acceptMatch_ticketId :: Lens' AcceptMatch Text Source #
A unique identifier for a matchmaking ticket. The ticket must be in
status REQUIRES_ACCEPTANCE
; otherwise this request will fail.
acceptMatch_playerIds :: Lens' AcceptMatch [Text] Source #
A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
acceptMatch_acceptanceType :: Lens' AcceptMatch AcceptanceType Source #
Player response to the proposed match.
acceptMatchResponse_httpStatus :: Lens' AcceptMatchResponse Int Source #
The response's http status code.
ClaimGameServer
claimGameServer_gameServerData :: Lens' ClaimGameServer (Maybe Text) Source #
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
claimGameServer_gameServerId :: Lens' ClaimGameServer (Maybe Text) Source #
A custom string that uniquely identifies the game server to claim. If this parameter is left empty, GameLift FleetIQ searches for an available game server in the specified game server group.
claimGameServer_gameServerGroupName :: Lens' ClaimGameServer Text Source #
A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim.
claimGameServerResponse_gameServer :: Lens' ClaimGameServerResponse (Maybe GameServer) Source #
Object that describes the newly claimed game server.
claimGameServerResponse_httpStatus :: Lens' ClaimGameServerResponse Int Source #
The response's http status code.
CreateAlias
createAlias_description :: Lens' CreateAlias (Maybe Text) Source #
A human-readable description of the alias.
createAlias_tags :: Lens' CreateAlias (Maybe [Tag]) Source #
A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
createAlias_name :: Lens' CreateAlias Text Source #
A descriptive label that is associated with an alias. Alias names do not need to be unique.
createAlias_routingStrategy :: Lens' CreateAlias RoutingStrategy Source #
The routing configuration, including routing type and fleet target, for the alias.
createAliasResponse_alias :: Lens' CreateAliasResponse (Maybe Alias) Source #
The newly created alias resource.
createAliasResponse_httpStatus :: Lens' CreateAliasResponse Int Source #
The response's http status code.
CreateBuild
createBuild_name :: Lens' CreateBuild (Maybe Text) Source #
A descriptive label associated with a build. Build names do not need to be unique. You can change this value later.
createBuild_operatingSystem :: Lens' CreateBuild (Maybe OperatingSystem) Source #
The operating system that you built the game server binaries to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.
createBuild_serverSdkVersion :: Lens' CreateBuild (Maybe Text) Source #
A server SDK version you used when integrating your game server build with GameLift. For more information see Integrate games with custom game servers.
createBuild_storageLocation :: Lens' CreateBuild (Maybe S3Location) Source #
Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.
If a StorageLocation
is specified, the size of your file can be found
in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk
of
0.
createBuild_tags :: Lens' CreateBuild (Maybe [Tag]) Source #
A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
createBuild_version :: Lens' CreateBuild (Maybe Text) Source #
Version information associated with a build or script. Version strings do not need to be unique. You can change this value later.
createBuildResponse_build :: Lens' CreateBuildResponse (Maybe Build) Source #
The newly created build resource, including a unique build IDs and status.
createBuildResponse_storageLocation :: Lens' CreateBuildResponse (Maybe S3Location) Source #
Amazon S3 location for your game build file, including bucket name and key.
createBuildResponse_uploadCredentials :: Lens' CreateBuildResponse (Maybe AwsCredentials) Source #
This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
createBuildResponse_httpStatus :: Lens' CreateBuildResponse Int Source #
The response's http status code.
CreateFleet
createFleet_anywhereConfiguration :: Lens' CreateFleet (Maybe AnywhereConfiguration) Source #
GameLift Anywhere configuration options.
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.
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.
createFleetResponse_httpStatus :: Lens' CreateFleetResponse Int Source #
The response's http status code.
CreateFleetLocations
createFleetLocations_fleetId :: Lens' CreateFleetLocations Text Source #
A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.
createFleetLocations_locations :: Lens' CreateFleetLocations (NonEmpty LocationConfiguration) Source #
A list of locations to deploy additional instances to and manage as part
of the fleet. You can add any GameLift-supported Amazon Web Services
Region as a remote location, in the form of an Amazon Web Services
Region code such as us-west-2
.
createFleetLocationsResponse_fleetArn :: Lens' CreateFleetLocationsResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
createFleetLocationsResponse_fleetId :: Lens' CreateFleetLocationsResponse (Maybe Text) Source #
A unique identifier for the fleet that was updated with new locations.
createFleetLocationsResponse_locationStates :: Lens' CreateFleetLocationsResponse (Maybe [LocationState]) Source #
The remote locations that are being added to the fleet, and the
life-cycle status of each location. For new locations, the status is set
to NEW
. During location creation, GameLift updates each location's
status as instances are deployed there and prepared for game hosting.
This list does not include the fleet home Region or any remote locations
that were already added to the fleet.
createFleetLocationsResponse_httpStatus :: Lens' CreateFleetLocationsResponse Int Source #
The response's http status code.
CreateGameServerGroup
createGameServerGroup_autoScalingPolicy :: Lens' CreateGameServerGroup (Maybe GameServerGroupAutoScalingPolicy) Source #
Configuration settings to define a scaling policy for the Auto Scaling
group that is optimized for game hosting. The scaling policy uses the
metric "PercentUtilizedGameServers"
to maintain a buffer of idle
game servers that can immediately accommodate new games and players.
After the Auto Scaling group is created, update this value directly in
the Auto Scaling group using the Amazon Web Services console or APIs.
createGameServerGroup_balancingStrategy :: Lens' CreateGameServerGroup (Maybe BalancingStrategy) Source #
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
createGameServerGroup_gameServerProtectionPolicy :: Lens' CreateGameServerGroup (Maybe GameServerProtectionPolicy) Source #
A flag that indicates whether instances in the game server group are
protected from early termination. Unprotected instances that have active
game servers running might be terminated during a scale-down event,
causing players to be dropped from the game. Protected instances cannot
be terminated while there are active game servers running except in the
event of a forced game server group deletion (see ). An exception to
this is with Spot Instances, which can be terminated by Amazon Web
Services regardless of protection status. This property is set to
NO_PROTECTION
by default.
createGameServerGroup_tags :: Lens' CreateGameServerGroup (Maybe [Tag]) Source #
A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
createGameServerGroup_vpcSubnets :: Lens' CreateGameServerGroup (Maybe (NonEmpty Text)) Source #
A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.
createGameServerGroup_gameServerGroupName :: Lens' CreateGameServerGroup Text Source #
An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.
createGameServerGroup_roleArn :: Lens' CreateGameServerGroup Text Source #
The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
createGameServerGroup_minSize :: Lens' CreateGameServerGroup Natural Source #
The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
createGameServerGroup_maxSize :: Lens' CreateGameServerGroup Natural Source #
The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
createGameServerGroup_launchTemplate :: Lens' CreateGameServerGroup LaunchTemplateSpecification Source #
The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
If you specify network interfaces in your launch template, you must
explicitly set the property AssociatePublicIpAddress
to "true". If
no network interface is specified in the launch template, GameLift
FleetIQ uses your account's default VPC.
createGameServerGroup_instanceDefinitions :: Lens' CreateGameServerGroup (NonEmpty InstanceDefinition) Source #
The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
createGameServerGroupResponse_gameServerGroup :: Lens' CreateGameServerGroupResponse (Maybe GameServerGroup) Source #
The newly created game server group object, including the new ARN value
for the GameLift FleetIQ game server group and the object's status. The
Amazon EC2 Auto Scaling group ARN is initially null, since the group has
not yet been created. This value is added once the game server group
status reaches ACTIVE
.
createGameServerGroupResponse_httpStatus :: Lens' CreateGameServerGroupResponse Int Source #
The response's http status code.
CreateGameSession
createGameSession_aliasId :: Lens' CreateGameSession (Maybe Text) Source #
A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
createGameSession_creatorId :: Lens' CreateGameSession (Maybe Text) Source #
A unique identifier for a player or entity creating the game session. This parameter is required when requesting a new game session on a fleet with a resource creation limit policy. This type of policy limits the number of concurrent active game sessions that one player can create within a certain time span. GameLift uses the CreatorId to evaluate the new request against the policy.
createGameSession_fleetId :: Lens' CreateGameSession (Maybe Text) Source #
A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
createGameSession_gameProperties :: Lens' CreateGameSession (Maybe [GameProperty]) Source #
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).
createGameSession_gameSessionData :: Lens' CreateGameSession (Maybe Text) Source #
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
createGameSession_gameSessionId :: Lens' CreateGameSession (Maybe Text) Source #
This parameter is deprecated. Use IdempotencyToken
instead.
Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.
createGameSession_idempotencyToken :: Lens' CreateGameSession (Maybe Text) Source #
Custom string that uniquely identifies the new game session request.
This is useful for ensuring that game session requests with the same
idempotency token are processed only once. Subsequent requests with the
same string return the original GameSession
object, with an updated
status. Maximum token length is 48 characters. If provided, this string
is included in the new game session's ID. A game session ARN has the
following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
Idempotency tokens remain in use for 30 days after a game session has
ended; game session objects are retained for this time period and then
deleted.
createGameSession_location :: Lens' CreateGameSession (Maybe Text) Source #
A fleet's remote location to place the new game session in. If this
parameter is not set, the new game session is placed in the fleet's
home Region. Specify a remote location with an Amazon Web Services
Region code such as us-west-2
.
createGameSession_name :: Lens' CreateGameSession (Maybe Text) Source #
A descriptive label that is associated with a game session. Session names do not need to be unique.
createGameSession_maximumPlayerSessionCount :: Lens' CreateGameSession Natural Source #
The maximum number of players that can be connected simultaneously to the game session.
createGameSessionResponse_gameSession :: Lens' CreateGameSessionResponse (Maybe GameSession) Source #
Object that describes the newly created game session record.
createGameSessionResponse_httpStatus :: Lens' CreateGameSessionResponse Int Source #
The response's http status code.
CreateGameSessionQueue
createGameSessionQueue_customEventData :: Lens' CreateGameSessionQueue (Maybe Text) Source #
Information to be added to all events that are related to this game session queue.
createGameSessionQueue_destinations :: Lens' CreateGameSessionQueue (Maybe [GameSessionQueueDestination]) Source #
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
createGameSessionQueue_filterConfiguration :: Lens' CreateGameSessionQueue (Maybe FilterConfiguration) Source #
A list of locations where a queue is allowed to place new game sessions.
Locations are specified in the form of Amazon Web Services Region codes,
such as us-west-2
. If this parameter is not set, game sessions can be
placed in any queue location.
createGameSessionQueue_notificationTarget :: Lens' CreateGameSessionQueue (Maybe Text) Source #
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
createGameSessionQueue_playerLatencyPolicies :: Lens' CreateGameSessionQueue (Maybe [PlayerLatencyPolicy]) Source #
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
createGameSessionQueue_priorityConfiguration :: Lens' CreateGameSessionQueue (Maybe PriorityConfiguration) Source #
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
createGameSessionQueue_tags :: Lens' CreateGameSessionQueue (Maybe [Tag]) Source #
A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
createGameSessionQueue_timeoutInSeconds :: Lens' CreateGameSessionQueue (Maybe Natural) Source #
The maximum time, in seconds, that a new game session placement request
remains in the queue. When a request exceeds this time, the game session
placement changes to a TIMED_OUT
status.
createGameSessionQueue_name :: Lens' CreateGameSessionQueue Text Source #
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
createGameSessionQueueResponse_gameSessionQueue :: Lens' CreateGameSessionQueueResponse (Maybe GameSessionQueue) Source #
An object that describes the newly created game session queue.
createGameSessionQueueResponse_httpStatus :: Lens' CreateGameSessionQueueResponse Int Source #
The response's http status code.
CreateLocation
createLocation_tags :: Lens' CreateLocation (Maybe [Tag]) Source #
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Rareference.
createLocation_locationName :: Lens' CreateLocation Text Source #
A descriptive name for the custom location.
createLocationResponse_location :: Lens' CreateLocationResponse (Maybe LocationModel) Source #
The details of the custom location you created.
createLocationResponse_httpStatus :: Lens' CreateLocationResponse Int Source #
The response's http status code.
CreateMatchmakingConfiguration
createMatchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' CreateMatchmakingConfiguration (Maybe Natural) Source #
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
createMatchmakingConfiguration_additionalPlayerCount :: Lens' CreateMatchmakingConfiguration (Maybe Natural) Source #
The number of player slots in a match to keep open for future players.
For example, if the configuration's rule set specifies a match for a
single 12-person team, and the additional player count is set to 2, only
10 players are selected for the match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.
createMatchmakingConfiguration_backfillMode :: Lens' CreateMatchmakingConfiguration (Maybe BackfillMode) Source #
The method used to backfill game sessions that are created with this
matchmaking configuration. Specify MANUAL
when your game manages
backfill requests manually or does not use the match backfill feature.
Specify AUTOMATIC
to have GameLift create a backfill request whenever
a game session has one or more open slots. Learn more about manual and
automatic backfill in
Backfill Existing Games with FlexMatch.
Automatic backfill is not available when FlexMatchMode
is set to
STANDALONE
.
createMatchmakingConfiguration_customEventData :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #
Information to be added to all events related to this matchmaking configuration.
createMatchmakingConfiguration_description :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #
A human-readable description of the matchmaking configuration.
createMatchmakingConfiguration_flexMatchMode :: Lens' CreateMatchmakingConfiguration (Maybe FlexMatchMode) Source #
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
- STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
- WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
createMatchmakingConfiguration_gameProperties :: Lens' CreateMatchmakingConfiguration (Maybe [GameProperty]) Source #
A set of custom properties for a game session, formatted as key:value
pairs. These properties are passed to a game server process with a
request to start a new game session (see
Start a Game Session).
This information is added to the new GameSession
object that is
created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.
createMatchmakingConfiguration_gameSessionData :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #
A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process with a request to
start a new game session (see
Start a Game Session).
This information is added to the new GameSession
object that is
created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.
createMatchmakingConfiguration_gameSessionQueueArns :: Lens' CreateMatchmakingConfiguration (Maybe [Text]) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift game session queue resource and uniquely
identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues
can be located in any Region. Queues are used to start new
GameLift-hosted game sessions for matches that are created with this
matchmaking configuration. If FlexMatchMode
is set to STANDALONE
, do
not set this parameter.
createMatchmakingConfiguration_notificationTarget :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
createMatchmakingConfiguration_tags :: Lens' CreateMatchmakingConfiguration (Maybe [Tag]) Source #
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
createMatchmakingConfiguration_name :: Lens' CreateMatchmakingConfiguration Text Source #
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
createMatchmakingConfiguration_requestTimeoutSeconds :: Lens' CreateMatchmakingConfiguration Natural Source #
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
createMatchmakingConfiguration_acceptanceRequired :: Lens' CreateMatchmakingConfiguration Bool Source #
A flag that determines whether a match that was created with this
configuration must be accepted by the matched players. To require
acceptance, set to TRUE
. With this option enabled, matchmaking tickets
use the status REQUIRES_ACCEPTANCE
to indicate when a completed
potential match is waiting for player acceptance.
createMatchmakingConfiguration_ruleSetName :: Lens' CreateMatchmakingConfiguration Text Source #
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
createMatchmakingConfigurationResponse_configuration :: Lens' CreateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration) Source #
Object that describes the newly created matchmaking configuration.
createMatchmakingConfigurationResponse_httpStatus :: Lens' CreateMatchmakingConfigurationResponse Int Source #
The response's http status code.
CreateMatchmakingRuleSet
createMatchmakingRuleSet_tags :: Lens' CreateMatchmakingRuleSet (Maybe [Tag]) Source #
A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
createMatchmakingRuleSet_name :: Lens' CreateMatchmakingRuleSet Text Source #
A unique identifier for the matchmaking rule set. A matchmaking
configuration identifies the rule set it uses by this name value. Note
that the rule set name is different from the optional name
field in
the rule set body.
createMatchmakingRuleSet_ruleSetBody :: Lens' CreateMatchmakingRuleSet Text Source #
A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
createMatchmakingRuleSetResponse_httpStatus :: Lens' CreateMatchmakingRuleSetResponse Int Source #
The response's http status code.
createMatchmakingRuleSetResponse_ruleSet :: Lens' CreateMatchmakingRuleSetResponse MatchmakingRuleSet Source #
The newly created matchmaking rule set.
CreatePlayerSession
createPlayerSession_playerData :: Lens' CreatePlayerSession (Maybe Text) Source #
Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.
createPlayerSession_gameSessionId :: Lens' CreatePlayerSession Text Source #
A unique identifier for the game session to add a player to.
createPlayerSession_playerId :: Lens' CreatePlayerSession Text Source #
A unique identifier for a player. Player IDs are developer-defined.
createPlayerSessionResponse_playerSession :: Lens' CreatePlayerSessionResponse (Maybe PlayerSession) Source #
Object that describes the newly created player session record.
createPlayerSessionResponse_httpStatus :: Lens' CreatePlayerSessionResponse Int Source #
The response's http status code.
CreatePlayerSessions
createPlayerSessions_playerDataMap :: Lens' CreatePlayerSessions (Maybe (HashMap Text Text)) Source #
Map of string pairs, each specifying a player ID and a set of
developer-defined information related to the player. Amazon GameLift
does not use this data, so it can be formatted as needed for use in the
game. Any player data strings for player IDs that are not included in
the PlayerIds
parameter are ignored.
createPlayerSessions_gameSessionId :: Lens' CreatePlayerSessions Text Source #
A unique identifier for the game session to add players to.
createPlayerSessions_playerIds :: Lens' CreatePlayerSessions (NonEmpty Text) Source #
List of unique identifiers for the players to be added.
createPlayerSessionsResponse_playerSessions :: Lens' CreatePlayerSessionsResponse (Maybe [PlayerSession]) Source #
A collection of player session objects created for the added players.
createPlayerSessionsResponse_httpStatus :: Lens' CreatePlayerSessionsResponse Int Source #
The response's http status code.
CreateScript
createScript_name :: Lens' CreateScript (Maybe Text) Source #
A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.
createScript_storageLocation :: Lens' CreateScript (Maybe S3Location) Source #
The location of the Amazon S3 bucket where a zipped file containing your
Realtime scripts is stored. The storage location must specify the Amazon
S3 bucket name, the zip file name (the "key"), and a role ARN that
allows Amazon GameLift to access the Amazon S3 storage location. The S3
bucket must be in the same Region where you want to create a new script.
By default, Amazon GameLift uploads the latest version of the zip file;
if you have S3 object versioning turned on, you can use the
ObjectVersion
parameter to specify an earlier version.
createScript_tags :: Lens' CreateScript (Maybe [Tag]) Source #
A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
createScript_version :: Lens' CreateScript (Maybe Text) Source #
Version information associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.
createScript_zipFile :: Lens' CreateScript (Maybe ByteString) Source #
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this
parameter is set to the zip file name. It must be prepended with the
string "fileb://" to indicate that the file data is a binary object.
For example: --zip-file fileb://myRealtimeScript.zip
.--
-- Note: This Lens
automatically encodes and decodes Base64 data.
-- The underlying isomorphism will encode to Base64 representation during
-- serialisation, and decode from Base64 representation during deserialisation.
-- This Lens
accepts and returns only raw unencoded data.
createScriptResponse_script :: Lens' CreateScriptResponse (Maybe Script) Source #
The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.
createScriptResponse_httpStatus :: Lens' CreateScriptResponse Int Source #
The response's http status code.
CreateVpcPeeringAuthorization
createVpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' CreateVpcPeeringAuthorization Text Source #
A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
createVpcPeeringAuthorization_peerVpcId :: Lens' CreateVpcPeeringAuthorization 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.
createVpcPeeringAuthorizationResponse_vpcPeeringAuthorization :: Lens' CreateVpcPeeringAuthorizationResponse (Maybe VpcPeeringAuthorization) Source #
Details on the requested VPC peering authorization, including expiration.
createVpcPeeringAuthorizationResponse_httpStatus :: Lens' CreateVpcPeeringAuthorizationResponse Int Source #
The response's http status code.
CreateVpcPeeringConnection
createVpcPeeringConnection_fleetId :: Lens' CreateVpcPeeringConnection Text Source #
A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.
createVpcPeeringConnection_peerVpcAwsAccountId :: Lens' CreateVpcPeeringConnection Text Source #
A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings.
createVpcPeeringConnection_peerVpcId :: Lens' CreateVpcPeeringConnection 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.
createVpcPeeringConnectionResponse_httpStatus :: Lens' CreateVpcPeeringConnectionResponse Int Source #
The response's http status code.
DeleteAlias
deleteAlias_aliasId :: Lens' DeleteAlias Text Source #
A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.
DeleteBuild
deleteBuild_buildId :: Lens' DeleteBuild Text Source #
A unique identifier for the build to delete. You can use either the build ID or ARN value.
DeleteFleet
deleteFleet_fleetId :: Lens' DeleteFleet Text Source #
A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
DeleteFleetLocations
deleteFleetLocations_fleetId :: Lens' DeleteFleetLocations Text Source #
A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.
deleteFleetLocations_locations :: Lens' DeleteFleetLocations (NonEmpty Text) Source #
The list of fleet locations to delete. Specify locations in the form of
an Amazon Web Services Region code, such as us-west-2
.
deleteFleetLocationsResponse_fleetArn :: Lens' DeleteFleetLocationsResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
deleteFleetLocationsResponse_fleetId :: Lens' DeleteFleetLocationsResponse (Maybe Text) Source #
A unique identifier for the fleet that location attributes are being deleted for.
deleteFleetLocationsResponse_locationStates :: Lens' DeleteFleetLocationsResponse (Maybe [LocationState]) Source #
The remote locations that are being deleted, with each location status
set to DELETING
.
deleteFleetLocationsResponse_httpStatus :: Lens' DeleteFleetLocationsResponse Int Source #
The response's http status code.
DeleteGameServerGroup
deleteGameServerGroup_deleteOption :: Lens' DeleteGameServerGroup (Maybe GameServerGroupDeleteOption) Source #
The type of delete to perform. Options include the following:
SAFE_DELETE
– (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are inUTILIZED
status.FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.RETAIN
– Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.
deleteGameServerGroup_gameServerGroupName :: Lens' DeleteGameServerGroup Text Source #
A unique identifier for the game server group. Use either the name or ARN value.
deleteGameServerGroupResponse_gameServerGroup :: Lens' DeleteGameServerGroupResponse (Maybe GameServerGroup) Source #
An object that describes the deleted game server group resource, with
status updated to DELETE_SCHEDULED
.
deleteGameServerGroupResponse_httpStatus :: Lens' DeleteGameServerGroupResponse Int Source #
The response's http status code.
DeleteGameSessionQueue
deleteGameSessionQueue_name :: Lens' DeleteGameSessionQueue Text Source #
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
deleteGameSessionQueueResponse_httpStatus :: Lens' DeleteGameSessionQueueResponse Int Source #
The response's http status code.
DeleteLocation
deleteLocation_locationName :: Lens' DeleteLocation Text Source #
The location name of the custom location to be deleted.
deleteLocationResponse_httpStatus :: Lens' DeleteLocationResponse Int Source #
The response's http status code.
DeleteMatchmakingConfiguration
deleteMatchmakingConfiguration_name :: Lens' DeleteMatchmakingConfiguration Text Source #
A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.
deleteMatchmakingConfigurationResponse_httpStatus :: Lens' DeleteMatchmakingConfigurationResponse Int Source #
The response's http status code.
DeleteMatchmakingRuleSet
deleteMatchmakingRuleSet_name :: Lens' DeleteMatchmakingRuleSet Text Source #
A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
deleteMatchmakingRuleSetResponse_httpStatus :: Lens' DeleteMatchmakingRuleSetResponse Int Source #
The response's http status code.
DeleteScalingPolicy
deleteScalingPolicy_name :: Lens' DeleteScalingPolicy Text Source #
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
deleteScalingPolicy_fleetId :: Lens' DeleteScalingPolicy Text Source #
A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
DeleteScript
deleteScript_scriptId :: Lens' DeleteScript Text Source #
A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.
DeleteVpcPeeringAuthorization
deleteVpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' DeleteVpcPeeringAuthorization Text Source #
A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
deleteVpcPeeringAuthorization_peerVpcId :: Lens' DeleteVpcPeeringAuthorization 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.
deleteVpcPeeringAuthorizationResponse_httpStatus :: Lens' DeleteVpcPeeringAuthorizationResponse Int Source #
The response's http status code.
DeleteVpcPeeringConnection
deleteVpcPeeringConnection_fleetId :: Lens' DeleteVpcPeeringConnection Text Source #
A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.
deleteVpcPeeringConnection_vpcPeeringConnectionId :: Lens' DeleteVpcPeeringConnection Text Source #
A unique identifier for a VPC peering connection.
deleteVpcPeeringConnectionResponse_httpStatus :: Lens' DeleteVpcPeeringConnectionResponse Int Source #
The response's http status code.
DeregisterCompute
deregisterCompute_fleetId :: Lens' DeregisterCompute Text Source #
A unique identifier for the fleet the compute resource is registered
to.
deregisterCompute_computeName :: Lens' DeregisterCompute Text Source #
The name of the compute resource you want to delete.
deregisterComputeResponse_httpStatus :: Lens' DeregisterComputeResponse Int Source #
The response's http status code.
DeregisterGameServer
deregisterGameServer_gameServerGroupName :: Lens' DeregisterGameServer Text Source #
A unique identifier for the game server group where the game server is running.
deregisterGameServer_gameServerId :: Lens' DeregisterGameServer Text Source #
A custom string that uniquely identifies the game server to deregister.
DescribeAlias
describeAlias_aliasId :: Lens' DescribeAlias Text Source #
The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.
describeAliasResponse_alias :: Lens' DescribeAliasResponse (Maybe Alias) Source #
The requested alias resource.
describeAliasResponse_httpStatus :: Lens' DescribeAliasResponse Int Source #
The response's http status code.
DescribeBuild
describeBuild_buildId :: Lens' DescribeBuild Text Source #
A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.
describeBuildResponse_build :: Lens' DescribeBuildResponse (Maybe Build) Source #
Set of properties describing the requested build.
describeBuildResponse_httpStatus :: Lens' DescribeBuildResponse Int Source #
The response's http status code.
DescribeCompute
describeCompute_fleetId :: Lens' DescribeCompute Text Source #
A unique identifier for the fleet the compute is registered to.
describeCompute_computeName :: Lens' DescribeCompute Text Source #
A descriptive label that is associated with the compute resource registered to your fleet.
describeComputeResponse_compute :: Lens' DescribeComputeResponse (Maybe Compute) Source #
The details of the compute resource you registered to the specified fleet.
describeComputeResponse_httpStatus :: Lens' DescribeComputeResponse Int Source #
The response's http status code.
DescribeEC2InstanceLimits
describeEC2InstanceLimits_eC2InstanceType :: Lens' DescribeEC2InstanceLimits (Maybe EC2InstanceType) Source #
Name of an Amazon EC2 instance type that is supported in GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
describeEC2InstanceLimits_location :: Lens' DescribeEC2InstanceLimits (Maybe Text) Source #
The name of a remote location to request instance limits for, in the
form of an Amazon Web Services Region code such as us-west-2
.
describeEC2InstanceLimitsResponse_eC2InstanceLimits :: Lens' DescribeEC2InstanceLimitsResponse (Maybe [EC2InstanceLimit]) Source #
The maximum number of instances for the specified instance type.
describeEC2InstanceLimitsResponse_httpStatus :: Lens' DescribeEC2InstanceLimitsResponse Int Source #
The response's http status code.
DescribeFleetAttributes
describeFleetAttributes_fleetIds :: Lens' DescribeFleetAttributes (Maybe (NonEmpty Text)) Source #
A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
describeFleetAttributes_limit :: Lens' DescribeFleetAttributes (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This parameter
is ignored when the request specifies one or a list of fleet IDs.
describeFleetAttributes_nextToken :: Lens' DescribeFleetAttributes (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
describeFleetAttributesResponse_fleetAttributes :: Lens' DescribeFleetAttributesResponse (Maybe [FleetAttributes]) Source #
A collection of objects containing attribute metadata for each requested fleet ID. Attribute objects are returned only for fleets that currently exist.
describeFleetAttributesResponse_nextToken :: Lens' DescribeFleetAttributesResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeFleetAttributesResponse_httpStatus :: Lens' DescribeFleetAttributesResponse Int Source #
The response's http status code.
DescribeFleetCapacity
describeFleetCapacity_fleetIds :: Lens' DescribeFleetCapacity (Maybe (NonEmpty Text)) Source #
A unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.
describeFleetCapacity_limit :: Lens' DescribeFleetCapacity (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This parameter
is ignored when the request specifies one or a list of fleet IDs.
describeFleetCapacity_nextToken :: Lens' DescribeFleetCapacity (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
describeFleetCapacityResponse_fleetCapacity :: Lens' DescribeFleetCapacityResponse (Maybe [FleetCapacity]) Source #
A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist.
describeFleetCapacityResponse_nextToken :: Lens' DescribeFleetCapacityResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeFleetCapacityResponse_httpStatus :: Lens' DescribeFleetCapacityResponse Int Source #
The response's http status code.
DescribeFleetEvents
describeFleetEvents_endTime :: Lens' DescribeFleetEvents (Maybe UTCTime) Source #
The most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
describeFleetEvents_limit :: Lens' DescribeFleetEvents (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
describeFleetEvents_nextToken :: Lens' DescribeFleetEvents (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeFleetEvents_startTime :: Lens' DescribeFleetEvents (Maybe UTCTime) Source #
The earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
describeFleetEvents_fleetId :: Lens' DescribeFleetEvents Text Source #
A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.
describeFleetEventsResponse_events :: Lens' DescribeFleetEventsResponse (Maybe [Event]) Source #
A collection of objects containing event log entries for the specified fleet.
describeFleetEventsResponse_nextToken :: Lens' DescribeFleetEventsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeFleetEventsResponse_httpStatus :: Lens' DescribeFleetEventsResponse Int Source #
The response's http status code.
DescribeFleetLocationAttributes
describeFleetLocationAttributes_limit :: Lens' DescribeFleetLocationAttributes (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This limit is
not currently enforced.
describeFleetLocationAttributes_locations :: Lens' DescribeFleetLocationAttributes (Maybe (NonEmpty Text)) Source #
A list of fleet locations to retrieve information for. Specify locations
in the form of an Amazon Web Services Region code, such as us-west-2
.
describeFleetLocationAttributes_nextToken :: Lens' DescribeFleetLocationAttributes (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeFleetLocationAttributes_fleetId :: Lens' DescribeFleetLocationAttributes Text Source #
A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.
describeFleetLocationAttributesResponse_fleetArn :: Lens' DescribeFleetLocationAttributesResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
describeFleetLocationAttributesResponse_fleetId :: Lens' DescribeFleetLocationAttributesResponse (Maybe Text) Source #
A unique identifier for the fleet that location attributes were requested for.
describeFleetLocationAttributesResponse_locationAttributes :: Lens' DescribeFleetLocationAttributesResponse (Maybe [LocationAttributes]) Source #
Location-specific information on the requested fleet's remote locations.
describeFleetLocationAttributesResponse_nextToken :: Lens' DescribeFleetLocationAttributesResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeFleetLocationAttributesResponse_httpStatus :: Lens' DescribeFleetLocationAttributesResponse Int Source #
The response's http status code.
DescribeFleetLocationCapacity
describeFleetLocationCapacity_fleetId :: Lens' DescribeFleetLocationCapacity Text Source #
A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.
describeFleetLocationCapacity_location :: Lens' DescribeFleetLocationCapacity Text Source #
The fleet location to retrieve capacity information for. Specify a
location in the form of an Amazon Web Services Region code, such as
us-west-2
.
describeFleetLocationCapacityResponse_fleetCapacity :: Lens' DescribeFleetLocationCapacityResponse (Maybe FleetCapacity) Source #
Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist.
describeFleetLocationCapacityResponse_httpStatus :: Lens' DescribeFleetLocationCapacityResponse Int Source #
The response's http status code.
DescribeFleetLocationUtilization
describeFleetLocationUtilization_fleetId :: Lens' DescribeFleetLocationUtilization Text Source #
A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.
describeFleetLocationUtilization_location :: Lens' DescribeFleetLocationUtilization Text Source #
The fleet location to retrieve utilization information for. Specify a
location in the form of an Amazon Web Services Region code, such as
us-west-2
.
describeFleetLocationUtilizationResponse_fleetUtilization :: Lens' DescribeFleetLocationUtilizationResponse (Maybe FleetUtilization) Source #
Utilization information for the requested fleet location. Utilization objects are returned only for fleets and locations that currently exist.
describeFleetLocationUtilizationResponse_httpStatus :: Lens' DescribeFleetLocationUtilizationResponse Int Source #
The response's http status code.
DescribeFleetPortSettings
describeFleetPortSettings_location :: Lens' DescribeFleetPortSettings (Maybe Text) Source #
A remote location to check for status of port setting updates. Use the
Amazon Web Services Region code format, such as us-west-2
.
describeFleetPortSettings_fleetId :: Lens' DescribeFleetPortSettings Text Source #
A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.
describeFleetPortSettingsResponse_fleetArn :: Lens' DescribeFleetPortSettingsResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
describeFleetPortSettingsResponse_fleetId :: Lens' DescribeFleetPortSettingsResponse (Maybe Text) Source #
A unique identifier for the fleet that was requested.
describeFleetPortSettingsResponse_inboundPermissions :: Lens' DescribeFleetPortSettingsResponse (Maybe [IpPermission]) Source #
The port settings for the requested fleet ID.
describeFleetPortSettingsResponse_location :: Lens' DescribeFleetPortSettingsResponse (Maybe Text) Source #
The requested fleet location, expressed as an Amazon Web Services Region
code, such as us-west-2
.
describeFleetPortSettingsResponse_updateStatus :: Lens' DescribeFleetPortSettingsResponse (Maybe LocationUpdateStatus) Source #
The current status of updates to the fleet's port settings in the
requested fleet location. A status of PENDING_UPDATE
indicates that an
update was requested for the fleet but has not yet been completed for
the location.
describeFleetPortSettingsResponse_httpStatus :: Lens' DescribeFleetPortSettingsResponse Int Source #
The response's http status code.
DescribeFleetUtilization
describeFleetUtilization_fleetIds :: Lens' DescribeFleetUtilization (Maybe (NonEmpty Text)) Source #
A unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
describeFleetUtilization_limit :: Lens' DescribeFleetUtilization (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This parameter
is ignored when the request specifies one or a list of fleet IDs.
describeFleetUtilization_nextToken :: Lens' DescribeFleetUtilization (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
describeFleetUtilizationResponse_fleetUtilization :: Lens' DescribeFleetUtilizationResponse (Maybe [FleetUtilization]) Source #
A collection of objects containing utilization information for each requested fleet ID. Utilization objects are returned only for fleets that currently exist.
describeFleetUtilizationResponse_nextToken :: Lens' DescribeFleetUtilizationResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeFleetUtilizationResponse_httpStatus :: Lens' DescribeFleetUtilizationResponse Int Source #
The response's http status code.
DescribeGameServer
describeGameServer_gameServerGroupName :: Lens' DescribeGameServer Text Source #
A unique identifier for the game server group where the game server is running.
describeGameServer_gameServerId :: Lens' DescribeGameServer Text Source #
A custom string that uniquely identifies the game server information to be retrieved.
describeGameServerResponse_gameServer :: Lens' DescribeGameServerResponse (Maybe GameServer) Source #
Object that describes the requested game server.
describeGameServerResponse_httpStatus :: Lens' DescribeGameServerResponse Int Source #
The response's http status code.
DescribeGameServerGroup
describeGameServerGroup_gameServerGroupName :: Lens' DescribeGameServerGroup Text Source #
A unique identifier for the game server group. Use either the name or ARN value.
describeGameServerGroupResponse_gameServerGroup :: Lens' DescribeGameServerGroupResponse (Maybe GameServerGroup) Source #
An object with the property settings for the requested game server group resource.
describeGameServerGroupResponse_httpStatus :: Lens' DescribeGameServerGroupResponse Int Source #
The response's http status code.
DescribeGameServerInstances
describeGameServerInstances_instanceIds :: Lens' DescribeGameServerInstances (Maybe (NonEmpty Text)) Source #
The Amazon EC2 instance IDs that you want to retrieve status on. Amazon
EC2 instance IDs use a 17-character format, for example:
i-1234567890abcdef0
. To retrieve all instances in the game server
group, leave this parameter empty.
describeGameServerInstances_limit :: Lens' DescribeGameServerInstances (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
describeGameServerInstances_nextToken :: Lens' DescribeGameServerInstances (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeGameServerInstances_gameServerGroupName :: Lens' DescribeGameServerInstances Text Source #
A unique identifier for the game server group. Use either the name or ARN value.
describeGameServerInstancesResponse_gameServerInstances :: Lens' DescribeGameServerInstancesResponse (Maybe [GameServerInstance]) Source #
The collection of requested game server instances.
describeGameServerInstancesResponse_nextToken :: Lens' DescribeGameServerInstancesResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeGameServerInstancesResponse_httpStatus :: Lens' DescribeGameServerInstancesResponse Int Source #
The response's http status code.
DescribeGameSessionDetails
describeGameSessionDetails_aliasId :: Lens' DescribeGameSessionDetails (Maybe Text) Source #
A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.
describeGameSessionDetails_fleetId :: Lens' DescribeGameSessionDetails (Maybe Text) Source #
A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.
describeGameSessionDetails_gameSessionId :: Lens' DescribeGameSessionDetails (Maybe Text) Source #
A unique identifier for the game session to retrieve.
describeGameSessionDetails_limit :: Lens' DescribeGameSessionDetails (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
describeGameSessionDetails_location :: Lens' DescribeGameSessionDetails (Maybe Text) Source #
A fleet location to get game session details for. You can specify a
fleet's home Region or a remote location. Use the Amazon Web Services
Region code format, such as us-west-2
.
describeGameSessionDetails_nextToken :: Lens' DescribeGameSessionDetails (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeGameSessionDetails_statusFilter :: Lens' DescribeGameSessionDetails (Maybe Text) Source #
Game session status to filter results on. Possible game session statuses
include ACTIVE
, TERMINATED
, ACTIVATING
and TERMINATING
(the last
two are transitory).
describeGameSessionDetailsResponse_gameSessionDetails :: Lens' DescribeGameSessionDetailsResponse (Maybe [GameSessionDetail]) Source #
A collection of properties for each game session that matches the request.
describeGameSessionDetailsResponse_nextToken :: Lens' DescribeGameSessionDetailsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeGameSessionDetailsResponse_httpStatus :: Lens' DescribeGameSessionDetailsResponse Int Source #
The response's http status code.
DescribeGameSessionPlacement
describeGameSessionPlacement_placementId :: Lens' DescribeGameSessionPlacement Text Source #
A unique identifier for a game session placement to retrieve.
describeGameSessionPlacementResponse_gameSessionPlacement :: Lens' DescribeGameSessionPlacementResponse (Maybe GameSessionPlacement) Source #
Object that describes the requested game session placement.
describeGameSessionPlacementResponse_httpStatus :: Lens' DescribeGameSessionPlacementResponse Int Source #
The response's http status code.
DescribeGameSessionQueues
describeGameSessionQueues_limit :: Lens' DescribeGameSessionQueues (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. You can request
up to 50 results.
describeGameSessionQueues_names :: Lens' DescribeGameSessionQueues (Maybe [Text]) Source #
A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.
describeGameSessionQueues_nextToken :: Lens' DescribeGameSessionQueues (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeGameSessionQueuesResponse_gameSessionQueues :: Lens' DescribeGameSessionQueuesResponse (Maybe [GameSessionQueue]) Source #
A collection of objects that describe the requested game session queues.
describeGameSessionQueuesResponse_nextToken :: Lens' DescribeGameSessionQueuesResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeGameSessionQueuesResponse_httpStatus :: Lens' DescribeGameSessionQueuesResponse Int Source #
The response's http status code.
DescribeGameSessions
describeGameSessions_aliasId :: Lens' DescribeGameSessions (Maybe Text) Source #
A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.
describeGameSessions_fleetId :: Lens' DescribeGameSessions (Maybe Text) Source #
A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.
describeGameSessions_gameSessionId :: Lens' DescribeGameSessions (Maybe Text) Source #
A unique identifier for the game session to retrieve.
describeGameSessions_limit :: Lens' DescribeGameSessions (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
describeGameSessions_location :: Lens' DescribeGameSessions (Maybe Text) Source #
A fleet location to get game sessions for. You can specify a fleet's
home Region or a remote location. Use the Amazon Web Services Region
code format, such as us-west-2
.
describeGameSessions_nextToken :: Lens' DescribeGameSessions (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeGameSessions_statusFilter :: Lens' DescribeGameSessions (Maybe Text) Source #
Game session status to filter results on. You can filter on the
following states: ACTIVE
, TERMINATED
, ACTIVATING
, and
TERMINATING
. The last two are transitory and used for only very brief
periods of time.
describeGameSessionsResponse_gameSessions :: Lens' DescribeGameSessionsResponse (Maybe [GameSession]) Source #
A collection of properties for each game session that matches the request.
describeGameSessionsResponse_nextToken :: Lens' DescribeGameSessionsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeGameSessionsResponse_httpStatus :: Lens' DescribeGameSessionsResponse Int Source #
The response's http status code.
DescribeInstances
describeInstances_instanceId :: Lens' DescribeInstances (Maybe Text) Source #
A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.
describeInstances_limit :: Lens' DescribeInstances (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
describeInstances_location :: Lens' DescribeInstances (Maybe Text) Source #
The name of a location to retrieve instance information for, in the form
of an Amazon Web Services Region code such as us-west-2
.
describeInstances_nextToken :: Lens' DescribeInstances (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeInstances_fleetId :: Lens' DescribeInstances Text Source #
A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.
describeInstancesResponse_instances :: Lens' DescribeInstancesResponse (Maybe [Instance]) Source #
A collection of objects containing properties for each instance returned.
describeInstancesResponse_nextToken :: Lens' DescribeInstancesResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeInstancesResponse_httpStatus :: Lens' DescribeInstancesResponse Int Source #
The response's http status code.
DescribeMatchmaking
describeMatchmaking_ticketIds :: Lens' DescribeMatchmaking [Text] Source #
A unique identifier for a matchmaking ticket. You can include up to 10 ID values.
describeMatchmakingResponse_ticketList :: Lens' DescribeMatchmakingResponse (Maybe [MatchmakingTicket]) Source #
A collection of existing matchmaking ticket objects matching the request.
describeMatchmakingResponse_httpStatus :: Lens' DescribeMatchmakingResponse Int Source #
The response's http status code.
DescribeMatchmakingConfigurations
describeMatchmakingConfigurations_limit :: Lens' DescribeMatchmakingConfigurations (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This parameter
is limited to 10.
describeMatchmakingConfigurations_names :: Lens' DescribeMatchmakingConfigurations (Maybe [Text]) Source #
A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.
describeMatchmakingConfigurations_nextToken :: Lens' DescribeMatchmakingConfigurations (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeMatchmakingConfigurations_ruleSetName :: Lens' DescribeMatchmakingConfigurations (Maybe Text) Source #
A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.
describeMatchmakingConfigurationsResponse_configurations :: Lens' DescribeMatchmakingConfigurationsResponse (Maybe [MatchmakingConfiguration]) Source #
A collection of requested matchmaking configurations.
describeMatchmakingConfigurationsResponse_nextToken :: Lens' DescribeMatchmakingConfigurationsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeMatchmakingConfigurationsResponse_httpStatus :: Lens' DescribeMatchmakingConfigurationsResponse Int Source #
The response's http status code.
DescribeMatchmakingRuleSets
describeMatchmakingRuleSets_limit :: Lens' DescribeMatchmakingRuleSets (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
describeMatchmakingRuleSets_names :: Lens' DescribeMatchmakingRuleSets (Maybe (NonEmpty Text)) Source #
A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
describeMatchmakingRuleSets_nextToken :: Lens' DescribeMatchmakingRuleSets (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeMatchmakingRuleSetsResponse_nextToken :: Lens' DescribeMatchmakingRuleSetsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeMatchmakingRuleSetsResponse_httpStatus :: Lens' DescribeMatchmakingRuleSetsResponse Int Source #
The response's http status code.
describeMatchmakingRuleSetsResponse_ruleSets :: Lens' DescribeMatchmakingRuleSetsResponse [MatchmakingRuleSet] Source #
A collection of requested matchmaking rule set objects.
DescribePlayerSessions
describePlayerSessions_gameSessionId :: Lens' DescribePlayerSessions (Maybe Text) Source #
A unique identifier for the game session to retrieve player sessions for.
describePlayerSessions_limit :: Lens' DescribePlayerSessions (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. If a player
session ID is specified, this parameter is ignored.
describePlayerSessions_nextToken :: Lens' DescribePlayerSessions (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.
describePlayerSessions_playerId :: Lens' DescribePlayerSessions (Maybe Text) Source #
A unique identifier for a player to retrieve player sessions for.
describePlayerSessions_playerSessionId :: Lens' DescribePlayerSessions (Maybe Text) Source #
A unique identifier for a player session to retrieve.
describePlayerSessions_playerSessionStatusFilter :: Lens' DescribePlayerSessions (Maybe Text) Source #
Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.
Possible player session statuses include the following:
- RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
- ACTIVE -- The player has been validated by the server process and is currently connected.
- COMPLETED -- The player connection has been dropped.
- TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
describePlayerSessionsResponse_nextToken :: Lens' DescribePlayerSessionsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describePlayerSessionsResponse_playerSessions :: Lens' DescribePlayerSessionsResponse (Maybe [PlayerSession]) Source #
A collection of objects containing properties for each player session that matches the request.
describePlayerSessionsResponse_httpStatus :: Lens' DescribePlayerSessionsResponse Int Source #
The response's http status code.
DescribeRuntimeConfiguration
describeRuntimeConfiguration_fleetId :: Lens' DescribeRuntimeConfiguration Text Source #
A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
describeRuntimeConfigurationResponse_runtimeConfiguration :: Lens' DescribeRuntimeConfigurationResponse (Maybe RuntimeConfiguration) Source #
Instructions that describe how server processes should be launched and maintained on each instance in the fleet.
describeRuntimeConfigurationResponse_httpStatus :: Lens' DescribeRuntimeConfigurationResponse Int Source #
The response's http status code.
DescribeScalingPolicies
describeScalingPolicies_limit :: Lens' DescribeScalingPolicies (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
describeScalingPolicies_location :: Lens' DescribeScalingPolicies (Maybe Text) Source #
The fleet location. If you don't specify this value, the response contains the scaling policies of every location in the fleet.
describeScalingPolicies_nextToken :: Lens' DescribeScalingPolicies (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
describeScalingPolicies_statusFilter :: Lens' DescribeScalingPolicies (Maybe ScalingStatusType) Source #
Scaling policy status to filter results on. A scaling policy is only in
force when in an ACTIVE
status.
- ACTIVE -- The scaling policy is currently in force.
- UPDATEREQUESTED -- A request to update the scaling policy has been received.
- UPDATING -- A change is being made to the scaling policy.
- DELETEREQUESTED -- A request to delete the scaling policy has been received.
- DELETING -- The scaling policy is being deleted.
- DELETED -- The scaling policy has been deleted.
- ERROR -- An error occurred in creating the policy. It should be removed and recreated.
describeScalingPolicies_fleetId :: Lens' DescribeScalingPolicies Text Source #
A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.
describeScalingPoliciesResponse_nextToken :: Lens' DescribeScalingPoliciesResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
describeScalingPoliciesResponse_scalingPolicies :: Lens' DescribeScalingPoliciesResponse (Maybe [ScalingPolicy]) Source #
A collection of objects containing the scaling policies matching the request.
describeScalingPoliciesResponse_httpStatus :: Lens' DescribeScalingPoliciesResponse Int Source #
The response's http status code.
DescribeScript
describeScript_scriptId :: Lens' DescribeScript Text Source #
A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN value.
describeScriptResponse_script :: Lens' DescribeScriptResponse (Maybe Script) Source #
A set of properties describing the requested script.
describeScriptResponse_httpStatus :: Lens' DescribeScriptResponse Int Source #
The response's http status code.
DescribeVpcPeeringAuthorizations
describeVpcPeeringAuthorizationsResponse_vpcPeeringAuthorizations :: Lens' DescribeVpcPeeringAuthorizationsResponse (Maybe [VpcPeeringAuthorization]) Source #
A collection of objects that describe all valid VPC peering operations for the current Amazon Web Services account.
describeVpcPeeringAuthorizationsResponse_httpStatus :: Lens' DescribeVpcPeeringAuthorizationsResponse Int Source #
The response's http status code.
DescribeVpcPeeringConnections
describeVpcPeeringConnections_fleetId :: Lens' DescribeVpcPeeringConnections (Maybe Text) Source #
A unique identifier for the fleet. You can use either the fleet ID or ARN value.
describeVpcPeeringConnectionsResponse_vpcPeeringConnections :: Lens' DescribeVpcPeeringConnectionsResponse (Maybe [VpcPeeringConnection]) Source #
A collection of VPC peering connection records that match the request.
describeVpcPeeringConnectionsResponse_httpStatus :: Lens' DescribeVpcPeeringConnectionsResponse Int Source #
The response's http status code.
GetComputeAccess
getComputeAccess_fleetId :: Lens' GetComputeAccess Text Source #
A unique identifier for the fleet that the compute resource is registered to.
getComputeAccess_computeName :: Lens' GetComputeAccess Text Source #
The name of the compute resource you are requesting credentials for.
getComputeAccessResponse_computeArn :: Lens' GetComputeAccessResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift compute resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
getComputeAccessResponse_computeName :: Lens' GetComputeAccessResponse (Maybe Text) Source #
The name of the compute resource you requested credentials for.
getComputeAccessResponse_credentials :: Lens' GetComputeAccessResponse (Maybe AwsCredentials) Source #
The access credentials for the compute resource.
getComputeAccessResponse_fleetArn :: Lens' GetComputeAccessResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
getComputeAccessResponse_fleetId :: Lens' GetComputeAccessResponse (Maybe Text) Source #
The fleet ID of compute resource.
getComputeAccessResponse_httpStatus :: Lens' GetComputeAccessResponse Int Source #
The response's http status code.
GetComputeAuthToken
getComputeAuthToken_fleetId :: Lens' GetComputeAuthToken Text Source #
A unique identifier for the fleet that the compute is registered to.
getComputeAuthToken_computeName :: Lens' GetComputeAuthToken Text Source #
The name of the compute resource you are requesting the authorization token for.
getComputeAuthTokenResponse_authToken :: Lens' GetComputeAuthTokenResponse (Maybe Text) Source #
The authorization token that your game server uses to authenticate with GameLift.
getComputeAuthTokenResponse_computeArn :: Lens' GetComputeAuthTokenResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift compute resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
getComputeAuthTokenResponse_computeName :: Lens' GetComputeAuthTokenResponse (Maybe Text) Source #
The name of the compute resource you are requesting the authorization token for.
getComputeAuthTokenResponse_expirationTimestamp :: Lens' GetComputeAuthTokenResponse (Maybe UTCTime) Source #
The amount of time until the authorization token is no longer valid. To continue using the compute resource for game server hosting, renew the authorization token by using this operation again.
getComputeAuthTokenResponse_fleetArn :: Lens' GetComputeAuthTokenResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
getComputeAuthTokenResponse_fleetId :: Lens' GetComputeAuthTokenResponse (Maybe Text) Source #
A unique identifier for the fleet that the compute is registered to.
getComputeAuthTokenResponse_httpStatus :: Lens' GetComputeAuthTokenResponse Int Source #
The response's http status code.
GetGameSessionLogUrl
getGameSessionLogUrl_gameSessionId :: Lens' GetGameSessionLogUrl Text Source #
A unique identifier for the game session to get logs for.
getGameSessionLogUrlResponse_preSignedUrl :: Lens' GetGameSessionLogUrlResponse (Maybe Text) Source #
Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.
getGameSessionLogUrlResponse_httpStatus :: Lens' GetGameSessionLogUrlResponse Int Source #
The response's http status code.
GetInstanceAccess
getInstanceAccess_fleetId :: Lens' GetInstanceAccess Text Source #
A unique identifier for the fleet that contains the instance you want
access to. You can use either the fleet ID or ARN value. The fleet can
be in any of the following statuses: ACTIVATING
, ACTIVE
, or ERROR
.
Fleets with an ERROR
status may be accessible for a short time before
they are deleted.
getInstanceAccess_instanceId :: Lens' GetInstanceAccess Text Source #
A unique identifier for the instance you want to get access to. You can access an instance in any status.
getInstanceAccessResponse_instanceAccess :: Lens' GetInstanceAccessResponse (Maybe InstanceAccess) Source #
The connection information for a fleet instance, including IP address and access credentials.
getInstanceAccessResponse_httpStatus :: Lens' GetInstanceAccessResponse Int Source #
The response's http status code.
ListAliases
listAliases_limit :: Lens' ListAliases (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
listAliases_name :: Lens' ListAliases (Maybe Text) Source #
A descriptive label that is associated with an alias. Alias names do not need to be unique.
listAliases_nextToken :: Lens' ListAliases (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
listAliases_routingStrategyType :: Lens' ListAliases (Maybe RoutingStrategyType) Source #
The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty.
Possible routing types include the following:
- SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.
- TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
listAliasesResponse_aliases :: Lens' ListAliasesResponse (Maybe [Alias]) Source #
A collection of alias resources that match the request parameters.
listAliasesResponse_nextToken :: Lens' ListAliasesResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
listAliasesResponse_httpStatus :: Lens' ListAliasesResponse Int Source #
The response's http status code.
ListBuilds
listBuilds_limit :: Lens' ListBuilds (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
listBuilds_nextToken :: Lens' ListBuilds (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
listBuilds_status :: Lens' ListBuilds (Maybe BuildStatus) Source #
Build status to filter results by. To retrieve all builds, leave this parameter empty.
Possible build statuses include the following:
- INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
- READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
- FAILED -- The game build upload failed. You cannot create new fleets for this build.
listBuildsResponse_builds :: Lens' ListBuildsResponse (Maybe [Build]) Source #
A collection of build resources that match the request.
listBuildsResponse_nextToken :: Lens' ListBuildsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
listBuildsResponse_httpStatus :: Lens' ListBuildsResponse Int Source #
The response's http status code.
ListCompute
listCompute_limit :: Lens' ListCompute (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
listCompute_location :: Lens' ListCompute (Maybe Text) Source #
The name of the custom location that the compute resources are assigned to.
listCompute_nextToken :: Lens' ListCompute (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
listCompute_fleetId :: Lens' ListCompute Text Source #
A unique identifier for the fleet the compute resources are registered to.
listComputeResponse_computeList :: Lens' ListComputeResponse (Maybe [Compute]) Source #
A list of compute resources registered to the fleet you specified.
listComputeResponse_nextToken :: Lens' ListComputeResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
listComputeResponse_httpStatus :: Lens' ListComputeResponse Int Source #
The response's http status code.
ListFleets
listFleets_buildId :: Lens' ListFleets (Maybe Text) Source #
A unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.
listFleets_limit :: Lens' ListFleets (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
listFleets_nextToken :: Lens' ListFleets (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
listFleets_scriptId :: Lens' ListFleets (Maybe Text) Source #
A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a specified script. Use either the script ID or ARN value.
listFleetsResponse_fleetIds :: Lens' ListFleetsResponse (Maybe (NonEmpty Text)) Source #
A set of fleet IDs that match the list request.
listFleetsResponse_nextToken :: Lens' ListFleetsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
listFleetsResponse_httpStatus :: Lens' ListFleetsResponse Int Source #
The response's http status code.
ListGameServerGroups
listGameServerGroups_limit :: Lens' ListGameServerGroups (Maybe Natural) Source #
The game server groups' limit.
listGameServerGroups_nextToken :: Lens' ListGameServerGroups (Maybe Text) Source #
Specify the pagination token from a previous request to retrieve the next page of results.
listGameServerGroupsResponse_gameServerGroups :: Lens' ListGameServerGroupsResponse (Maybe [GameServerGroup]) Source #
The game server groups' game server groups.
listGameServerGroupsResponse_nextToken :: Lens' ListGameServerGroupsResponse (Maybe Text) Source #
Specify the pagination token from a previous request to retrieve the next page of results.
listGameServerGroupsResponse_httpStatus :: Lens' ListGameServerGroupsResponse Int Source #
The response's http status code.
ListGameServers
listGameServers_limit :: Lens' ListGameServers (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
listGameServers_nextToken :: Lens' ListGameServers (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
listGameServers_sortOrder :: Lens' ListGameServers (Maybe SortOrder) Source #
Indicates how to sort the returned data based on game server
registration timestamp. Use ASCENDING
to retrieve oldest game servers
first, or use DESCENDING
to retrieve newest game servers first. If
this parameter is left empty, game servers are returned in no particular
order.
listGameServers_gameServerGroupName :: Lens' ListGameServers Text Source #
An identifier for the game server group to retrieve a list of game servers from. Use either the name or ARN value.
listGameServersResponse_gameServers :: Lens' ListGameServersResponse (Maybe [GameServer]) Source #
A collection of game server objects that match the request.
listGameServersResponse_nextToken :: Lens' ListGameServersResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
listGameServersResponse_httpStatus :: Lens' ListGameServersResponse Int Source #
The response's http status code.
ListLocations
listLocations_filters :: Lens' ListLocations (Maybe (NonEmpty LocationFilter)) Source #
Filters the list for AWS
or CUSTOM
locations.
listLocations_limit :: Lens' ListLocations (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
listLocations_nextToken :: Lens' ListLocations (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
listLocationsResponse_locations :: Lens' ListLocationsResponse (Maybe [LocationModel]) Source #
A collection of locations.
listLocationsResponse_nextToken :: Lens' ListLocationsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
listLocationsResponse_httpStatus :: Lens' ListLocationsResponse Int Source #
The response's http status code.
ListScripts
listScripts_limit :: Lens' ListScripts (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.
listScripts_nextToken :: Lens' ListScripts (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
listScriptsResponse_nextToken :: Lens' ListScriptsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
listScriptsResponse_scripts :: Lens' ListScriptsResponse (Maybe [Script]) Source #
A set of properties describing the requested script.
listScriptsResponse_httpStatus :: Lens' ListScriptsResponse Int Source #
The response's http status code.
ListTagsForResource
listTagsForResource_resourceARN :: Lens' ListTagsForResource Text Source #
The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to retrieve tags for. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
listTagsForResourceResponse_tags :: Lens' ListTagsForResourceResponse (Maybe [Tag]) Source #
The collection of tags that have been assigned to the specified resource.
listTagsForResourceResponse_httpStatus :: Lens' ListTagsForResourceResponse Int Source #
The response's http status code.
PutScalingPolicy
putScalingPolicy_comparisonOperator :: Lens' PutScalingPolicy (Maybe ComparisonOperatorType) Source #
Comparison operator to use when measuring the metric against the threshold value.
putScalingPolicy_evaluationPeriods :: Lens' PutScalingPolicy (Maybe Natural) Source #
Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
putScalingPolicy_policyType :: Lens' PutScalingPolicy (Maybe PolicyType) Source #
The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
putScalingPolicy_scalingAdjustment :: Lens' PutScalingPolicy (Maybe Int) Source #
Amount of adjustment to make, based on the scaling adjustment type.
putScalingPolicy_scalingAdjustmentType :: Lens' PutScalingPolicy (Maybe ScalingAdjustmentType) Source #
The type of adjustment to make to a fleet's instance count:
- ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
- ExactCapacity -- set the instance count to the scaling adjustment value.
- PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.
putScalingPolicy_targetConfiguration :: Lens' PutScalingPolicy (Maybe TargetConfiguration) Source #
An object that contains settings for a target-based scaling policy.
putScalingPolicy_threshold :: Lens' PutScalingPolicy (Maybe Double) Source #
Metric value used to trigger a scaling event.
putScalingPolicy_name :: Lens' PutScalingPolicy Text Source #
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
putScalingPolicy_fleetId :: Lens' PutScalingPolicy Text Source #
A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.
putScalingPolicy_metricName :: Lens' PutScalingPolicy MetricName Source #
Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.
- ActivatingGameSessions -- Game sessions in the process of being created.
- ActiveGameSessions -- Game sessions that are currently running.
- ActiveInstances -- Fleet instances that are currently running at least one game session.
- AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
- AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
- CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
- IdleInstances -- Active instances that are currently hosting zero game sessions.
- PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
- PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
- QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
- WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
putScalingPolicyResponse_name :: Lens' PutScalingPolicyResponse (Maybe Text) Source #
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
putScalingPolicyResponse_httpStatus :: Lens' PutScalingPolicyResponse Int Source #
The response's http status code.
RegisterCompute
registerCompute_certificatePath :: Lens' RegisterCompute (Maybe Text) Source #
The path to the TLS certificate on your compute resource. The path and certificate are not validated by GameLift.
registerCompute_dnsName :: Lens' RegisterCompute (Maybe Text) Source #
The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
registerCompute_ipAddress :: Lens' RegisterCompute (Maybe Text) Source #
The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
registerCompute_location :: Lens' RegisterCompute (Maybe Text) Source #
The name of the custom location you added to the fleet you are registering this compute resource to.
registerCompute_fleetId :: Lens' RegisterCompute Text Source #
A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.
registerCompute_computeName :: Lens' RegisterCompute Text Source #
A descriptive label that is associated with the compute resource registered to your fleet.
registerComputeResponse_compute :: Lens' RegisterComputeResponse (Maybe Compute) Source #
The details of the compute resource you registered to the specified fleet.
registerComputeResponse_httpStatus :: Lens' RegisterComputeResponse Int Source #
The response's http status code.
RegisterGameServer
registerGameServer_connectionInfo :: Lens' RegisterGameServer (Maybe Text) Source #
Information that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.
registerGameServer_gameServerData :: Lens' RegisterGameServer (Maybe Text) Source #
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
registerGameServer_gameServerGroupName :: Lens' RegisterGameServer Text Source #
A unique identifier for the game server group where the game server is running.
registerGameServer_gameServerId :: Lens' RegisterGameServer Text Source #
A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.
registerGameServer_instanceId :: Lens' RegisterGameServer Text Source #
The unique identifier for the instance where the game server is running.
This ID is available in the instance metadata. EC2 instance IDs use a
17-character format, for example: i-1234567890abcdef0
.
registerGameServerResponse_gameServer :: Lens' RegisterGameServerResponse (Maybe GameServer) Source #
Object that describes the newly registered game server.
registerGameServerResponse_httpStatus :: Lens' RegisterGameServerResponse Int Source #
The response's http status code.
RequestUploadCredentials
requestUploadCredentials_buildId :: Lens' RequestUploadCredentials Text Source #
A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.
requestUploadCredentialsResponse_storageLocation :: Lens' RequestUploadCredentialsResponse (Maybe S3Location) Source #
Amazon S3 path and key, identifying where the game build files are stored.
requestUploadCredentialsResponse_uploadCredentials :: Lens' RequestUploadCredentialsResponse (Maybe AwsCredentials) Source #
Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
requestUploadCredentialsResponse_httpStatus :: Lens' RequestUploadCredentialsResponse Int Source #
The response's http status code.
ResolveAlias
resolveAlias_aliasId :: Lens' ResolveAlias Text Source #
The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.
resolveAliasResponse_fleetArn :: Lens' ResolveAliasResponse (Maybe Text) Source #
The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to.
resolveAliasResponse_fleetId :: Lens' ResolveAliasResponse (Maybe Text) Source #
The fleet identifier that the alias is pointing to.
resolveAliasResponse_httpStatus :: Lens' ResolveAliasResponse Int Source #
The response's http status code.
ResumeGameServerGroup
resumeGameServerGroup_gameServerGroupName :: Lens' ResumeGameServerGroup Text Source #
A unique identifier for the game server group. Use either the name or ARN value.
resumeGameServerGroup_resumeActions :: Lens' ResumeGameServerGroup (NonEmpty GameServerGroupAction) Source #
The activity to resume for this game server group.
resumeGameServerGroupResponse_gameServerGroup :: Lens' ResumeGameServerGroupResponse (Maybe GameServerGroup) Source #
An object that describes the game server group resource, with the
SuspendedActions
property updated to reflect the resumed activity.
resumeGameServerGroupResponse_httpStatus :: Lens' ResumeGameServerGroupResponse Int Source #
The response's http status code.
SearchGameSessions
searchGameSessions_aliasId :: Lens' SearchGameSessions (Maybe Text) Source #
A unique identifier for the alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
searchGameSessions_filterExpression :: Lens' SearchGameSessions (Maybe Text) Source #
String containing the search criteria for the session search. If no
filter expression is included, the request returns results for all game
sessions in the fleet that are in ACTIVE
status.
A filter expression can contain one or multiple conditions. Each condition consists of the following:
- Operand -- Name of a game session attribute. Valid values are
gameSessionName
,gameSessionId
,gameSessionProperties
,maximumSessions
,creationTimeMillis
,playerSessionCount
,hasAvailablePlayerSessions
. - Comparator -- Valid comparators are:
=
,<>
,<
,>
,<=
,>=
. - Value -- Value to be searched for. Values may be numbers,
boolean values (true/false) or strings depending on the operand.
String values are case sensitive and must be enclosed in single
quotes. Special characters must be escaped. Boolean and string
values can only be used with the comparators
=
and<>
. For example, the following filter expression searches ongameSessionName
: "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'"
.
To chain multiple conditions in a single expression, use the logical
keywords AND
, OR
, and NOT
and parentheses as needed. For example:
x AND y AND NOT z
, NOT (x OR y)
.
Session search evaluates conditions from left to right using the following precedence rules:
=
,<>
,<
,>
,<=
,>=
- Parentheses
- NOT
- AND
- OR
For example, this filter expression retrieves game sessions hosting at
least ten players that have an open player slot:
"maximumSessions>=10 AND hasAvailablePlayerSessions=true"
.
searchGameSessions_fleetId :: Lens' SearchGameSessions (Maybe Text) Source #
A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
searchGameSessions_limit :: Lens' SearchGameSessions (Maybe Natural) Source #
The maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. The maximum
number of results returned is 20, even if this value is not set or is
set higher than 20.
searchGameSessions_location :: Lens' SearchGameSessions (Maybe Text) Source #
A fleet location to search for game sessions. You can specify a fleet's
home Region or a remote location. Use the Amazon Web Services Region
code format, such as us-west-2
.
searchGameSessions_nextToken :: Lens' SearchGameSessions (Maybe Text) Source #
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
searchGameSessions_sortExpression :: Lens' SearchGameSessions (Maybe Text) Source #
Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:
- Operand -- Name of a game session attribute. Valid values are
gameSessionName
,gameSessionId
,gameSessionProperties
,maximumSessions
,creationTimeMillis
,playerSessionCount
,hasAvailablePlayerSessions
. - Order -- Valid sort orders are
ASC
(ascending) andDESC
(descending).
For example, this sort expression returns the oldest active sessions
first: "SortExpression": "creationTimeMillis ASC"
. Results with a
null value for the sort operand are returned at the end of the list.
searchGameSessionsResponse_gameSessions :: Lens' SearchGameSessionsResponse (Maybe [GameSession]) Source #
A collection of objects containing game session properties for each session that matches the request.
searchGameSessionsResponse_nextToken :: Lens' SearchGameSessionsResponse (Maybe Text) Source #
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
searchGameSessionsResponse_httpStatus :: Lens' SearchGameSessionsResponse Int Source #
The response's http status code.
StartFleetActions
startFleetActions_location :: Lens' StartFleetActions (Maybe Text) Source #
The fleet location to restart fleet actions for. Specify a location in
the form of an Amazon Web Services Region code, such as us-west-2
.
startFleetActions_fleetId :: Lens' StartFleetActions Text Source #
A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.
startFleetActions_actions :: Lens' StartFleetActions (NonEmpty FleetAction) Source #
List of actions to restart on the fleet.
startFleetActionsResponse_fleetArn :: Lens' StartFleetActionsResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
startFleetActionsResponse_fleetId :: Lens' StartFleetActionsResponse (Maybe Text) Source #
A unique identifier for the fleet to restart actions on.
startFleetActionsResponse_httpStatus :: Lens' StartFleetActionsResponse Int Source #
The response's http status code.
StartGameSessionPlacement
startGameSessionPlacement_desiredPlayerSessions :: Lens' StartGameSessionPlacement (Maybe [DesiredPlayerSession]) Source #
Set of information on each player to create a player session for.
startGameSessionPlacement_gameProperties :: Lens' StartGameSessionPlacement (Maybe [GameProperty]) Source #
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).
startGameSessionPlacement_gameSessionData :: Lens' StartGameSessionPlacement (Maybe Text) Source #
A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see
Start a Game Session).
startGameSessionPlacement_gameSessionName :: Lens' StartGameSessionPlacement (Maybe Text) Source #
A descriptive label that is associated with a game session. Session names do not need to be unique.
startGameSessionPlacement_playerLatencies :: Lens' StartGameSessionPlacement (Maybe [PlayerLatency]) Source #
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
startGameSessionPlacement_placementId :: Lens' StartGameSessionPlacement Text Source #
A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.
startGameSessionPlacement_gameSessionQueueName :: Lens' StartGameSessionPlacement Text Source #
Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
startGameSessionPlacement_maximumPlayerSessionCount :: Lens' StartGameSessionPlacement Natural Source #
The maximum number of players that can be connected simultaneously to the game session.
startGameSessionPlacementResponse_gameSessionPlacement :: Lens' StartGameSessionPlacementResponse (Maybe GameSessionPlacement) Source #
Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.
startGameSessionPlacementResponse_httpStatus :: Lens' StartGameSessionPlacementResponse Int Source #
The response's http status code.
StartMatchBackfill
startMatchBackfill_gameSessionArn :: Lens' StartMatchBackfill (Maybe Text) Source #
A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.
startMatchBackfill_ticketId :: Lens' StartMatchBackfill (Maybe Text) Source #
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
startMatchBackfill_configurationName :: Lens' StartMatchBackfill Text Source #
Name of the matchmaker to use for this request. You can use either the
configuration name or ARN value. The ARN of the matchmaker that was used
with the original game session is listed in the GameSession
object,
MatchmakerData
property.
startMatchBackfill_players :: Lens' StartMatchBackfill [Player] Source #
Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.
You can include up to 199 Players
in a StartMatchBackfill
request.
PlayerID, PlayerAttributes, Team -- This information is maintained in the
GameSession
object,MatchmakerData
property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.
- LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
startMatchBackfillResponse_matchmakingTicket :: Lens' StartMatchBackfillResponse (Maybe MatchmakingTicket) Source #
Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.
startMatchBackfillResponse_httpStatus :: Lens' StartMatchBackfillResponse Int Source #
The response's http status code.
StartMatchmaking
startMatchmaking_ticketId :: Lens' StartMatchmaking (Maybe Text) Source #
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
startMatchmaking_configurationName :: Lens' StartMatchmaking Text Source #
Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.
startMatchmaking_players :: Lens' StartMatchmaking [Player] Source #
Information on each player to be matched. This information must include
a player ID, and may contain player attributes and latency data to be
used in the matchmaking process. After a successful match, Player
objects contain the name of the team the player is assigned to.
You can include up to 10 Players
in a StartMatchmaking
request.
startMatchmakingResponse_matchmakingTicket :: Lens' StartMatchmakingResponse (Maybe MatchmakingTicket) Source #
Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.
startMatchmakingResponse_httpStatus :: Lens' StartMatchmakingResponse Int Source #
The response's http status code.
StopFleetActions
stopFleetActions_location :: Lens' StopFleetActions (Maybe Text) Source #
The fleet location to stop fleet actions for. Specify a location in the
form of an Amazon Web Services Region code, such as us-west-2
.
stopFleetActions_fleetId :: Lens' StopFleetActions Text Source #
A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.
stopFleetActions_actions :: Lens' StopFleetActions (NonEmpty FleetAction) Source #
List of actions to suspend on the fleet.
stopFleetActionsResponse_fleetArn :: Lens' StopFleetActionsResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
stopFleetActionsResponse_fleetId :: Lens' StopFleetActionsResponse (Maybe Text) Source #
A unique identifier for the fleet to stop actions on.
stopFleetActionsResponse_httpStatus :: Lens' StopFleetActionsResponse Int Source #
The response's http status code.
StopGameSessionPlacement
stopGameSessionPlacement_placementId :: Lens' StopGameSessionPlacement Text Source #
A unique identifier for a game session placement to stop.
stopGameSessionPlacementResponse_gameSessionPlacement :: Lens' StopGameSessionPlacementResponse (Maybe GameSessionPlacement) Source #
Object that describes the canceled game session placement, with
CANCELLED
status and an end time stamp.
stopGameSessionPlacementResponse_httpStatus :: Lens' StopGameSessionPlacementResponse Int Source #
The response's http status code.
StopMatchmaking
stopMatchmaking_ticketId :: Lens' StopMatchmaking Text Source #
A unique identifier for a matchmaking ticket.
stopMatchmakingResponse_httpStatus :: Lens' StopMatchmakingResponse Int Source #
The response's http status code.
SuspendGameServerGroup
suspendGameServerGroup_gameServerGroupName :: Lens' SuspendGameServerGroup Text Source #
A unique identifier for the game server group. Use either the name or ARN value.
suspendGameServerGroup_suspendActions :: Lens' SuspendGameServerGroup (NonEmpty GameServerGroupAction) Source #
The activity to suspend for this game server group.
suspendGameServerGroupResponse_gameServerGroup :: Lens' SuspendGameServerGroupResponse (Maybe GameServerGroup) Source #
An object that describes the game server group resource, with the
SuspendedActions
property updated to reflect the suspended activity.
suspendGameServerGroupResponse_httpStatus :: Lens' SuspendGameServerGroupResponse Int Source #
The response's http status code.
TagResource
tagResource_resourceARN :: Lens' TagResource Text Source #
The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to assign tags to. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
tagResource_tags :: Lens' TagResource [Tag] Source #
A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for actual tagging limits.
tagResourceResponse_httpStatus :: Lens' TagResourceResponse Int Source #
The response's http status code.
UntagResource
untagResource_resourceARN :: Lens' UntagResource Text Source #
The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to remove tags from. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
untagResource_tagKeys :: Lens' UntagResource [Text] Source #
A list of one or more tag keys to remove from the specified GameLift resource. An Amazon Web Services resource can have only one tag with a specific tag key, so specifying the tag key identifies which tag to remove.
untagResourceResponse_httpStatus :: Lens' UntagResourceResponse Int Source #
The response's http status code.
UpdateAlias
updateAlias_description :: Lens' UpdateAlias (Maybe Text) Source #
A human-readable description of the alias.
updateAlias_name :: Lens' UpdateAlias (Maybe Text) Source #
A descriptive label that is associated with an alias. Alias names do not need to be unique.
updateAlias_routingStrategy :: Lens' UpdateAlias (Maybe RoutingStrategy) Source #
The routing configuration, including routing type and fleet target, for the alias.
updateAlias_aliasId :: Lens' UpdateAlias Text Source #
A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.
updateAliasResponse_alias :: Lens' UpdateAliasResponse (Maybe Alias) Source #
The updated alias resource.
updateAliasResponse_httpStatus :: Lens' UpdateAliasResponse Int Source #
The response's http status code.
UpdateBuild
updateBuild_name :: Lens' UpdateBuild (Maybe Text) Source #
A descriptive label associated with a build. Build names do not need to be unique.
updateBuild_version :: Lens' UpdateBuild (Maybe Text) Source #
Version information associated with a build or script. Version strings do not need to be unique.
updateBuild_buildId :: Lens' UpdateBuild Text Source #
A unique identifier for the build to update. You can use either the build ID or ARN value.
updateBuildResponse_build :: Lens' UpdateBuildResponse (Maybe Build) Source #
The updated build resource.
updateBuildResponse_httpStatus :: Lens' UpdateBuildResponse Int Source #
The response's http status code.
UpdateFleetAttributes
updateFleetAttributes_anywhereConfiguration :: Lens' UpdateFleetAttributes (Maybe AnywhereConfiguration) Source #
GameLift Anywhere configuration options.
updateFleetAttributes_description :: Lens' UpdateFleetAttributes (Maybe Text) Source #
A human-readable description of a fleet.
updateFleetAttributes_metricGroups :: Lens' UpdateFleetAttributes (Maybe [Text]) Source #
The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.
updateFleetAttributes_name :: Lens' UpdateFleetAttributes (Maybe Text) Source #
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
updateFleetAttributes_newGameSessionProtectionPolicy :: Lens' UpdateFleetAttributes (Maybe ProtectionPolicy) Source #
The game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession .
- NoProtection -- The game session can be terminated during a scale-down event.
- FullProtection -- If the game session is in an
ACTIVE
status, it cannot be terminated during a scale-down event.
updateFleetAttributes_resourceCreationLimitPolicy :: Lens' UpdateFleetAttributes (Maybe ResourceCreationLimitPolicy) Source #
Policy settings that limit the number of game sessions an individual player can create over a span of time.
updateFleetAttributes_fleetId :: Lens' UpdateFleetAttributes Text Source #
A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.
updateFleetAttributesResponse_fleetArn :: Lens' UpdateFleetAttributesResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
updateFleetAttributesResponse_fleetId :: Lens' UpdateFleetAttributesResponse (Maybe Text) Source #
A unique identifier for the fleet that was updated.
updateFleetAttributesResponse_httpStatus :: Lens' UpdateFleetAttributesResponse Int Source #
The response's http status code.
UpdateFleetCapacity
updateFleetCapacity_desiredInstances :: Lens' UpdateFleetCapacity (Maybe Natural) Source #
The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
updateFleetCapacity_location :: Lens' UpdateFleetCapacity (Maybe Text) Source #
The name of a remote location to update fleet capacity settings for, in
the form of an Amazon Web Services Region code such as us-west-2
.
updateFleetCapacity_maxSize :: Lens' UpdateFleetCapacity (Maybe Natural) Source #
The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.
updateFleetCapacity_minSize :: Lens' UpdateFleetCapacity (Maybe Natural) Source #
The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.
updateFleetCapacity_fleetId :: Lens' UpdateFleetCapacity Text Source #
A unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.
updateFleetCapacityResponse_fleetArn :: Lens' UpdateFleetCapacityResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
updateFleetCapacityResponse_fleetId :: Lens' UpdateFleetCapacityResponse (Maybe Text) Source #
A unique identifier for the fleet that was updated.
updateFleetCapacityResponse_location :: Lens' UpdateFleetCapacityResponse (Maybe Text) Source #
The remote location being updated, expressed as an Amazon Web Services
Region code, such as us-west-2
.
updateFleetCapacityResponse_httpStatus :: Lens' UpdateFleetCapacityResponse Int Source #
The response's http status code.
UpdateFleetPortSettings
updateFleetPortSettings_inboundPermissionAuthorizations :: Lens' UpdateFleetPortSettings (Maybe [IpPermission]) Source #
A collection of port settings to be added to the fleet resource.
updateFleetPortSettings_inboundPermissionRevocations :: Lens' UpdateFleetPortSettings (Maybe [IpPermission]) Source #
A collection of port settings to be removed from the fleet resource.
updateFleetPortSettings_fleetId :: Lens' UpdateFleetPortSettings Text Source #
A unique identifier for the fleet to update port settings for. You can use either the fleet ID or ARN value.
updateFleetPortSettingsResponse_fleetArn :: Lens' UpdateFleetPortSettingsResponse (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
updateFleetPortSettingsResponse_fleetId :: Lens' UpdateFleetPortSettingsResponse (Maybe Text) Source #
A unique identifier for the fleet that was updated.
updateFleetPortSettingsResponse_httpStatus :: Lens' UpdateFleetPortSettingsResponse Int Source #
The response's http status code.
UpdateGameServer
updateGameServer_gameServerData :: Lens' UpdateGameServer (Maybe Text) Source #
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
updateGameServer_healthCheck :: Lens' UpdateGameServer (Maybe GameServerHealthCheck) Source #
Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.
updateGameServer_utilizationStatus :: Lens' UpdateGameServer (Maybe GameServerUtilizationStatus) Source #
Indicates whether the game server is available or is currently hosting gameplay.
updateGameServer_gameServerGroupName :: Lens' UpdateGameServer Text Source #
A unique identifier for the game server group where the game server is running.
updateGameServer_gameServerId :: Lens' UpdateGameServer Text Source #
A custom string that uniquely identifies the game server to update.
updateGameServerResponse_gameServer :: Lens' UpdateGameServerResponse (Maybe GameServer) Source #
Object that describes the newly updated game server.
updateGameServerResponse_httpStatus :: Lens' UpdateGameServerResponse Int Source #
The response's http status code.
UpdateGameServerGroup
updateGameServerGroup_balancingStrategy :: Lens' UpdateGameServerGroup (Maybe BalancingStrategy) Source #
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
updateGameServerGroup_gameServerProtectionPolicy :: Lens' UpdateGameServerGroup (Maybe GameServerProtectionPolicy) Source #
A flag that indicates whether instances in the game server group are
protected from early termination. Unprotected instances that have active
game servers running might be terminated during a scale-down event,
causing players to be dropped from the game. Protected instances cannot
be terminated while there are active game servers running except in the
event of a forced game server group deletion (see ). An exception to
this is with Spot Instances, which can be terminated by Amazon Web
Services regardless of protection status. This property is set to
NO_PROTECTION
by default.
updateGameServerGroup_instanceDefinitions :: Lens' UpdateGameServerGroup (Maybe (NonEmpty InstanceDefinition)) Source #
An updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
updateGameServerGroup_roleArn :: Lens' UpdateGameServerGroup (Maybe Text) Source #
The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
updateGameServerGroup_gameServerGroupName :: Lens' UpdateGameServerGroup Text Source #
A unique identifier for the game server group. Use either the name or ARN value.
updateGameServerGroupResponse_gameServerGroup :: Lens' UpdateGameServerGroupResponse (Maybe GameServerGroup) Source #
An object that describes the game server group resource with updated properties.
updateGameServerGroupResponse_httpStatus :: Lens' UpdateGameServerGroupResponse Int Source #
The response's http status code.
UpdateGameSession
updateGameSession_maximumPlayerSessionCount :: Lens' UpdateGameSession (Maybe Natural) Source #
The maximum number of players that can be connected simultaneously to the game session.
updateGameSession_name :: Lens' UpdateGameSession (Maybe Text) Source #
A descriptive label that is associated with a game session. Session names do not need to be unique.
updateGameSession_playerSessionCreationPolicy :: Lens' UpdateGameSession (Maybe PlayerSessionCreationPolicy) Source #
A policy that determines whether the game session is accepting new players.
updateGameSession_protectionPolicy :: Lens' UpdateGameSession (Maybe ProtectionPolicy) Source #
Game session protection policy to apply to this game session only.
- NoProtection -- The game session can be terminated during a scale-down event.
- FullProtection -- If the game session is in an
ACTIVE
status, it cannot be terminated during a scale-down event.
updateGameSession_gameSessionId :: Lens' UpdateGameSession Text Source #
A unique identifier for the game session to update.
updateGameSessionResponse_gameSession :: Lens' UpdateGameSessionResponse (Maybe GameSession) Source #
The updated game session properties.
updateGameSessionResponse_httpStatus :: Lens' UpdateGameSessionResponse Int Source #
The response's http status code.
UpdateGameSessionQueue
updateGameSessionQueue_customEventData :: Lens' UpdateGameSessionQueue (Maybe Text) Source #
Information to be added to all events that are related to this game session queue.
updateGameSessionQueue_destinations :: Lens' UpdateGameSessionQueue (Maybe [GameSessionQueueDestination]) Source #
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.
updateGameSessionQueue_filterConfiguration :: Lens' UpdateGameSessionQueue (Maybe FilterConfiguration) Source #
A list of locations where a queue is allowed to place new game sessions.
Locations are specified in the form of Amazon Web Services Region codes,
such as us-west-2
. If this parameter is not set, game sessions can be
placed in any queue location. To remove an existing filter
configuration, pass in an empty set.
updateGameSessionQueue_notificationTarget :: Lens' UpdateGameSessionQueue (Maybe Text) Source #
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
updateGameSessionQueue_playerLatencyPolicies :: Lens' UpdateGameSessionQueue (Maybe [PlayerLatencyPolicy]) Source #
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value. When updating policies, provide a complete collection of policies.
updateGameSessionQueue_priorityConfiguration :: Lens' UpdateGameSessionQueue (Maybe PriorityConfiguration) Source #
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.
updateGameSessionQueue_timeoutInSeconds :: Lens' UpdateGameSessionQueue (Maybe Natural) Source #
The maximum time, in seconds, that a new game session placement request
remains in the queue. When a request exceeds this time, the game session
placement changes to a TIMED_OUT
status.
updateGameSessionQueue_name :: Lens' UpdateGameSessionQueue Text Source #
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
updateGameSessionQueueResponse_gameSessionQueue :: Lens' UpdateGameSessionQueueResponse (Maybe GameSessionQueue) Source #
An object that describes the newly updated game session queue.
updateGameSessionQueueResponse_httpStatus :: Lens' UpdateGameSessionQueueResponse Int Source #
The response's http status code.
UpdateMatchmakingConfiguration
updateMatchmakingConfiguration_acceptanceRequired :: Lens' UpdateMatchmakingConfiguration (Maybe Bool) Source #
A flag that indicates whether a match that was created with this
configuration must be accepted by the matched players. To require
acceptance, set to TRUE. With this option enabled, matchmaking tickets
use the status REQUIRES_ACCEPTANCE
to indicate when a completed
potential match is waiting for player acceptance.
updateMatchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural) Source #
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
updateMatchmakingConfiguration_additionalPlayerCount :: Lens' UpdateMatchmakingConfiguration (Maybe Natural) Source #
The number of player slots in a match to keep open for future players.
For example, if the configuration's rule set specifies a match for a
single 12-person team, and the additional player count is set to 2, only
10 players are selected for the match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.
updateMatchmakingConfiguration_backfillMode :: Lens' UpdateMatchmakingConfiguration (Maybe BackfillMode) Source #
The method that is used to backfill game sessions created with this
matchmaking configuration. Specify MANUAL when your game manages
backfill requests manually or does not use the match backfill feature.
Specify AUTOMATIC to have GameLift create a match backfill request
whenever a game session has one or more open slots. Learn more about
manual and automatic backfill in
Backfill Existing Games with FlexMatch.
Automatic backfill is not available when FlexMatchMode
is set to
STANDALONE
.
updateMatchmakingConfiguration_customEventData :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #
Information to add to all events related to the matchmaking configuration.
updateMatchmakingConfiguration_description :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #
A description for the matchmaking configuration.
updateMatchmakingConfiguration_flexMatchMode :: Lens' UpdateMatchmakingConfiguration (Maybe FlexMatchMode) Source #
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
- STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
- WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
updateMatchmakingConfiguration_gameProperties :: Lens' UpdateMatchmakingConfiguration (Maybe [GameProperty]) Source #
A set of custom properties for a game session, formatted as key:value
pairs. These properties are passed to a game server process with a
request to start a new game session (see
Start a Game Session).
This information is added to the new GameSession
object that is
created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.
updateMatchmakingConfiguration_gameSessionData :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #
A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process with a request to
start a new game session (see
Start a Game Session).
This information is added to the game session that is created for a
successful match. This parameter is not used if FlexMatchMode
is set
to STANDALONE
.
updateMatchmakingConfiguration_gameSessionQueueArns :: Lens' UpdateMatchmakingConfiguration (Maybe [Text]) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift game session queue resource and uniquely
identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues
can be located in any Region. Queues are used to start new
GameLift-hosted game sessions for matches that are created with this
matchmaking configuration. If FlexMatchMode
is set to STANDALONE
, do
not set this parameter.
updateMatchmakingConfiguration_notificationTarget :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
updateMatchmakingConfiguration_requestTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural) Source #
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
updateMatchmakingConfiguration_ruleSetName :: Lens' UpdateMatchmakingConfiguration (Maybe Text) Source #
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
updateMatchmakingConfiguration_name :: Lens' UpdateMatchmakingConfiguration Text Source #
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
updateMatchmakingConfigurationResponse_configuration :: Lens' UpdateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration) Source #
The updated matchmaking configuration.
updateMatchmakingConfigurationResponse_httpStatus :: Lens' UpdateMatchmakingConfigurationResponse Int Source #
The response's http status code.
UpdateRuntimeConfiguration
updateRuntimeConfiguration_fleetId :: Lens' UpdateRuntimeConfiguration Text Source #
A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.
updateRuntimeConfiguration_runtimeConfiguration :: Lens' UpdateRuntimeConfiguration RuntimeConfiguration Source #
Instructions for alaunching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance, how to launch them, and the number of processes to run concurrently.
updateRuntimeConfigurationResponse_runtimeConfiguration :: Lens' UpdateRuntimeConfigurationResponse (Maybe RuntimeConfiguration) Source #
The runtime configuration currently in use by all instances in the fleet. If the update was successful, all property changes are shown.
updateRuntimeConfigurationResponse_httpStatus :: Lens' UpdateRuntimeConfigurationResponse Int Source #
The response's http status code.
UpdateScript
updateScript_name :: Lens' UpdateScript (Maybe Text) Source #
A descriptive label that is associated with a script. Script names do not need to be unique.
updateScript_storageLocation :: Lens' UpdateScript (Maybe S3Location) Source #
The location of the Amazon S3 bucket where a zipped file containing your
Realtime scripts is stored. The storage location must specify the Amazon
S3 bucket name, the zip file name (the "key"), and a role ARN that
allows Amazon GameLift to access the Amazon S3 storage location. The S3
bucket must be in the same Region where you want to create a new script.
By default, Amazon GameLift uploads the latest version of the zip file;
if you have S3 object versioning turned on, you can use the
ObjectVersion
parameter to specify an earlier version.
updateScript_version :: Lens' UpdateScript (Maybe Text) Source #
Version information associated with a build or script. Version strings do not need to be unique.
updateScript_zipFile :: Lens' UpdateScript (Maybe ByteString) Source #
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this
parameter is set to the zip file name. It must be prepended with the
string "fileb://" to indicate that the file data is a binary object.
For example: --zip-file fileb://myRealtimeScript.zip
.--
-- Note: This Lens
automatically encodes and decodes Base64 data.
-- The underlying isomorphism will encode to Base64 representation during
-- serialisation, and decode from Base64 representation during deserialisation.
-- This Lens
accepts and returns only raw unencoded data.
updateScript_scriptId :: Lens' UpdateScript Text Source #
A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.
updateScriptResponse_script :: Lens' UpdateScriptResponse (Maybe Script) Source #
The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.
updateScriptResponse_httpStatus :: Lens' UpdateScriptResponse Int Source #
The response's http status code.
ValidateMatchmakingRuleSet
validateMatchmakingRuleSet_ruleSetBody :: Lens' ValidateMatchmakingRuleSet Text Source #
A collection of matchmaking rules to validate, formatted as a JSON string.
validateMatchmakingRuleSetResponse_valid :: Lens' ValidateMatchmakingRuleSetResponse (Maybe Bool) Source #
A response indicating whether the rule set is valid.
validateMatchmakingRuleSetResponse_httpStatus :: Lens' ValidateMatchmakingRuleSetResponse Int Source #
The response's http status code.
Types
Alias
alias_aliasArn :: Lens' Alias (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift alias resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
In a GameLift alias ARN, the resource ID matches the alias ID value.
alias_aliasId :: Lens' Alias (Maybe Text) Source #
A unique identifier for the alias. Alias IDs are unique within a Region.
alias_creationTime :: Lens' Alias (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
alias_lastUpdatedTime :: Lens' Alias (Maybe UTCTime) Source #
The time that this data object was last modified. Format is a number
expressed in Unix time as milliseconds (for example
"1469498468.057"
).
alias_name :: Lens' Alias (Maybe Text) Source #
A descriptive label that is associated with an alias. Alias names do not need to be unique.
alias_routingStrategy :: Lens' Alias (Maybe RoutingStrategy) Source #
The routing configuration, including routing type and fleet target, for the alias.
AnywhereConfiguration
anywhereConfiguration_cost :: Lens' AnywhereConfiguration Text Source #
The cost to run your fleet per hour. GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues.
AttributeValue
attributeValue_n :: Lens' AttributeValue (Maybe Double) Source #
For number values, expressed as double.
attributeValue_s :: Lens' AttributeValue (Maybe Text) Source #
For single string values. Maximum string length is 100 characters.
attributeValue_sdm :: Lens' AttributeValue (Maybe (HashMap Text Double)) Source #
For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.
attributeValue_sl :: Lens' AttributeValue (Maybe [Text]) Source #
For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
AwsCredentials
awsCredentials_accessKeyId :: Lens' AwsCredentials (Maybe Text) Source #
Temporary key allowing access to the Amazon GameLift S3 account.
awsCredentials_secretAccessKey :: Lens' AwsCredentials (Maybe Text) Source #
Temporary secret key allowing access to the Amazon GameLift S3 account.
awsCredentials_sessionToken :: Lens' AwsCredentials (Maybe Text) Source #
Token used to associate a specific build ID with the files uploaded using these credentials.
Build
build_buildArn :: Lens' Build (Maybe Text) Source #
The Amazon Resource Name
(ARN)
assigned to a GameLift build resource and uniquely identifies it. ARNs
are unique across all Regions. Format is
arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
In a GameLift build ARN, the resource ID matches the BuildId value.
build_creationTime :: Lens' Build (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
build_name :: Lens' Build (Maybe Text) Source #
A descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
build_operatingSystem :: Lens' Build (Maybe OperatingSystem) Source #
Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.
build_serverSdkVersion :: Lens' Build (Maybe Text) Source #
The GameLift Server SDK version used to develop your game server.
build_sizeOnDisk :: Lens' Build (Maybe Natural) Source #
File size of the uploaded game build, expressed in bytes. When the build
status is INITIALIZED
or when using a custom Amazon S3 storage
location, this value is 0.
build_status :: Lens' Build (Maybe BuildStatus) Source #
Current status of the build.
Possible build statuses include the following:
- INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
- READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
- FAILED -- The game build upload failed. You cannot create new fleets for this build.
build_version :: Lens' Build (Maybe Text) Source #
Version information associated with a build or script. Version strings do not need to be unique.
CertificateConfiguration
certificateConfiguration_certificateType :: Lens' CertificateConfiguration CertificateType Source #
Indicates whether a TLS/SSL certificate is generated for a fleet.
Valid values include:
- GENERATED - Generate a TLS/SSL certificate for this fleet.
- DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.
Compute
compute_computeArn :: Lens' Compute (Maybe Text) Source #
The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.
compute_computeName :: Lens' Compute (Maybe Text) Source #
A descriptive label that is associated with the compute resource registered to your fleet.
compute_computeStatus :: Lens' Compute (Maybe ComputeStatus) Source #
Current status of the compute. A compute must have an ACTIVE
status to
host game sessions.
compute_creationTime :: Lens' Compute (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
compute_dnsName :: Lens' Compute (Maybe Text) Source #
The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
compute_fleetArn :: Lens' Compute (Maybe Text) Source #
The Amazon Resource Name (ARN) of the fleet that the compute is registered to.
compute_fleetId :: Lens' Compute (Maybe Text) Source #
A unique identifier for the fleet that the compute is registered to.
compute_gameLiftServiceSdkEndpoint :: Lens' Compute (Maybe Text) Source #
The endpoint connection details of the GameLift SDK endpoint that your game server connects to.
compute_ipAddress :: Lens' Compute (Maybe Text) Source #
The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
compute_location :: Lens' Compute (Maybe Text) Source #
The name of the custom location you added to the fleet that this compute resource resides in.
compute_operatingSystem :: Lens' Compute (Maybe OperatingSystem) Source #
The type of operating system on your compute resource.
compute_type :: Lens' Compute (Maybe EC2InstanceType) Source #
Which compute type that the fleet uses. A fleet can use Anywhere compute resources owned by you or managed Amazon EC2 instances.
DesiredPlayerSession
desiredPlayerSession_playerData :: Lens' DesiredPlayerSession (Maybe Text) Source #
Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.
desiredPlayerSession_playerId :: Lens' DesiredPlayerSession (Maybe Text) Source #
A unique identifier for a player to associate with the player session.
EC2InstanceCounts
eC2InstanceCounts_active :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Actual number of instances that are ready to host game sessions.
eC2InstanceCounts_desired :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Ideal number of active instances. GameLift will always try to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances.
eC2InstanceCounts_idle :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Number of active instances that are not currently hosting a game session.
eC2InstanceCounts_maximum :: Lens' EC2InstanceCounts (Maybe Natural) Source #
The maximum instance count value allowed.
eC2InstanceCounts_minimum :: Lens' EC2InstanceCounts (Maybe Natural) Source #
The minimum instance count value allowed.
eC2InstanceCounts_pending :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Number of instances that are starting but not yet active.
eC2InstanceCounts_terminating :: Lens' EC2InstanceCounts (Maybe Natural) Source #
Number of instances that are no longer active but haven't yet been terminated.
EC2InstanceLimit
eC2InstanceLimit_currentInstances :: Lens' EC2InstanceLimit (Maybe Natural) Source #
The number of instances for the specified type and location that are currently being used by the Amazon Web Services account.
eC2InstanceLimit_eC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType) Source #
The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
eC2InstanceLimit_instanceLimit :: Lens' EC2InstanceLimit (Maybe Natural) Source #
The number of instances that is allowed for the specified instance type and location.
eC2InstanceLimit_location :: Lens' EC2InstanceLimit (Maybe Text) Source #
An Amazon Web Services Region code, such as us-west-2
.
Event
event_eventCode :: Lens' Event (Maybe EventCode) Source #
The type of event being logged.
Fleet state transition events:
- FLEET_CREATED -- A fleet resource was successfully created with a
status of
NEW
. Event messaging includes the fleet ID. - FLEET_STATE_DOWNLOADING -- Fleet status changed from
NEW
toDOWNLOADING
. The compressed build has started downloading to a fleet instance for installation. - FLEET_STATE_VALIDATING -- Fleet status changed from
DOWNLOADING
toVALIDATING
. GameLift has successfully downloaded the build and is now validating the build files. - FLEET_STATE_BUILDING -- Fleet status changed from
VALIDATING
toBUILDING
. GameLift has successfully verified the build files and is now running the installation scripts. - FLEET_STATE_ACTIVATING -- Fleet status changed from
BUILDING
toACTIVATING
. GameLift is trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server SDK. - FLEET_STATE_ACTIVE -- The fleet's status changed from
ACTIVATING
toACTIVE
. The fleet is now ready to host game sessions. - FLEET_STATE_ERROR -- The Fleet's status changed to
ERROR
. Describe the fleet event message for more details.
Fleet creation events (ordered by fleet creation activity):
- FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
- FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.
- FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl.
- FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was
successful, and the GameLift is now verifying that the game server
launch paths, which are specified in the fleet's runtime
configuration, exist. If any listed launch path exists, GameLift
tries to launch a game server process and waits for the process to
report ready. Failures in this stage prevent a fleet from moving to
ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl. - FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance.
- FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance.
- FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
- FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues.
- FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc.
- FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details.
VPC peering events:
- FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an GameLift fleet and a VPC in your Amazon Web Services account.
- FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
- FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
Spot instance events:
- INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
Server process events:
- SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.
- SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time.
- SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time.
- SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called.
- SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.
- SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected.
- SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected.
Game session events:
- GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected.
Other fleet events:
- FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
- FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
- FLEET_DELETED -- A request to delete a fleet was initiated.
- GENERIC_EVENT -- An unspecified event has occurred.
event_eventTime :: Lens' Event (Maybe UTCTime) Source #
Time stamp indicating when this event occurred. Format is a number
expressed in Unix time as milliseconds (for example
"1469498468.057"
).
event_preSignedLogUrl :: Lens' Event (Maybe Text) Source #
Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the GameLift console.
event_resourceId :: Lens' Event (Maybe Text) Source #
A unique identifier for an event resource, such as a fleet ID.
FilterConfiguration
filterConfiguration_allowedLocations :: Lens' FilterConfiguration (Maybe (NonEmpty Text)) Source #
A list of locations to allow game session placement in, in the form of
Amazon Web Services Region codes such as us-west-2
.
FleetAttributes
fleetAttributes_anywhereConfiguration :: Lens' FleetAttributes (Maybe AnywhereConfiguration) Source #
Undocumented member.
fleetAttributes_buildArn :: Lens' FleetAttributes (Maybe Text) Source #
The Amazon Resource Name
(ARN)
associated with the GameLift build resource that is deployed on
instances in this fleet. In a GameLift build ARN, the resource ID
matches the BuildId
value.
fleetAttributes_buildId :: Lens' FleetAttributes (Maybe Text) Source #
A unique identifier for the build resource that is deployed on instances in this fleet.
fleetAttributes_certificateConfiguration :: Lens' FleetAttributes (Maybe CertificateConfiguration) Source #
Undocumented member.
fleetAttributes_computeType :: Lens' FleetAttributes (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.
fleetAttributes_creationTime :: Lens' FleetAttributes (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
fleetAttributes_description :: Lens' FleetAttributes (Maybe Text) Source #
A human-readable description of the fleet.
fleetAttributes_fleetArn :: Lens' FleetAttributes (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
In a GameLift fleet ARN, the resource ID matches the FleetId
value.
fleetAttributes_fleetId :: Lens' FleetAttributes (Maybe Text) Source #
A unique identifier for the fleet.
fleetAttributes_fleetType :: Lens' FleetAttributes (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.
fleetAttributes_instanceRoleArn :: Lens' FleetAttributes (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.
fleetAttributes_instanceType :: Lens' FleetAttributes (Maybe EC2InstanceType) Source #
The Amazon EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
fleetAttributes_logPaths :: Lens' FleetAttributes (Maybe [Text]) Source #
This parameter is no longer used. Game session log paths are now
defined using the GameLift server API ProcessReady()
logParameters
.
See more information in the
Server API Reference.
fleetAttributes_metricGroups :: Lens' FleetAttributes (Maybe [Text]) Source #
Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.
fleetAttributes_name :: Lens' FleetAttributes (Maybe Text) Source #
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
fleetAttributes_newGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy) Source #
The type of game session protection to set on all new instances that are started in the fleet.
- NoProtection -- The game session can be terminated during a scale-down event.
- FullProtection -- If the game session is in an
ACTIVE
status, it cannot be terminated during a scale-down event.
fleetAttributes_operatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem) Source #
The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.
fleetAttributes_resourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy) Source #
Undocumented member.
fleetAttributes_scriptArn :: Lens' FleetAttributes (Maybe Text) Source #
The Amazon Resource Name
(ARN)
associated with the GameLift script resource that is deployed on
instances in this fleet. In a GameLift script ARN, the resource ID
matches the ScriptId
value.
fleetAttributes_scriptId :: Lens' FleetAttributes (Maybe Text) Source #
A unique identifier for the Realtime script resource that is deployed on instances in this fleet.
fleetAttributes_serverLaunchParameters :: Lens' FleetAttributes (Maybe Text) Source #
This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration . Requests that use this parameter instead continue to be valid.
fleetAttributes_serverLaunchPath :: Lens' FleetAttributes (Maybe Text) Source #
This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration . Requests that use this parameter instead continue to be valid.
fleetAttributes_status :: Lens' FleetAttributes (Maybe FleetStatus) Source #
Current status of the fleet. Possible fleet statuses include the following:
- NEW -- A new fleet has been defined and desired instances is set to 1.
- DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- GameLift is setting up the new fleet, creating new instances with the game build or Realtime script and starting server processes.
- ACTIVE -- Hosts can now accept game sessions.
- ERROR -- An error occurred when downloading, validating, building, or activating the fleet.
- DELETING -- Hosts are responding to a delete fleet request.
- TERMINATED -- The fleet no longer exists.
fleetAttributes_stoppedActions :: Lens' FleetAttributes (Maybe (NonEmpty FleetAction)) Source #
A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.
fleetAttributes_terminationTime :: Lens' FleetAttributes (Maybe UTCTime) Source #
A time stamp indicating when this data object was terminated. Format is
a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
FleetCapacity
fleetCapacity_fleetArn :: Lens' FleetCapacity (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
fleetCapacity_fleetId :: Lens' FleetCapacity (Maybe Text) Source #
A unique identifier for the fleet associated with the location.
fleetCapacity_instanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts) Source #
Undocumented member.
fleetCapacity_instanceType :: Lens' FleetCapacity (Maybe EC2InstanceType) Source #
The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
fleetCapacity_location :: Lens' FleetCapacity (Maybe Text) Source #
The fleet location for the instance count information, expressed as an
Amazon Web Services Region code, such as us-west-2
.
FleetUtilization
fleetUtilization_activeGameSessionCount :: Lens' FleetUtilization (Maybe Natural) Source #
The number of active game sessions that are currently being hosted across all instances in the fleet location.
fleetUtilization_activeServerProcessCount :: Lens' FleetUtilization (Maybe Natural) Source #
The number of server processes in ACTIVE
status that are currently
running across all instances in the fleet location.
fleetUtilization_currentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) Source #
The number of active player sessions that are currently being hosted across all instances in the fleet location.
fleetUtilization_fleetArn :: Lens' FleetUtilization (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
fleetUtilization_fleetId :: Lens' FleetUtilization (Maybe Text) Source #
A unique identifier for the fleet associated with the location.
fleetUtilization_location :: Lens' FleetUtilization (Maybe Text) Source #
The fleet location for the fleet utilization information, expressed as
an Amazon Web Services Region code, such as us-west-2
.
fleetUtilization_maximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) Source #
The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.
GameProperty
gameProperty_key :: Lens' GameProperty Text Source #
The game property identifier.
gameProperty_value :: Lens' GameProperty Text Source #
The game property value.
GameServer
gameServer_claimStatus :: Lens' GameServer (Maybe GameServerClaimStatus) Source #
Indicates when an available game server has been reserved for gameplay
but has not yet started hosting a game. Once it is claimed, the game
server remains in CLAIMED
status for a maximum of one minute. During
this time, game clients connect to the game server to start the game and
trigger the game server to update its utilization status. After one
minute, the game server claim status reverts to null.
gameServer_connectionInfo :: Lens' GameServer (Maybe Text) Source #
The port and IP address that must be used to establish a client connection to the game server.
gameServer_gameServerData :: Lens' GameServer (Maybe Text) Source #
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
gameServer_gameServerGroupArn :: Lens' GameServer (Maybe Text) Source #
The ARN identifier for the game server group where the game server is located.
gameServer_gameServerGroupName :: Lens' GameServer (Maybe Text) Source #
A unique identifier for the game server group where the game server is running.
gameServer_gameServerId :: Lens' GameServer (Maybe Text) Source #
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
gameServer_instanceId :: Lens' GameServer (Maybe Text) Source #
The unique identifier for the instance where the game server is running.
This ID is available in the instance metadata. EC2 instance IDs use a
17-character format, for example: i-1234567890abcdef0
.
gameServer_lastClaimTime :: Lens' GameServer (Maybe UTCTime) Source #
Timestamp that indicates the last time the game server was claimed. The
format is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
). This value is used to calculate when a claimed
game server's status should revert to null.
gameServer_lastHealthCheckTime :: Lens' GameServer (Maybe UTCTime) Source #
Timestamp that indicates the last time the game server was updated with
health status. The format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
). After game server
registration, this property is only changed when a game server update
specifies a health check value.
gameServer_registrationTime :: Lens' GameServer (Maybe UTCTime) Source #
Timestamp that indicates when the game server registered. The format is
a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
gameServer_utilizationStatus :: Lens' GameServer (Maybe GameServerUtilizationStatus) Source #
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.UTILIZED
- The game server is currently hosting a game session with players.
GameServerGroup
gameServerGroup_autoScalingGroupArn :: Lens' GameServerGroup (Maybe Text) Source #
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
gameServerGroup_balancingStrategy :: Lens' GameServerGroup (Maybe BalancingStrategy) Source #
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
gameServerGroup_creationTime :: Lens' GameServerGroup (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
gameServerGroup_gameServerGroupArn :: Lens' GameServerGroup (Maybe Text) Source #
A generated unique ID for the game server group.
gameServerGroup_gameServerGroupName :: Lens' GameServerGroup (Maybe Text) Source #
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
gameServerGroup_gameServerProtectionPolicy :: Lens' GameServerGroup (Maybe GameServerProtectionPolicy) Source #
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
gameServerGroup_instanceDefinitions :: Lens' GameServerGroup (Maybe (NonEmpty InstanceDefinition)) Source #
The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
gameServerGroup_lastUpdatedTime :: Lens' GameServerGroup (Maybe UTCTime) Source #
A timestamp that indicates when this game server group was last updated.
gameServerGroup_roleArn :: Lens' GameServerGroup (Maybe Text) Source #
The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
gameServerGroup_status :: Lens' GameServerGroup (Maybe GameServerGroupStatus) Source #
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated theCreateGameServerGroup()
request.ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.ACTIVE
- The game server group has been successfully created.DELETE_SCHEDULED
- A request to delete the game server group has been received.DELETING
- GameLift FleetIQ has received a validDeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.DELETED
- The game server group has been successfully deleted.ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.
gameServerGroup_statusReason :: Lens' GameServerGroup (Maybe Text) Source #
Additional information about the current game server group status. This
information might provide additional insight on groups that are in
ERROR
status.
gameServerGroup_suspendedActions :: Lens' GameServerGroup (Maybe (NonEmpty GameServerGroupAction)) Source #
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
GameServerGroupAutoScalingPolicy
gameServerGroupAutoScalingPolicy_estimatedInstanceWarmup :: Lens' GameServerGroupAutoScalingPolicy (Maybe Natural) Source #
Length of time, in seconds, it takes for a new instance to start new game server processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.
gameServerGroupAutoScalingPolicy_targetTrackingConfiguration :: Lens' GameServerGroupAutoScalingPolicy TargetTrackingConfiguration Source #
Settings for a target-based scaling policy applied to Auto Scaling
group. These settings are used to create a target-based policy that
tracks the GameLift FleetIQ metric "PercentUtilizedGameServers"
and
specifies a target value for the metric. As player usage changes, the
policy triggers to adjust the game server group capacity so that the
metric returns to the target value.
GameServerInstance
gameServerInstance_gameServerGroupArn :: Lens' GameServerInstance (Maybe Text) Source #
A generated unique identifier for the game server group that includes the game server instance.
gameServerInstance_gameServerGroupName :: Lens' GameServerInstance (Maybe Text) Source #
A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.
gameServerInstance_instanceId :: Lens' GameServerInstance (Maybe Text) Source #
The unique identifier for the instance where the game server is running.
This ID is available in the instance metadata. EC2 instance IDs use a
17-character format, for example: i-1234567890abcdef0
.
gameServerInstance_instanceStatus :: Lens' GameServerInstance (Maybe GameServerInstanceStatus) Source #
Current status of the game server instance
GameSession
gameSession_creationTime :: Lens' GameSession (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
gameSession_creatorId :: Lens' GameSession (Maybe Text) Source #
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
gameSession_currentPlayerSessionCount :: Lens' GameSession (Maybe Natural) Source #
Number of players currently in the game session.
gameSession_dnsName :: Lens' GameSession (Maybe Text) Source #
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
- TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. - Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
gameSession_fleetArn :: Lens' GameSession (Maybe Text) Source #
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
gameSession_fleetId :: Lens' GameSession (Maybe Text) Source #
A unique identifier for the fleet that the game session is running on.
gameSession_gameProperties :: Lens' GameSession (Maybe [GameProperty]) Source #
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).
gameSession_gameSessionData :: Lens' GameSession (Maybe Text) Source #
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
gameSession_gameSessionId :: Lens' GameSession (Maybe Text) Source #
A unique identifier for the game session. A game session ARN has the
following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
gameSession_ipAddress :: Lens' GameSession (Maybe Text) Source #
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
gameSession_location :: Lens' GameSession (Maybe Text) Source #
The fleet location where the game session is running. This value might
specify the fleet's home Region or a remote location. Location is
expressed as an Amazon Web Services Region code such as us-west-2
.
gameSession_matchmakerData :: Lens' GameSession (Maybe Text) Source #
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
gameSession_maximumPlayerSessionCount :: Lens' GameSession (Maybe Natural) Source #
The maximum number of players that can be connected simultaneously to the game session.
gameSession_name :: Lens' GameSession (Maybe Text) Source #
A descriptive label that is associated with a game session. Session names do not need to be unique.
gameSession_playerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy) Source #
Indicates whether or not the game session is accepting new players.
gameSession_port :: Lens' GameSession (Maybe Natural) Source #
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
gameSession_status :: Lens' GameSession (Maybe GameSessionStatus) Source #
Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
gameSession_statusReason :: Lens' GameSession (Maybe GameSessionStatusReason) Source #
Provides additional information about game session status. INTERRUPTED
indicates that the game session was hosted on a spot instance that was
reclaimed, causing the active game session to be terminated.
gameSession_terminationTime :: Lens' GameSession (Maybe UTCTime) Source #
A time stamp indicating when this data object was terminated. Format is
a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
GameSessionConnectionInfo
gameSessionConnectionInfo_dnsName :: Lens' GameSessionConnectionInfo (Maybe Text) Source #
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
- TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. - Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
gameSessionConnectionInfo_gameSessionArn :: Lens' GameSessionConnectionInfo (Maybe Text) Source #
A unique identifier for the game session. Use the game session ID.
gameSessionConnectionInfo_ipAddress :: Lens' GameSessionConnectionInfo (Maybe Text) Source #
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
gameSessionConnectionInfo_matchedPlayerSessions :: Lens' GameSessionConnectionInfo (Maybe [MatchedPlayerSession]) Source #
A collection of player session IDs, one for each player ID that was included in the original matchmaking request.
gameSessionConnectionInfo_port :: Lens' GameSessionConnectionInfo (Maybe Natural) Source #
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
GameSessionDetail
gameSessionDetail_gameSession :: Lens' GameSessionDetail (Maybe GameSession) Source #
Object that describes a game session.
gameSessionDetail_protectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy) Source #
Current status of protection for the game session.
- NoProtection -- The game session can be terminated during a scale-down event.
- FullProtection -- If the game session is in an
ACTIVE
status, it cannot be terminated during a scale-down event.
GameSessionPlacement
gameSessionPlacement_dnsName :: Lens' GameSessionPlacement (Maybe Text) Source #
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
- TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. - Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
gameSessionPlacement_endTime :: Lens' GameSessionPlacement (Maybe UTCTime) Source #
Time stamp indicating when this request was completed, canceled, or timed out.
gameSessionPlacement_gameProperties :: Lens' GameSessionPlacement (Maybe [GameProperty]) Source #
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).
gameSessionPlacement_gameSessionArn :: Lens' GameSessionPlacement (Maybe Text) Source #
Identifier for the game session created by this placement request. This
value is set once the new game session is placed (placement status is
FULFILLED
). This identifier is unique across all Regions. You can use
this value as a GameSessionId
value as needed.
gameSessionPlacement_gameSessionData :: Lens' GameSessionPlacement (Maybe Text) Source #
A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see
Start a Game Session).
gameSessionPlacement_gameSessionId :: Lens' GameSessionPlacement (Maybe Text) Source #
A unique identifier for the game session. This value is set once the new
game session is placed (placement status is FULFILLED
).
gameSessionPlacement_gameSessionName :: Lens' GameSessionPlacement (Maybe Text) Source #
A descriptive label that is associated with a game session. Session names do not need to be unique.
gameSessionPlacement_gameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text) Source #
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
gameSessionPlacement_gameSessionRegion :: Lens' GameSessionPlacement (Maybe Text) Source #
Name of the Region where the game session created by this placement
request is running. This value is set once the new game session is
placed (placement status is FULFILLED
).
gameSessionPlacement_ipAddress :: Lens' GameSessionPlacement (Maybe Text) Source #
The IP address of the game session. To connect to a GameLift game
server, an app needs both the IP address and port number. This value is
set once the new game session is placed (placement status is
FULFILLED
).
gameSessionPlacement_matchmakerData :: Lens' GameSessionPlacement (Maybe Text) Source #
Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.
gameSessionPlacement_maximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural) Source #
The maximum number of players that can be connected simultaneously to the game session.
gameSessionPlacement_placedPlayerSessions :: Lens' GameSessionPlacement (Maybe [PlacedPlayerSession]) Source #
A collection of information on player sessions created in response to
the game session placement request. These player sessions are created
only once a new game session is successfully placed (placement status is
FULFILLED
). This information includes the player ID (as provided in
the placement request) and the corresponding player session ID.
gameSessionPlacement_placementId :: Lens' GameSessionPlacement (Maybe Text) Source #
A unique identifier for a game session placement.
gameSessionPlacement_playerLatencies :: Lens' GameSessionPlacement (Maybe [PlayerLatency]) Source #
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.
gameSessionPlacement_port :: Lens' GameSessionPlacement (Maybe Natural) Source #
The port number for the game session. To connect to a GameLift game
server, an app needs both the IP address and port number. This value is
set once the new game session is placed (placement status is
FULFILLED
).
gameSessionPlacement_startTime :: Lens' GameSessionPlacement (Maybe UTCTime) Source #
Time stamp indicating when this request was placed in the queue. Format
is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
gameSessionPlacement_status :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState) Source #
Current status of the game session placement request.
- PENDING -- The placement request is currently in the queue waiting to be processed.
- FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.
- CANCELLED -- The placement request was canceled.
- TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
- FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
GameSessionQueue
gameSessionQueue_customEventData :: Lens' GameSessionQueue (Maybe Text) Source #
Information that is added to all events that are related to this game session queue.
gameSessionQueue_destinations :: Lens' GameSessionQueue (Maybe [GameSessionQueueDestination]) Source #
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
gameSessionQueue_filterConfiguration :: Lens' GameSessionQueue (Maybe FilterConfiguration) Source #
A list of locations where a queue is allowed to place new game sessions.
Locations are specified in the form of Amazon Web Services Region codes,
such as us-west-2
. If this parameter is not set, game sessions can be
placed in any queue location.
gameSessionQueue_gameSessionQueueArn :: Lens' GameSessionQueue (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift game session queue resource and uniquely
identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. In a
GameLift game session queue ARN, the resource ID matches the Name
value.
gameSessionQueue_name :: Lens' GameSessionQueue (Maybe Text) Source #
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
gameSessionQueue_notificationTarget :: Lens' GameSessionQueue (Maybe Text) Source #
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
gameSessionQueue_playerLatencyPolicies :: Lens' GameSessionQueue (Maybe [PlayerLatencyPolicy]) Source #
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
gameSessionQueue_priorityConfiguration :: Lens' GameSessionQueue (Maybe PriorityConfiguration) Source #
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
gameSessionQueue_timeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural) Source #
The maximum time, in seconds, that a new game session placement request
remains in the queue. When a request exceeds this time, the game session
placement changes to a TIMED_OUT
status.
GameSessionQueueDestination
gameSessionQueueDestination_destinationArn :: Lens' GameSessionQueueDestination (Maybe Text) Source #
The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
Instance
instance_creationTime :: Lens' Instance (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
instance_dnsName :: Lens' Instance (Maybe Text) Source #
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
- TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. - Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
instance_fleetArn :: Lens' Instance (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
instance_fleetId :: Lens' Instance (Maybe Text) Source #
A unique identifier for the fleet that the instance is in.
instance_ipAddress :: Lens' Instance (Maybe Text) Source #
IP address that is assigned to the instance.
instance_location :: Lens' Instance (Maybe Text) Source #
The fleet location of the instance, expressed as an Amazon Web Services
Region code, such as us-west-2
.
instance_operatingSystem :: Lens' Instance (Maybe OperatingSystem) Source #
Operating system that is running on this instance.
instance_status :: Lens' Instance (Maybe InstanceStatus) Source #
Current status of the instance. Possible statuses include the following:
- PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration.
- ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions.
- TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.
instance_type :: Lens' Instance (Maybe EC2InstanceType) Source #
Amazon EC2 instance type that defines the computing resources of this instance.
InstanceAccess
instanceAccess_credentials :: Lens' InstanceAccess (Maybe InstanceCredentials) Source #
Credentials required to access the instance.
instanceAccess_fleetId :: Lens' InstanceAccess (Maybe Text) Source #
A unique identifier for the fleet containing the instance being accessed.
instanceAccess_instanceId :: Lens' InstanceAccess (Maybe Text) Source #
A unique identifier for the instance being accessed.
instanceAccess_ipAddress :: Lens' InstanceAccess (Maybe Text) Source #
IP address that is assigned to the instance.
instanceAccess_operatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem) Source #
Operating system that is running on the instance.
InstanceCredentials
instanceCredentials_secret :: Lens' InstanceCredentials (Maybe Text) Source #
Secret string. For Windows instances, the secret is a password for use
with Windows Remote Desktop. For Linux instances, it is a private key
(which must be saved as a .pem
file) for use with SSH.
instanceCredentials_userName :: Lens' InstanceCredentials (Maybe Text) Source #
User login string.
InstanceDefinition
instanceDefinition_weightedCapacity :: Lens' InstanceDefinition (Maybe Text) Source #
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is "1".
instanceDefinition_instanceType :: Lens' InstanceDefinition GameServerGroupInstanceType Source #
An Amazon EC2 instance type designation.
IpPermission
ipPermission_fromPort :: Lens' IpPermission Natural Source #
A starting value for a range of allowed port numbers.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
ipPermission_toPort :: Lens' IpPermission Natural Source #
An ending value for a range of allowed port numbers. Port numbers are
end-inclusive. This value must be higher than FromPort
.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
ipPermission_ipRange :: Lens' IpPermission Text Source #
A range of allowed IP addresses. This value must be expressed in CIDR
notation. Example: "000.000.000.000/[subnet mask]
" or optionally
the shortened version "0.0.0.0/[subnet mask]
".
ipPermission_protocol :: Lens' IpPermission IpProtocol Source #
The network communication protocol used by the fleet.
LaunchTemplateSpecification
launchTemplateSpecification_launchTemplateId :: Lens' LaunchTemplateSpecification (Maybe Text) Source #
A unique identifier for an existing Amazon EC2 launch template.
launchTemplateSpecification_launchTemplateName :: Lens' LaunchTemplateSpecification (Maybe Text) Source #
A readable identifier for an existing Amazon EC2 launch template.
launchTemplateSpecification_version :: Lens' LaunchTemplateSpecification (Maybe Text) Source #
The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.
LocationAttributes
locationAttributes_locationState :: Lens' LocationAttributes (Maybe LocationState) Source #
A fleet location and its current life-cycle state.
locationAttributes_stoppedActions :: Lens' LocationAttributes (Maybe (NonEmpty FleetAction)) Source #
A list of fleet actions that have been suspended in the fleet location.
locationAttributes_updateStatus :: Lens' LocationAttributes (Maybe LocationUpdateStatus) Source #
The status of fleet activity updates to the location. The status
PENDING_UPDATE
indicates that StopFleetActions
or
StartFleetActions
has been requested but the update has not yet been
completed for the location.
LocationConfiguration
locationConfiguration_location :: Lens' LocationConfiguration Text Source #
An Amazon Web Services Region code, such as us-west-2
.
LocationModel
locationModel_locationArn :: Lens' LocationModel (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift location resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
locationModel_locationName :: Lens' LocationModel (Maybe Text) Source #
The location's name.
LocationState
locationState_location :: Lens' LocationState (Maybe Text) Source #
The fleet location, expressed as an Amazon Web Services Region code such
as us-west-2
.
locationState_status :: Lens' LocationState (Maybe FleetStatus) Source #
The life-cycle status of a fleet location.
MatchedPlayerSession
matchedPlayerSession_playerId :: Lens' MatchedPlayerSession (Maybe Text) Source #
A unique identifier for a player
matchedPlayerSession_playerSessionId :: Lens' MatchedPlayerSession (Maybe Text) Source #
A unique identifier for a player session
MatchmakingConfiguration
matchmakingConfiguration_acceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool) Source #
A flag that indicates whether a match that was created with this
configuration must be accepted by the matched players. To require
acceptance, set to TRUE. When this option is enabled, matchmaking
tickets use the status REQUIRES_ACCEPTANCE
to indicate when a
completed potential match is waiting for player acceptance.
matchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) Source #
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
matchmakingConfiguration_additionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural) Source #
The number of player slots in a match to keep open for future players.
For example, if the configuration's rule set specifies a match for a
single 12-person team, and the additional player count is set to 2, only
10 players are selected for the match. This parameter is not used when
FlexMatchMode
is set to STANDALONE
.
matchmakingConfiguration_backfillMode :: Lens' MatchmakingConfiguration (Maybe BackfillMode) Source #
The method used to backfill game sessions created with this matchmaking
configuration. MANUAL indicates that the game makes backfill requests or
does not use the match backfill feature. AUTOMATIC indicates that
GameLift creates backfill requests whenever a game session has one or
more open slots. Learn more about manual and automatic backfill in
Backfill existing games with FlexMatch.
Automatic backfill is not available when FlexMatchMode
is set to
STANDALONE
.
matchmakingConfiguration_configurationArn :: Lens' MatchmakingConfiguration (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift matchmaking configuration resource and
uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
.
In a GameLift configuration ARN, the resource ID matches the Name
value.
matchmakingConfiguration_creationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
matchmakingConfiguration_customEventData :: Lens' MatchmakingConfiguration (Maybe Text) Source #
Information to attach to all events related to the matchmaking configuration.
matchmakingConfiguration_description :: Lens' MatchmakingConfiguration (Maybe Text) Source #
A descriptive label that is associated with matchmaking configuration.
matchmakingConfiguration_flexMatchMode :: Lens' MatchmakingConfiguration (Maybe FlexMatchMode) Source #
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
- STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
- WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
matchmakingConfiguration_gameProperties :: Lens' MatchmakingConfiguration (Maybe [GameProperty]) Source #
A set of custom properties for a game session, formatted as key:value
pairs. These properties are passed to a game server process with a
request to start a new game session (see
Start a Game Session).
This information is added to the new GameSession
object that is
created for a successful match. This parameter is not used when
FlexMatchMode
is set to STANDALONE
.
matchmakingConfiguration_gameSessionData :: Lens' MatchmakingConfiguration (Maybe Text) Source #
A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process with a request to
start a new game session (see
Start a Game Session).
This information is added to the new GameSession
object that is
created for a successful match. This parameter is not used when
FlexMatchMode
is set to STANDALONE
.
matchmakingConfiguration_gameSessionQueueArns :: Lens' MatchmakingConfiguration (Maybe [Text]) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift game session queue resource and uniquely
identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues
can be located in any Region. Queues are used to start new
GameLift-hosted game sessions for matches that are created with this
matchmaking configuration. This property is not set when FlexMatchMode
is set to STANDALONE
.
matchmakingConfiguration_name :: Lens' MatchmakingConfiguration (Maybe Text) Source #
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
matchmakingConfiguration_notificationTarget :: Lens' MatchmakingConfiguration (Maybe Text) Source #
An SNS topic ARN that is set up to receive matchmaking notifications.
matchmakingConfiguration_requestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) Source #
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
matchmakingConfiguration_ruleSetArn :: Lens' MatchmakingConfiguration (Maybe Text) Source #
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
matchmakingConfiguration_ruleSetName :: Lens' MatchmakingConfiguration (Maybe Text) Source #
A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
MatchmakingRuleSet
matchmakingRuleSet_creationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
matchmakingRuleSet_ruleSetArn :: Lens' MatchmakingRuleSet (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift matchmaking rule set resource and
uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
. In a
GameLift rule set ARN, the resource ID matches the RuleSetName value.
matchmakingRuleSet_ruleSetName :: Lens' MatchmakingRuleSet (Maybe Text) Source #
A unique identifier for the matchmaking rule set
matchmakingRuleSet_ruleSetBody :: Lens' MatchmakingRuleSet Text Source #
A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
MatchmakingTicket
matchmakingTicket_configurationArn :: Lens' MatchmakingTicket (Maybe Text) Source #
The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
matchmakingTicket_configurationName :: Lens' MatchmakingTicket (Maybe Text) Source #
Name of the matchmaking configuration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
matchmakingTicket_endTime :: 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"
).
matchmakingTicket_estimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural) Source #
Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
matchmakingTicket_gameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo) Source #
Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .
matchmakingTicket_players :: Lens' MatchmakingTicket (Maybe [Player]) Source #
A set of Player
objects, each representing a player to find matches
for. Players are identified by a unique player ID and may include
latency data for use during matchmaking. If the ticket is in status
COMPLETED
, the Player
objects include the team the players were
assigned to in the resulting match.
matchmakingTicket_startTime :: Lens' MatchmakingTicket (Maybe UTCTime) Source #
Time stamp indicating when this matchmaking request was received. Format
is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
matchmakingTicket_status :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus) Source #
Current status of the matchmaking request.
- QUEUED -- The matchmaking request has been received and is currently waiting to be processed.
- SEARCHING -- The matchmaking request is currently being processed.
- REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match. This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
- PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
- COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
- FAILED -- The matchmaking request was not completed.
- CANCELLED -- The matchmaking request was canceled. This may be
the result of a
StopMatchmaking
operation or a proposed match that one or more players failed to accept. - TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
matchmakingTicket_statusMessage :: Lens' MatchmakingTicket (Maybe Text) Source #
Additional information about the current status.
matchmakingTicket_statusReason :: Lens' MatchmakingTicket (Maybe Text) Source #
Code to explain the current status. For example, a status reason may
indicate when a ticket has returned to SEARCHING
status after a
proposed match fails to receive player acceptances.
matchmakingTicket_ticketId :: Lens' MatchmakingTicket (Maybe Text) Source #
A unique identifier for a matchmaking ticket.
PlacedPlayerSession
placedPlayerSession_playerId :: Lens' PlacedPlayerSession (Maybe Text) Source #
A unique identifier for a player that is associated with this player session.
placedPlayerSession_playerSessionId :: Lens' PlacedPlayerSession (Maybe Text) Source #
A unique identifier for a player session.
Player
player_latencyInMs :: Lens' Player (Maybe (HashMap Text Natural)) Source #
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
player_playerAttributes :: Lens' Player (Maybe (HashMap Text AttributeValue)) Source #
A collection of key:value pairs containing player information for use in
matchmaking. Player attribute keys must match the playerAttributes
used in a matchmaking rule set. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
player_team :: Lens' Player (Maybe Text) Source #
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
PlayerLatency
playerLatency_latencyInMilliseconds :: Lens' PlayerLatency (Maybe Double) Source #
Amount of time that represents the time lag experienced by the player when connected to the specified Region.
playerLatency_playerId :: Lens' PlayerLatency (Maybe Text) Source #
A unique identifier for a player associated with the latency data.
playerLatency_regionIdentifier :: Lens' PlayerLatency (Maybe Text) Source #
Name of the Region that is associated with the latency value.
PlayerLatencyPolicy
playerLatencyPolicy_maximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural) Source #
The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
playerLatencyPolicy_policyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural) Source #
The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.
PlayerSession
playerSession_creationTime :: Lens' PlayerSession (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
playerSession_dnsName :: Lens' PlayerSession (Maybe Text) Source #
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
- TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. - Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
playerSession_fleetArn :: Lens' PlayerSession (Maybe Text) Source #
The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.
playerSession_fleetId :: Lens' PlayerSession (Maybe Text) Source #
A unique identifier for the fleet that the player's game session is running on.
playerSession_gameSessionId :: Lens' PlayerSession (Maybe Text) Source #
A unique identifier for the game session that the player session is connected to.
playerSession_ipAddress :: Lens' PlayerSession (Maybe Text) Source #
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
playerSession_playerData :: Lens' PlayerSession (Maybe Text) Source #
Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.
playerSession_playerId :: Lens' PlayerSession (Maybe Text) Source #
A unique identifier for a player that is associated with this player session.
playerSession_playerSessionId :: Lens' PlayerSession (Maybe Text) Source #
A unique identifier for a player session.
playerSession_port :: Lens' PlayerSession (Maybe Natural) Source #
Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
playerSession_status :: Lens' PlayerSession (Maybe PlayerSessionStatus) Source #
Current status of the player session.
Possible player session statuses include the following:
- RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
- ACTIVE -- The player has been validated by the server process and is currently connected.
- COMPLETED -- The player connection has been dropped.
- TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
playerSession_terminationTime :: Lens' PlayerSession (Maybe UTCTime) Source #
A time stamp indicating when this data object was terminated. Format is
a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
PriorityConfiguration
priorityConfiguration_locationOrder :: Lens' PriorityConfiguration (Maybe (NonEmpty Text)) Source #
The prioritization order to use for fleet locations, when the
PriorityOrder
property includes LOCATION
. Locations are identified
by Amazon Web Services Region codes such as us-west-2
. Each location
can only be listed once.
priorityConfiguration_priorityOrder :: Lens' PriorityConfiguration (Maybe (NonEmpty PriorityType)) Source #
The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.
LATENCY
-- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.COST
-- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.DESTINATION
-- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.LOCATION
-- FleetIQ prioritizes based on the provided order of locations, as defined inLocationOrder
.
ResourceCreationLimitPolicy
resourceCreationLimitPolicy_newGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural) Source #
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game
session. On receiving a CreateGameSession
request, GameLift checks
that the player (identified by CreatorId
) has created fewer than game
session limit in the specified time period.
resourceCreationLimitPolicy_policyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural) Source #
The time span used in evaluating the resource creation limit policy.
RoutingStrategy
routingStrategy_fleetId :: Lens' RoutingStrategy (Maybe Text) Source #
A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
routingStrategy_message :: Lens' RoutingStrategy (Maybe Text) Source #
The message text to be used with a terminal routing strategy.
routingStrategy_type :: Lens' RoutingStrategy (Maybe RoutingStrategyType) Source #
The type of routing strategy for the alias.
Possible routing types include the following:
- SIMPLE - The alias resolves to one specific fleet. Use this type when routing to active fleets.
- TERMINAL - The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the message embedded.
RuntimeConfiguration
runtimeConfiguration_gameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural) Source #
The maximum amount of time (in seconds) allowed to launch a new game
session and have it report ready to host players. During this time, the
game session is in status ACTIVATING
. If the game session does not
become active before the timeout, it is ended and the game session
status is changed to TERMINATED
.
runtimeConfiguration_maxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural) Source #
The number of game sessions in status ACTIVATING
to allow on an
instance. This setting limits the instance resources that can be used
for new game activations at any one time.
runtimeConfiguration_serverProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess)) Source #
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
S3Location
s3Location_bucket :: Lens' S3Location (Maybe Text) Source #
An Amazon S3 bucket identifier. Thename of the S3 bucket.
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
s3Location_key :: Lens' S3Location (Maybe Text) Source #
The name of the zip file that contains the build files or script files.
s3Location_objectVersion :: Lens' S3Location (Maybe Text) Source #
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
s3Location_roleArn :: Lens' S3Location (Maybe Text) Source #
The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.
ScalingPolicy
scalingPolicy_comparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType) Source #
Comparison operator to use when measuring a metric against the threshold value.
scalingPolicy_evaluationPeriods :: Lens' ScalingPolicy (Maybe Natural) Source #
Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
scalingPolicy_fleetArn :: Lens' ScalingPolicy (Maybe Text) Source #
The Amazon Resource Name
(ARN)
that is assigned to a GameLift fleet resource and uniquely identifies
it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
scalingPolicy_fleetId :: Lens' ScalingPolicy (Maybe Text) Source #
A unique identifier for the fleet that is associated with this scaling policy.
scalingPolicy_location :: Lens' ScalingPolicy (Maybe Text) Source #
The fleet location.
scalingPolicy_metricName :: Lens' ScalingPolicy (Maybe MetricName) Source #
Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.
- ActivatingGameSessions -- Game sessions in the process of being created.
- ActiveGameSessions -- Game sessions that are currently running.
- ActiveInstances -- Fleet instances that are currently running at least one game session.
- AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
- AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
- CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
- IdleInstances -- Active instances that are currently hosting zero game sessions.
- PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
- PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
- QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
- WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
scalingPolicy_name :: Lens' ScalingPolicy (Maybe Text) Source #
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
scalingPolicy_policyType :: Lens' ScalingPolicy (Maybe PolicyType) Source #
The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
scalingPolicy_scalingAdjustment :: Lens' ScalingPolicy (Maybe Int) Source #
Amount of adjustment to make, based on the scaling adjustment type.
scalingPolicy_scalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType) Source #
The type of adjustment to make to a fleet's instance count.
- ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
- ExactCapacity -- set the instance count to the scaling adjustment value.
- PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.
scalingPolicy_status :: Lens' ScalingPolicy (Maybe ScalingStatusType) Source #
Current status of the scaling policy. The scaling policy can be in force
only when in an ACTIVE
status. Scaling policies can be suspended for
individual fleets. If the policy is suspended for a fleet, the policy
status does not change.
- ACTIVE -- The scaling policy can be used for auto-scaling a fleet.
- UPDATE_REQUESTED -- A request to update the scaling policy has been received.
- UPDATING -- A change is being made to the scaling policy.
- DELETE_REQUESTED -- A request to delete the scaling policy has been received.
- DELETING -- The scaling policy is being deleted.
- DELETED -- The scaling policy has been deleted.
- ERROR -- An error occurred in creating the policy. It should be removed and recreated.
scalingPolicy_targetConfiguration :: Lens' ScalingPolicy (Maybe TargetConfiguration) Source #
An object that contains settings for a target-based scaling policy.
scalingPolicy_threshold :: Lens' ScalingPolicy (Maybe Double) Source #
Metric value used to trigger a scaling event.
scalingPolicy_updateStatus :: Lens' ScalingPolicy (Maybe LocationUpdateStatus) Source #
The current status of the fleet's scaling policies in a requested fleet
location. The status PENDING_UPDATE
indicates that an update was
requested for the fleet but has not yet been completed for the location.
Script
script_creationTime :: Lens' Script (Maybe UTCTime) Source #
A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
script_name :: Lens' Script (Maybe Text) Source #
A descriptive label that is associated with a script. Script names do not need to be unique.
script_scriptArn :: Lens' Script (Maybe Text) Source #
The Amazon Resource Name (ARN) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
script_sizeOnDisk :: Lens' Script (Maybe Natural) Source #
The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".
script_storageLocation :: Lens' Script (Maybe S3Location) Source #
The location of the Amazon S3 bucket where a zipped file containing your
Realtime scripts is stored. The storage location must specify the Amazon
S3 bucket name, the zip file name (the "key"), and a role ARN that
allows Amazon GameLift to access the Amazon S3 storage location. The S3
bucket must be in the same Region where you want to create a new script.
By default, Amazon GameLift uploads the latest version of the zip file;
if you have S3 object versioning turned on, you can use the
ObjectVersion
parameter to specify an earlier version.
script_version :: Lens' Script (Maybe Text) Source #
Version information associated with a build or script. Version strings do not need to be unique.
ServerProcess
serverProcess_parameters :: Lens' ServerProcess (Maybe Text) Source #
An optional list of parameters to pass to the server executable or Realtime script on launch.
serverProcess_launchPath :: Lens' ServerProcess Text Source #
The location of a game build executable or the Realtime script file that
contains the Init()
function. Game builds and Realtime scripts are
installed on instances at the root:
- Windows (custom game builds only):
C:\game
. Example: "C:\game\MyGame\server.exe
" - Linux:
/local/game
. Examples: "/local/game/MyGame/server.exe
" or "/local/game/MyRealtimeScript.js
"
serverProcess_concurrentExecutions :: Lens' ServerProcess Natural Source #
The number of server processes using this configuration that run concurrently on each instance.
Tag
tag_key :: Lens' Tag Text Source #
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
tag_value :: Lens' Tag Text Source #
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
TargetConfiguration
targetConfiguration_targetValue :: Lens' TargetConfiguration Double Source #
Desired value to use with a target-based scaling policy. The value must be relevant for whatever metric the scaling policy is using. For example, in a policy using the metric PercentAvailableGameSessions, the target value should be the preferred size of the fleet's buffer (the percent of capacity that should be idle and ready for new game sessions).
TargetTrackingConfiguration
targetTrackingConfiguration_targetValue :: Lens' TargetTrackingConfiguration Double Source #
Desired value to use with a game server group target-based scaling policy.
VpcPeeringAuthorization
vpcPeeringAuthorization_creationTime :: Lens' VpcPeeringAuthorization (Maybe UTCTime) Source #
Time stamp indicating when this authorization was issued. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
vpcPeeringAuthorization_expirationTime :: Lens' VpcPeeringAuthorization (Maybe UTCTime) Source #
Time stamp indicating when this authorization expires (24 hours after
issuance). Format is a number expressed in Unix time as milliseconds
(for example "1469498468.057"
).
vpcPeeringAuthorization_gameLiftAwsAccountId :: Lens' VpcPeeringAuthorization (Maybe Text) Source #
A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
vpcPeeringAuthorization_peerVpcAwsAccountId :: Lens' VpcPeeringAuthorization (Maybe Text) Source #
The authorization's peer VPC Amazon Web Services account ID.
vpcPeeringAuthorization_peerVpcId :: Lens' VpcPeeringAuthorization (Maybe Text) Source #
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
VpcPeeringConnection
vpcPeeringConnection_fleetArn :: Lens' VpcPeeringConnection (Maybe Text) Source #
The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.
vpcPeeringConnection_fleetId :: Lens' VpcPeeringConnection (Maybe Text) Source #
A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.
vpcPeeringConnection_gameLiftVpcId :: Lens' VpcPeeringConnection (Maybe Text) Source #
A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your Amazon Web Services account.
vpcPeeringConnection_ipV4CidrBlock :: Lens' VpcPeeringConnection (Maybe Text) Source #
CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.
vpcPeeringConnection_peerVpcId :: Lens' VpcPeeringConnection (Maybe Text) Source #
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
vpcPeeringConnection_status :: Lens' VpcPeeringConnection (Maybe VpcPeeringConnectionStatus) Source #
The status information about the connection. Status indicates if a connection is pending, successful, or failed.
vpcPeeringConnection_vpcPeeringConnectionId :: Lens' VpcPeeringConnection (Maybe Text) Source #
A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection.
VpcPeeringConnectionStatus
vpcPeeringConnectionStatus_code :: Lens' VpcPeeringConnectionStatus (Maybe Text) Source #
Code indicating the status of a VPC peering connection.
vpcPeeringConnectionStatus_message :: Lens' VpcPeeringConnectionStatus (Maybe Text) Source #
Additional messaging associated with the connection status.