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 |
Synopsis
- data GameSession = GameSession' {
- creationTime :: Maybe POSIX
- creatorId :: Maybe Text
- currentPlayerSessionCount :: Maybe Natural
- dnsName :: Maybe Text
- fleetArn :: Maybe Text
- fleetId :: Maybe Text
- gameProperties :: Maybe [GameProperty]
- gameSessionData :: Maybe Text
- gameSessionId :: Maybe Text
- ipAddress :: Maybe Text
- location :: Maybe Text
- matchmakerData :: Maybe Text
- maximumPlayerSessionCount :: Maybe Natural
- name :: Maybe Text
- playerSessionCreationPolicy :: Maybe PlayerSessionCreationPolicy
- port :: Maybe Natural
- status :: Maybe GameSessionStatus
- statusReason :: Maybe GameSessionStatusReason
- terminationTime :: Maybe POSIX
- newGameSession :: GameSession
- 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)
Documentation
data GameSession Source #
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session
ends, its status is set to TERMINATED
.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
See: newGameSession
smart constructor.
GameSession' | |
|
Instances
newGameSession :: GameSession Source #
Create a value of GameSession
with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
The following record fields are available, with the corresponding lenses provided for backwards compatibility:
$sel:creationTime:GameSession'
, gameSession_creationTime
- A time stamp indicating when this data object was created. Format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
$sel:creatorId:GameSession'
, gameSession_creatorId
- A unique identifier for a player. This ID is used to enforce a resource
protection policy (if one exists), that limits the number of game
sessions a player can create.
$sel:currentPlayerSessionCount:GameSession'
, gameSession_currentPlayerSessionCount
- Number of players currently in the game session.
$sel:dnsName:GameSession'
, gameSession_dnsName
- The DNS identifier assigned to the instance that is running the game
session. Values have the following format:
- TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. - Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
$sel:fleetArn:GameSession'
, gameSession_fleetArn
- The Amazon Resource Name
(ARN)
associated with the GameLift fleet that this game session is running on.
$sel:fleetId:GameSession'
, gameSession_fleetId
- A unique identifier for the fleet that the game session is running on.
$sel:gameProperties:GameSession'
, gameSession_gameProperties
- A set of custom properties for a game session, formatted as key:value
pairs. These properties are passed to a game server process with a
request to start a new game session (see
Start a Game Session).
$sel:gameSessionData:GameSession'
, gameSession_gameSessionData
- A set of custom game session properties, formatted as a single string
value. This data is passed to a game server process with a request to
start a new game session (see
Start a Game Session).
$sel:gameSessionId:GameSession'
, gameSession_gameSessionId
- A unique identifier for the game session. A game session ARN has the
following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
$sel:ipAddress:GameSession'
, gameSession_ipAddress
- The IP address of the game session. To connect to a GameLift game
server, an app needs both the IP address and port number.
$sel:location:GameSession'
, gameSession_location
- The fleet location where the game session is running. This value might
specify the fleet's home Region or a remote location. Location is
expressed as an Amazon Web Services Region code such as us-west-2
.
$sel:matchmakerData:GameSession'
, gameSession_matchmakerData
- Information about the matchmaking process that was used to create the
game session. It is in JSON syntax, formatted as a string. In addition
the matchmaking configuration used, it contains data on all players
assigned to the match, including player attributes and team assignments.
For more details on matchmaker data, see
Match Data.
Matchmaker data is useful when requesting match backfills, and is
updated whenever new players are added during a successful backfill (see
StartMatchBackfill).
$sel:maximumPlayerSessionCount:GameSession'
, gameSession_maximumPlayerSessionCount
- The maximum number of players that can be connected simultaneously to
the game session.
$sel:name:GameSession'
, gameSession_name
- A descriptive label that is associated with a game session. Session
names do not need to be unique.
$sel:playerSessionCreationPolicy:GameSession'
, gameSession_playerSessionCreationPolicy
- Indicates whether or not the game session is accepting new players.
$sel:port:GameSession'
, gameSession_port
- The port number for the game session. To connect to a GameLift game
server, an app needs both the IP address and port number.
$sel:status:GameSession'
, gameSession_status
- Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
$sel:statusReason:GameSession'
, gameSession_statusReason
- Provides additional information about game session status. INTERRUPTED
indicates that the game session was hosted on a spot instance that was
reclaimed, causing the active game session to be terminated.
$sel:terminationTime:GameSession'
, gameSession_terminationTime
- A time stamp indicating when this data object was terminated. Format is
a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
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"
).